Simulating Humans: Computer Graphics Animation and Control

Overview

During the past decade, high-performance computer graphics have found application in an exciting and expanding range of new domains. Among the most dramatic developments has been the incorporation of real-time interactive manipulation and display for human figures. Though actively pursued by several research groups, the problem of providing a synthetic or surrogate human for engineers and designers already familiar with computer-aided design techniques was most comprehensively solved by Norman Badler's computer ...
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Overview

During the past decade, high-performance computer graphics have found application in an exciting and expanding range of new domains. Among the most dramatic developments has been the incorporation of real-time interactive manipulation and display for human figures. Though actively pursued by several research groups, the problem of providing a synthetic or surrogate human for engineers and designers already familiar with computer-aided design techniques was most comprehensively solved by Norman Badler's computer graphics laboratory at the University of Pennsylvania. The breadth of that effort as well as the details of its methodology and software environment are presented in this volume. The book is intended for human factors engineers interested in understanding how a computer-graphics surrogate human can augment their analyses of designed environments.
It will also inform design engineers of the state of the art in human figure modeling, and hence of the human-centered design central to the emergent concept of concurrent engineering. In fulfilling these goals, the book additionally documents for the entire computer graphics community a major research effort in the interactive control of articulated human figures.
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Editorial Reviews

From the Publisher
"The book achieves [its] objectives." —SCS Simulator Quarterly

"Useful to human factors engineers . . . . Recommended." —Science & Technology

"The book is both entertaining and informative. One can read it for a general overview, while noting the wealth of detail available for specific topics." —Computing Reviews

Booknews
The problems of providing a synthetic or surrogate human for engineers and designers already familiar with computer-aided design techniques has been solved by Norman Badler's Computer Graphics Lab at the University of Pennsylvania. The breadth of that effort as well as the details of its methodology and software environment are presented in this volume, written for human factors engineers interested in understanding how a computer-graphics surrogate human can augment their analysis of designated environments. Annotation c. Book News, Inc., Portland, OR (booknews.com)
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Product Details

  • ISBN-13: 9780195073591
  • Publisher: Oxford University Press, USA
  • Publication date: 6/28/1993
  • Pages: 288
  • Product dimensions: 6.31 (w) x 9.50 (h) x 0.88 (d)

Table of Contents

1. Introduction and Historical Background
1.1. Why Make Human Figure Models?
1.2. Historical Roots
1.3. What is Currently Possible?
1.4. Manipulation, Animation, and Simulation
1.5. What Did We Leave Out?
2. Body Modeling
2.1. Geometric Body Modeling
2.2. Representing Articulated Figures
2.3. A Flexible Torso Model
2.4. Shoulder Complex
2.5. Clothing Models
2.6. The Anthropometry Database
2.7. The Anthropometry Spreadsheet
2.8. Strength and Torque Display
3. Spatial Interaction
3.1. Direct Manipulation
3.2. Manipulation with Constraints
3.3. Inverse Kinematic Positioning
3.4. Reachable Spaces
4. Behavior Control of Articulated Figures
4.1. An Interactive System for Postural Control
4.2. Interactive Manipulation with Behaviors
4.3. The Animation Interface
4.4. Human Figure Motions
4.5. Virtual Human Control
5. Simulation with Societies of Behaviors
5.1. Forward Simulation with Behaviors
5.2. Locomotion
5.3. Strength Guided Motion
5.4. Collision-Free Path and Motion Planning
5.5. Posture Planning
6. Task-Level Specifications
6.1. Performance Simulation with Simple Commands
6.2. Natural Language Expressions of Kinematics and Space
6.3. Task-Level Simulation
6.4. A Framework for Instruction Understanding
7. Epilogue
7.1. A Road Map Toward the Future
7.2. Conclusion

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