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Accelerometer-based User Interfaces forthe Control of a Physically Simulated Character
Takaaki ShiratoriJessica K. Hodgins
Carnegie Mellon University
Physical Simulation in Games
Controllable interface for physically simulated character
Jurassic Park: Trespasser, 19982
Simulation for everything.- Very limited.
Little Big Planet, 20081
Simulation ONLY for passive objects.- Effective!
1 http://www.littlebigplanet.com/2 http://www.mobygames.com/game/trespasser-jurassic-park
Half speed
Physically Simulated Character• Natural-looking motion.• Natural responses to environment/disturbance.
• Natural-looking motion.• Natural responses to environment/disturbance.• Hard to control due to delayed response (anticipation).
Physically Simulated Character
Walk Jump
– Our Hypothesis –Performing similar actions might make the delay seem intuitive.
0 1.0 2.0 3.0 0
1
2
3
4
5
Speed [m/s]
Time [sec]
Walk Jump
Anticipation
Our Approach• Performance interface:
User Imitates character’s motion with Wiimotes.
–Wrist interface–Arm interface–Leg interface
• Test our hypothesis about delay with user study.Leg interface
• Accelerometer• IR sensor• $40 / unit• 30 million copies
WiimoteTM
1 http://www.gizmag.com/go/6773/2 http://www.cs.cmu.edu/~johnny/projects/wii/
1 2
Related Work• Interface for controlling a character
– Physically simulated character in 2D.
• Virtual navigation– Control “view point”.
• Wii games– Either dynamic or static measurement.
[Johnson et al. 1999]
[van de Panne and Lee 2003]
[Slyper and Hodgins 2008]
[Chai and Hodgins 2005]
[Templeman et al. 1999][Razzaque et al. 2002][Nintendo 2006] [Nintendo 2007] [Ubisoft 2007]
Overview
2-3 Wiimotes
Physically simulated motion
Mapping Controllerselection
Parameterchange
Amp., Mean,Inclination
Moving or not,Freq., Phase
Motion controller(walk, run, jump, step)
Physical Simulation
Overview
2-3 Wiimotes
Physically simulated motion
Mapping Controllerselection
Parameterchange
Amp., Mean,Inclination
Moving or not,Freq., Phase
Motion controller(walk, run, jump, step)
Physical Simulation
• Focus on periodicity of character’s motion.
User Input
Walking Running Jumping
Basic command: swing Wiimotes
In-phaseOut-of-phase
Acceleration Analysis
FeaturesFeatures
YesNo
Raw acceleration
Frequency
Amplitude
Inclination Phase diff.L
R
Mean
Kalman filter
Moving?
Variance
Acceleration Analysis
FeaturesFeatures
YesNo
Raw acceleration
Frequency
Amplitude
Inclination Phase diff.L
R
Mean
Kalman filter
Moving?
Phase Difference
• Cross-correlation function
a: acceleration dataa: mean accelerationT: current timetp: window size
Acceleration Analysis
FeaturesFeatures
YesNo
Raw acceleration
Frequency
Amplitude
Inclination Phase diff.L
R
Mean
Kalman filter
Moving?
Inclination Estimation• If Wiimote is not moving,
• If Wiimote is moving, Wiimote’s local coordinate.
xy
z
g
t
acc.
x
acc.
x t
mean
Overview
2-3 Wiimotes
Physically simulated motion
Mapping Controllerselection
Parameterchange
Amp., Mean,Inclination
Moving or not,Freq., Phase
• Consists of 3 contact states with Proportional-Derivative (PD) controller.
Support foot passes
under hip.
Rear legleaves ground.
Swing legcontacts ground.
Fall Rise
DoubleSupport
Walking Controller
[Raibert and Hodgins, 1991]
Stepping-in-place controller: target velocity = 0
• Consists of 4 contact states with PD controller.
Running Controller
Front swing legcontacts ground.
Support foot passes
under hip.
Support legleaves ground.
Vertical hipvelocity
less than zero. Upward
FlightDownward
Flight
Extension Compression
[Raibert and Hodgins, 1991]Jumping controller: both legs in phase.
• Based on the robustness of motion.
Gait Transition
JumpingStepping in place
Walking RunningWalking RunningSlow Fast
Overview
2-3 Wiimotes
Physically simulated motion
Amp., Mean,Inclination
Moving or not,Freq., Phase
Motion controller(walk, run, jump, step)
Physical Simulation
Mapping Wiimotes to Physical Simulation
Wiimotesnot moving.
Wiimotesout of phase.
Wiimotesin phase.
Height: Wiimote amplitude
JumpingStepping in place
Walking RunningWalking RunningSlow FastWii frequency
Wrist Interface
• Imitate character’s leg motions with user’s wrists.
Walking(Slow swing)
Running(Fast swing)
Jumping Turning
Arm Interface• Imitate arm motion of human’s biped motion.
(though the character doesn’t have upper body)
Arm Interface• Imitate arm motion of human’s biped motion.
(though the character doesn’t have upper body)
Walking Running Jumping Turning
Leg Interface
• Imitate character’s leg motion with user’s legs.
Walking(Slow step)
Running(Fast step)
Jumping Turning
• Typical usage.
Joystick Interface
RightLeft
Forward
Run
Walk
Turn in place
Step in place
Locomotion Jumping
User Study• 15 subjects.• Tasks
– Straight track completion.– Test track completion.
• Questionnaire– Fun, ease of use, stress, familiarity, immersion, how much
they liked it?– Free-form questions.
Courses:
• Task1. Motion transition at line.2. Keep straight walking/running until line.
Straight Track Completion
Average failure count
Straight walking: All of our interfaces < Joystick
Failure for Straight Walking
Approximate motions
RightLeftForward
Run
WalkTurn in placeStep in place
Precise manipulation
Wrist Arm Leg Joystick
Straight walk
Test Track Completion
Simulation failure Jump failure Curve failure
+Time to completion
Time to failure
Result of Test Track CompletionAverage count Time [sec]
Curve failure: Leg interface < joystick
Our interfaces are easier to control than joystick.
Free-form questions:• Most subjects did not complain about the delay.• A few subjects complained about the delay of all
interfaces (including joystick).
Questionnaire
Rating score:• “Immersion”: Wrist, Leg > Joystick• “Like”: Wrist, Leg > Joystick
Insights from User Study• Delay factors:
– Acceleration analysis: 100 – 500 ms (Not included in joystick interface)
– Physical simulation (anticipation): 200 – 500 ms
• Task completion:Easy to control: our interfaces > joystick.
• Questionnaire:“Immersive” and “Like”: our interfaces > joystick.
Immersive performance interface might help with the delay issue.
ConclusionSummary• Performance interfaces for controlling a physically simulated
character.• User study mainly focusing on delay issues.
– Performance interface might be able to help with delay issue.
Future Work• Reduce delay.
– Improve acceleration analysis.• Further user study.
– Delay issue: Compare with data-driven control.– Other scenarios (e.g. fighting game, FPS).