“Multi-touch Interface for Character Motion Control” by Oshita

  • ©Masaki Oshita

  • ©Masaki Oshita




    Multi-touch Interface for Character Motion Control



    Currently the flexibility of character motion control in interactive applications is very limited. Since common input devices such as a gamepad, mouse or keyboard. have only a small number of buttons, the user can do nothing but simply select an action from a few pre-created actions by pressing an associated button and make a character perform any fixed action such as walking, punching or kicking. Sometimes a user wants to pose the character freely or make the character perform various actions in the user’s own style. This is particularly important in some applications such as fighting games, a dancing animation or online communication using avatars. Using inverse kinematics (IK), a user could control a character’s pose in detail. However, with conventional input devices, the user can control only one end-effect at a time.


    1. Grochow, K., Martin, S. L., Hertzmann, A., Popovic, Z. 2004. Style-based Inverse Kinematics. ACM Transactions on Graphics (SIGGRAPH 2004), 23, 3, 522-531.

    2. Shin, H. J., Lee, J. 2006. Motion Synthesis and Editing in Low-Dimensional Spaces. Computer Animation and Virtual Worlds (CASA 2006), 17, 3-4, 219-227.

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©Masaki Oshita ©Masaki Oshita

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