Center for Human Modeling and Simulation

Document Type

Conference Paper

Date of this Version

July 2000

Comments

Postprint version. Copyright ACM, 2000. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the 27th annual Conference on Computer Graphics and Interactive Techniques SIGGRAPH '00, pages 173-182.
Publisher URL: http://www.siggraph.org/s2000/

Abstract

Human movements include limb gestures and postural attitude. Although many computer animation researchers have studied these classes of movements, procedurally generated movements still lack naturalness. We argue that looking only at the psychological notion of gesture is insufficient to capture movement qualities needed by animated characters. We advocate that the domain of movement observation science, specifically Laban Movement Analysis (LMA) and its Effort and Shape components, provides us with valuable parameters for the form and execution of qualitative aspects of movements. Inspired by some tenets shared among LMA proponents, we also point out that Effort and Shape phrasing across movements and the engagement of the whole body are essential aspects to be considered in the search for naturalness in procedurally generated gestures. Finally, we present EMOTE (Expressive MOTion Engine), a 3D character animation system that applies Effort and Shape qualities to independently defined underlying movements and thereby generates more natural synthetic gestures.

Keywords

animation systems, expression, gestures, human body simulation, procedural modeling

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Date Posted: 18 July 2007

This document has been peer reviewed.