world coordinate system for efficient modeling of an
agent’s intraction with the external objects.
3 MODELING OF PRIMITIVE
MOTIONS
The movements of the agent are classified into the
primitive motions, composite motions, and actions.
A primitive motion refers to a movement invloving
only one joint, and a composite motion refers to one
invloving two or more joints. An action refers to a
sequence of motions for a specific goal. Many
primitive motions may be assembled into a new
motion. By performing its motions an agent attempts
to change a given situation toward a goal state. A
process to arrange those motions into a schedule is
an extension of a process to form a composite
motion out of many primitive motions.
The process to move from an initial state to a
goal state is visualized using a method that exploits
afterimage of stagnant objects as in animation. To
effectively create and render diverse motions, our
method expresses the dynamic movement by
changing the angle of a joint with setting a key
frame as the goal state the instant that the agent
initiates a motion (Ryu, 2008; Choi, 2006). The
motion capture method is analogous to an
implementation method based on a world coordinate
system in that it computes the length of a body part
and the angle of a joint using an interpolation with
respect to some selected points of the body. In a
virtual world without hardware supports, it is
impossible to continuously attain the values on the
length of a body part.
The effect of a motion is decided according to a
goal state assigned to the function for moving its
associated joint. These functions are to be executed
independently of each other for real time execution.
The resulting movement of the body part could be
portrayed as a gradual change in the angle of a joint
involved in the motion. This control of a body part is
formulated as,
∶
→
(2)
where Π denotes a temporal sequence, denotes an
angle of a joint, and denotes a primitive motion.
4 MODELING OF ACTIONS
4.1 Structure of an Action
A set of the primitive motions is predefined for each
joint, and some of them on different joints are
assembled in parallel sequences to form a composite
motion. Those composite motions may be arranged
into an action. An action is performed by iterating a
primitive or composite motion or executing a
sequence of motions. A primitive motion in an
action is defined as a phase, and a set of parallel
primitive motions constitute a composite phase. A
state S changes as a result of executing the motions
in an action.
∆
,
⊃
(3)
Where denotes a state, denotes a motion,
denotes an action, denotes the number of phases
and denotes the number of motions in each phase,
∏ denotes a phasic development and
Σ denotes a set
of parallel motions.
4.2 Synchronization for a Composite
Motion
For realistic construction of a composite motion all
the movements of the body parts involved are to be
synchronized. The angular velocity of each joint
used in the motion is adjusted in proportion to the
distance from the initial state to the goal state. As a
result every motion in an action is executed in the
same time interval. Fig. 2 illustrates a state change in
the body parts involved in a composite motion of
‘walk’. To briefly narrate, Leg L steps on the
ground, then Leg R steps forward along with its
pelvis. According to the hierarchical structure of
body composition, all its body parts simultaneously
move by 3 units. The Length 1 in Leg L’s movement
by the joint’s rotation indicates the distance up to the
point the foot stands perpendicular to the ground in
reference to the pelvis. The Length 2 indicates the
distance Leg R moves from the point it is
perpendicular to the pelvis after Leg R steps on the
ground. If the distance Leg R moves due to the
joint’s rotation does not match the sum of Length 1
and Length 2, the speed the feet step on the ground
would not synchronize with that of the overall body,
resulting in an unnatural action.
SIMULTECH2014-4thInternationalConferenceonSimulationandModelingMethodologies,Technologiesand
Applications
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