ods of psychological analysis (aggressiveness, energy
level, coordination, etc.), Laban movement analysis
(effort and shape), as well as gender or age analysis.
We are investigating methods for implementing the
balance and self-collision filtering process in parallel
on subsets of the population using our quad-core pro-
cessors which should speed up computation times and
enhance the interactivity of the system.
7 CONCLUSIONS
Our method presents a novel approach to evolving
families of expressive motion, making it easier for a
crowd designer to quickly and intuitively find a satis-
fying combination of motion variations for a specific
application. This method could prove especially use-
ful to those who do not have access to motion capture
facilities or cannot afford to spend time capturing a
wide range of motion clips. Our interaction model al-
lows the user to view and make decisions about entire
generations at once, and our reproduction algorithm
allows for evolution of multiple (even mutually ex-
clusive) styles of motion simultaneously. Our use of
user-defined constraints plus the designer’s selections
as the determination of fitness exemplifies a hybrid
system that seeks to maximize the designer’s time and
attention in the evaluation of populations by filtering
out the individuals who do not meet the given criteria.
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