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Article: A finite state machine based on topology coordinates for wrestling games

TitleA finite state machine based on topology coordinates for wrestling games
Authors
Keywordsmotion capture
character animation
interactive games
Issue Date2011
Citation
Computer Animation and Virtual Worlds, 2011, v. 22, n. 5, p. 435-443 How to Cite?
AbstractThis paper proposes a new framework to simulate the real-time attack-and-defense interactions by two virtual wrestlers in 3D computer games. The characters are controlled individually by two different players-one player controls the attacker and the other controls the defender. A finite state machine of attacks and defenses based on topology coordinates is precomputed and used to control the virtual wrestlers during the game play. As the states are represented by topology coordinates, which is an abstract representation for the spatial relationship of the bodies, the players have much more degree of freedom to control the virtual characters even during attacks and defenses. Experimental results show the methodology can simulate realistic competitive interactions of wrestling in real time, which is difficult by previous methods. © 2010 John Wiley & Sons, Ltd.
Persistent Identifierhttp://hdl.handle.net/10722/289006
ISSN
2023 Impact Factor: 0.9
2023 SCImago Journal Rankings: 0.403
ISI Accession Number ID

 

DC FieldValueLanguage
dc.contributor.authorHo, Edmond S.L.-
dc.contributor.authorKomura, Taku-
dc.date.accessioned2020-10-12T08:06:26Z-
dc.date.available2020-10-12T08:06:26Z-
dc.date.issued2011-
dc.identifier.citationComputer Animation and Virtual Worlds, 2011, v. 22, n. 5, p. 435-443-
dc.identifier.issn1546-4261-
dc.identifier.urihttp://hdl.handle.net/10722/289006-
dc.description.abstractThis paper proposes a new framework to simulate the real-time attack-and-defense interactions by two virtual wrestlers in 3D computer games. The characters are controlled individually by two different players-one player controls the attacker and the other controls the defender. A finite state machine of attacks and defenses based on topology coordinates is precomputed and used to control the virtual wrestlers during the game play. As the states are represented by topology coordinates, which is an abstract representation for the spatial relationship of the bodies, the players have much more degree of freedom to control the virtual characters even during attacks and defenses. Experimental results show the methodology can simulate realistic competitive interactions of wrestling in real time, which is difficult by previous methods. © 2010 John Wiley & Sons, Ltd.-
dc.languageeng-
dc.relation.ispartofComputer Animation and Virtual Worlds-
dc.subjectmotion capture-
dc.subjectcharacter animation-
dc.subjectinteractive games-
dc.titleA finite state machine based on topology coordinates for wrestling games-
dc.typeArticle-
dc.description.naturelink_to_subscribed_fulltext-
dc.identifier.doi10.1002/cav.376-
dc.identifier.scopuseid_2-s2.0-80054915773-
dc.identifier.volume22-
dc.identifier.issue5-
dc.identifier.spage435-
dc.identifier.epage443-
dc.identifier.eissn1546-427X-
dc.identifier.isiWOS:000297631000004-
dc.identifier.issnl1546-4261-

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