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Title

Generating a Ball Sport Scene in a Virtual Environment.

Authors

Jongin Choi; Sookyun Kim; Sunjeong Kim; Shinjin Kang

Abstract

In sports video games, especially ball games, motion capture techniques are used to reproduce the ball-driven performances. The amount of motion data needed to create different situations in which athletes exchange balls is bound to increase exponentially with resolution. This paper proposes how avatars in virtual worlds can not only imitate professional athletes in ball games, but also create and edit their actions effectively. First, various ball-handling movements are recorded using motion sensors. We do not really have to control an actual ball; imitating the motions is enough. Next, motion is created by specifying what to pass the ball through, and then making motion to handle the ball in front of the motion sensor. The ball's occupant then passes the ball to the user-specified target through a motion that imitates the user's, and the process is repeated. The method proposed can be used as a convenient user interface for motion based games for players who handle balls.

Subjects

VIRTUAL reality; MOTION detectors; AVATARS (Virtual reality); MOTION capture (Human mechanics); USER interfaces; SPORTS films

Publication

KSII Transactions on Internet & Information Systems, 2019, Vol 13, Issue 11, p5512

ISSN

1976-7277

Publication type

Academic Journal

DOI

10.3837/tiis.2019.11.013

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