Optimal Design of Robotic Character Kinematics
In this paper, we propose a technique that simultaneously solves for optimal design and control parameters for a robotic character whose design is parameterized with configurable joints. At the technical core of our technique is an efficient solution strategy that uses dynamic programming to solve for optimal state, control, and design parameters, together with a strategy to remove redundant constraints that commonly exist in general robot assemblies with kinematic loops.
Transformer-based Neural Augmentation of Robot Simulation Representations
We propose to augment common simulation representations with a transformer-inspired architecture, by training a network to predict the true state of robot building blocks given their simulation state. Because we augment building blocks, rather than the full simulation state, we make our approach modular which improves generalizability and robustness.
PoseMMR: A Collaborative Mixed Reality Authoring Tool for Character Animation
Augmented reality devices enable new approaches for character animation, e.g., given that character posing is three dimensional in nature it follows that interfaces with higher degrees-of-freedom (DoF) should outperform 2D interfaces. We present PoseMMR, allowing Multiple users to animate characters in a Mixed Reality environment, like how a stop-motion animator would manipulate a physical puppet, frame-by-frame, to create the scene. We explore the potential advantages of the PoseMMR can facilitate immersive posing, animation editing, version control and collaboration, and provide a set of guidelines to foster the development of immersive technologies as tools for collaborative authoring of character animation.
Fast Handovers with a Robot Character: Small Sensorimotor Delays Improve Perceived Qualities
We present a system for fast and robust handovers with a robot character, together with a user study investigating the effect of robot speed and reaction time on perceived interaction quality. The system can match and exceed human speeds and confirms that users prefer human-level timing.
Towards a Natural Motion Generator: a Pipeline to Control a Humanoid based on Motion Data
Keys-to-Sim: Transferring Hand-Crafted Key-framed Animations to Simulated Figures using Wide Band Stochastic Trajectory Optimization
In this paper, we solve this problem by combining a window-based breakdown of the controls on the temporal dimension, together with a global wide search strategy that keeps locally sub-optimal samples throughout the optimization.
HairControl: A Tracking Solution for Directable Hair Simulation
We present a method for adding artistic control to physics-based hair simulation.
Interacting with Intelligent Characters in AR
We explore interacting with virtual characters in AR along real-world environments.
A Deep Learning Approach for Generalized Speech Animation
We introduce a simple and effective deep learning approach to automatically generate natural looking speech animation that synchronizes to input speech.
Computational Narrative
We present the potential of computational intelligence to empower authors and content creators in creating their own interactive animated stories.
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