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Walk Ratio: Perception of an Invariant Parameter of Human Walk on Virtual Characters

Published: 12 September 2020 Publication History

Abstract

Synthesizing motions that look realistic and diverse is a challenging task in animation. Therefore, a few generic walking motions are typically used when creating crowds of walking virtual characters, leading to a lack of variations as motions are not necessarily adapted to each and every virtual character’s characteristics. While some attempts have been made to create variations, it appears necessary to identify the relevant parameters that influence users’ perception of such variations to keep a good trade-off between computational costs and realism. In this paper, we therefore investigate the ability of viewers to identify an invariant parameter of human walking named the Walk Ratio (step length to step frequency ratio), which was shown to be specific to each individual and constant for different speeds, but which has never been used to drive animations of virtual characters. To this end, we captured 2 female and 2 male actors walking at different freely chosen speeds, as well as at different combinations of step frequency and step length. We then performed a perceptual study to identify the Walk Ratio that was perceived as the most natural for each actor when animating a virtual character, and compared it to the Walk Ratio freely chosen by the actor during the motion capture session. We found that Walk Ratios chosen by observers were in the range of Walk Ratios measured in the literature, and that participants perceived differences between the Walk Ratios of animated male and female characters, as evidenced in the biomechanical literature. Our results provide new considerations to drive the animation of walking virtual characters using the Walk Ratio as a parameter, and might provide animators with novel means to control the walking speed of characters through simple parameters while retaining the naturalness of the locomotion.

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Cited By

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  • (2024)A Survey on Realistic Virtual Human Animations: Definitions, Features and EvaluationsComputer Graphics Forum10.1111/cgf.1506443:2Online publication date: 30-Apr-2024
  • (2021)Gauging Gait Disorders with a Method Inspired by Motor Control Theories: A Pilot Study in Friedreich’s AtaxiaSensors10.3390/s2104114421:4(1144)Online publication date: 6-Feb-2021

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cover image ACM Conferences
SAP '20: ACM Symposium on Applied Perception 2020
September 2020
137 pages
ISBN:9781450376181
DOI:10.1145/3385955
© 2020 Association for Computing Machinery. ACM acknowledges that this contribution was authored or co-authored by an employee, contractor or affiliate of a national government. As such, the Government retains a nonexclusive, royalty-free right to publish or reproduce this article, or to allow others to do so, for Government purposes only.

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Publication History

Published: 12 September 2020

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Author Tags

  1. Animation
  2. Motion Capture
  3. Perception
  4. Virtual Human
  5. Walk Ratio

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  • Refereed limited

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  • ANR-18-CE33-0013

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SAP '20
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SAP '20: ACM Symposium on Applied Perception 2020
September 12 - 13, 2020
Virtual Event, USA

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Cited By

View all
  • (2024)A Survey on Realistic Virtual Human Animations: Definitions, Features and EvaluationsComputer Graphics Forum10.1111/cgf.1506443:2Online publication date: 30-Apr-2024
  • (2021)Gauging Gait Disorders with a Method Inspired by Motor Control Theories: A Pilot Study in Friedreich’s AtaxiaSensors10.3390/s2104114421:4(1144)Online publication date: 6-Feb-2021

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