• KSII Transactions on Internet and Information Systems
    Monthly Online Journal (eISSN: 1976-7277)

Generating a Ball Sport Scene in a Virtual Environment


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 user셲, 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.


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Cite this article

[IEEE Style]
J. Choi, S. Kim, S. Kim, S. Kang, "Generating a Ball Sport Scene in a Virtual Environment," KSII Transactions on Internet and Information Systems, vol. 13, no. 11, pp. 5512-5526, 2019. DOI: 10.3837/tiis.2019.11.013.

[ACM Style]
Jongin Choi, Sookyun Kim, Sunjeong Kim, and Shinjin Kang. 2019. Generating a Ball Sport Scene in a Virtual Environment. KSII Transactions on Internet and Information Systems, 13, 11, (2019), 5512-5526. DOI: 10.3837/tiis.2019.11.013.

[BibTeX Style]
@article{tiis:22294, title="Generating a Ball Sport Scene in a Virtual Environment", author="Jongin Choi and Sookyun Kim and Sunjeong Kim and Shinjin Kang and ", journal="KSII Transactions on Internet and Information Systems", DOI={10.3837/tiis.2019.11.013}, volume={13}, number={11}, year="2019", month={November}, pages={5512-5526}}