6 CONCLUSIONS
We have presented a novel tool for defining mod-
erately complex animations using sketch input. For
sketch recognition, our main animation metaphor, ar-
rows, are correctly mapped to the bones that the user
intends to move. In the resulting animation the bone
is rotated until it reaches the tip of the drawn arrow.
However, this approach has some draw-backs, as the
user is required to always move the camera to a per-
pendicular viewing direction, before sketching an an-
imation. Overall the animation controls were per-
ceived as moderately intuitive and effective, but the
perception of the ease-of-use of the application was
slightly negative. The small sample size of the user
study and insufficient demographic data did not allow
us to make statements about how perception of the
tool differs between experienced and inexperienced
computer users. A positive aspect of the application is
that the animation controls are applied to object com-
ponents connected by joints and can hence be used
for a wide range of applications such as computer
generated characters, robots and machinery. A more
detailed discussion is given in (Schauwecker et al.,
2011). Future work includes an improved sketch
recognition, and giving users more control about the
range of motions and their synchronisation and se-
quencing.
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