|
Sign In to gain access to subscriptions and/or personal tools.
|
Simulation & Gaming, Vol. 37, No. 4,
423-437 (2006)
DOI: 10.1177/1046878106293690
Simulating pattern design and layout for group calisthenics and eurhythmics
Zhigeng Pan
Zhejiang University, China
Qingge Ji
Sun Yat-Sen University, China
Mingmin Zhang
Zhejiang University, China
Yanfeng Li
Hangzhou Dianzi University, China
Lin Mei
Zhejiang University, China
Virtual reality has been applied to many areas such as education, art, entertainment, engineering, and sports simulation. Two case studies for sports simulation are presented here: the simulation of pattern design for group calisthenics and the simulation of the layout for group eurhythmics (art gymnastics). Virtual human technique is employed in both simulation systems. In case study 1, the authors studied group calisthenics training simulation to reduce rehearsal time. Several path-planning methods and a collision avoidance algorithm are presented. The new algorithm is simpler and more efficient than former methods. The system can help group calisthenics arrangement personnel improve designing quality and efficiency of transforming of alignment and pattern. In case study 2, the authors design and implement a simulation system for the group eurhythmics layout. It provides a direct and convenient method to train athletes for the eurhythmics team coaches. Experimental results illustrate the efficiency of the prototype systems.
Key Words: art gymnastics collision avoidance eurhythmics group calisthenics path planning pattern design sports simulation virtual crowds virtual reality
References
- Badler, N., Hollick, M. J., & Granieri, J. P. (1995). Real-time control of a virtual human using minimal sensors. Presence, 2(1), 82-86.
- Blumberg, B., & Galyean, T. (1995). Multi-level direction of autonomous creatures for real-time virtual environments. SIGGRAPHComputer Graphics Proceeding, pp. 47-54.
- Bouvier, E., Cohen, E., & Najman, L. (1997). From crowd simulation to airbag deployment: Particle systems, a new paradigm of simulation. Journal of Electronic Imaging, 6(1), 94-107.
- Cohen, J., Lin, M., Manocha, D., & Ponamgi, M. (1995). I-Collide: An interactive and exact collision detection system for large-scale environments. Proceeding of ACM Interactive 3D Graphics Conference, pp. 186-196.
- Ji, Q. G., Pan, Z. G., & Mei, L. (2004). Simulation on pattern design in group calisthenics. In Proceedings of International Conference on Virtual Reality Continuum & Its Applications in Industry (pp. 159-162). New York: ACM Press.
- Kim, H. K., Oh, J. K., Choi, M. G., Shin, H. J., Kang, H. W., & Shin, S. Y. (2002). An event-driven approach for crowd simulation with example motions (CS/TR-170). Korea: KAIST.
- Luebke, D., & Georges, C. (1995). Portals and mirrors: Simple, fast evaluation of potentially visible sets. Proceedings SIGGRAPH Symposium on Interactive 3D Graphics, pp. 105-106.
- Mataric, M. J. (1994). Learning to behave socially, from animals to animats. In D. Cliff, P. Husbands, J-A. Meyer, & S. Wilson (Eds.), Proceeding of International Conference on Simulation of Adaptive Behavior (pp. 453-462). Cambridge, MA: MIT Press.
- Molet, T., Aubel, A., Çapin, T., Carion, S., Lee, E., Thalmann, N., Noser, H., Pandzic, I., Sannier, G., & Thalmann, D. (1999). Anyone for tennis? Presence, 8(3), 140-156.
- Musse, S. R., & Thalmann, D. (1997). A model of human crowd behavior: Group inter-relationship and collision detection analysis. Proceeding of Workshop of Computer Animation and Simulation of Eurographics 97, Budapest, pp. 39-51.
- Musse, S. R., & Thalmann, D. (2001). A hierarchical model for real time simulation of virtual human crowds. IEEE Trans. on Visualization and Computer Graphics, 7(2), 152-164.[CrossRef]
- Noser, H., & Thalmann, D. (1996). The animation of autonomous actors based on production rules. Proc. Computer Animation 96, Geneva, pp. 47-57.
- Pan, Z. G., Shi, J. Y., & Lu, Q. (2000). Virtual reality technology development in China: An overview. International Journal of Virtual Reality, 4(3), 2-10.
- Pan, Z. G., Xu, W. W., Huang, J., & Zhang, M. M. (2003). EasyBowling: A virtual bowling system based on virtual simulation. Computers & Graphics, 27(2), 231-238.
- Reynolds, C. (1987). Flocks, herds and schools: A distributed behavioral model. Computer Graphics, 21(4), 25-34.
- Reynolds, C. (1999). Steering behaviors for autonomous characters. Proceedings of Game Developers Conference, San Jose, pp. 51-56.
- Tu, X., & Terzopoulos, D. (1994). Artificial fishes: Physics, locomotion, perception, behavior. Proceeding of SIGGRAPH 94, New York, pp. 43-50.

CiteULike Connotea Del.icio.us Digg Reddit Technorati What's this?
|