Norman I. Badler

Face Modeling and Editing with Statistical Local Feature Control Models (2008)

Badler, Norman I, Zhang, Yu

This article presents a novel method based on statistical facial feature control models for generating realistic controllable face models. The local feature control models are constructed based on...

and (2008)

Norman I. Badler, Bonnie L. Webber

Animating realistic human agents involves more than just creating movements that look \real. " A principal characteristic of humans is their ability to plan and make decisions based on...

Dynamic Simulation for Zero-Gravity Activities (2008)

Norman I. Badler, Dimitris N. Metaxas, Gang Huang, Ambarish Goswami, Suejung Huh

Working and training for space activities is difficult in terrestrial environments. We approach this crucial aspect of space human factors through 3D computer graphics dynamics simulation of...

1 Production and Playback of Human Figure Motion for Visual Simulation (2008)

John P. Granieri, Jonathan Crabtree, Norman I. Badler

We describe a system for o-line production and real-time playback of motion for articulated human gures in 3D virtual environments. The key notions are (1) the logical storage of full-body motion in...

Animated Agents, Task-Level Control (2007)

Brett Douville, Libby Levison, Norman I. Badler

Simulating a human figure performing a task requires that the agent interact with objects in the environment in a realistic manner. In this paper we describe a system which directs task-level,...

INTERACTIVE 3D GRAPHICS MULTI-DIMENSIONAL INPUT TECHNIQUES AND ARTICULATED FIGURE POSITIONING BY MULTIPLE CONSTRAINTS (2007)

Norman I. Badler, Karoran H. Manoochehri, David Baraft

A six degree-of-freedom input device presents some novel possibilities for manipulating and positioning three-dimensional objects. Some experiments in using such a device in conjunction with a...

Abstract Eyes Alive (2007)

Sooha Park, Lee Jeremy, B. Badler, Norman I. Badler

For an animated human face model to appear natural it should produce eye movements consistent with human ocular behavior. During face-to-face conversational interactions, eyes exhibit conversational...

Texture Resampling While Ray-Tracing: Approximating the Convolution Region Using Caching (2007)

Jeffry S. Nimeroff, Norman I. Badler, Dimitri Metaxas

We present a cache-based approach to handling the difficult problem of performing visually acceptable texture resampling/filtering while ray-tracing. While many good methods have been proposed to...

Casualty Modeling for Real-Time Medical Training (2007)

Bonnie L. Webber, Norman I. Badler

We present a model for simulating casualties in virtual environments for real-time medical training. It allows a user to choose diagnostic and therapeutic actions to carry out on a simulated casualty...

MediSim: SimulatedMedical Corpsmen and Casualties for Medical Forces Planning and Training (2007)

Norman I. Badler, Bonnie L. Webber, John R. Clarke, M. D. Diane, M. Chi, Michael J. Hollick, ...

The MediSim system extends virtual environments (both local and network) to represent simulated medical personnel interacting with simulated casualties. Our technology fosters dual-use applications...

Creating Agent Behaviors in Real-time (2007)

Norman I. Badler, Jan M. Allbeck, Rama Bindiganavale, Karin Kipper, Michael B. Moore, William Schuler, ...

this paper we outline a broad and integrated approach to creating behaviors for realtime 3D embodied agents. We start with a brief summary of the sorts of instructions we wish to accommodate and the...

Automated Analysis of Human Factors Requirements (2007)

Allbeck, Jan, Badler, Norman I

Computational ergonomic analyses are often laboriously tested one task at a time. As digital human models improve, we can partially automate the entire analysis process of checking human factors...

Final Report NASA 03-OBPR-01-0000-0147 RIVET: Rapid Interactive Visualization for Extensible Training (2007)

Norman I. Badler

Project Background: The new NASA mandate calls for missions of unprecedented remoteness and duration. Challenges include high system complexity, and low training time and tolerance for error. Human...

Modeling Crowd and Trained Leader Behavior during Building Evacuation (2006)

Pelechano, Nuria, Badler, Norman I

This article considers animating evacuation in complex buildings by crowds who might not know the structure's connectivity, or who find routes accidently blocked. It takes into account simulated...

Visual Attention and Eye Gaze During Multiparty Conversations with Distractions (2006)

Gu, Erdan, Badler, Norman I

Our objective is to develop a computational model to predict visual attention behavior for an embodied conversational agent. During interpersonal interaction, gaze provides signal feedback and...

RIVET: Rapid Interactive Visualization for Extensible Training (2006)

Badler, Norman I, Allbeck, Jan, Megahed, Abe, Whitmore, Mihriban

The new NASA mandate calls for missions of unprecedented remoteness and duration while human capabilities remain relatively fixed. The RIVET team (Penn, Orbitec, and NASA JSC) is to develop computer...

Computer Graphics Research Laboratory (2006)

Badler, Norman I.

This Quarterly Report includes descriptions of various projects underway in the Computer Graphics Research Lab during October through December 1993.

Computer Graphics Research Laboratory Quarterly Progress Report Number 49, July-September 1993 (2006)

Badler, Norman I.

This Quarterly Report includes descriptions of various projects underway in the Computer Graphics Research Lab during July through September 1993.

Crowd Simulation Incorporating Agent Psychological Models, Roles and Communication (2005)

Silverman, Barry G, Badler, Norman I, Pelechano, Nuria, O'Brien, Kevin

We describe a new architecture to integrate a psychological model into a crowd simulation system in order to obtain believable emergent behaviors. Our existing crowd simulation system (MACES)...

Do You See What Eyes See? Implementing Inattentional Blindness (2005)

Gu, Erdan, Stocker, Catherine, Badler, Norman I

This paper presents a computational model of visual attention incorporating a cognitive imperfection known as inattentional blindness. We begin by presenting four factors that determine successful...

Generating Sequence of Eye Fixations Using Decision-theoretic Attention Model (2005)

Gu, Erdan, Wang, Jingbin, Badler, Norman I

Human eyes scan images with serial eye fixations. We proposed a novel attention selectivity model for the automatic generation of eye fixations on 2D static scenes. An activation map was first...

Computer Graphics Research Laboratory Quarterly Progress Report Number 49 (2005)

Badler, Norman I.

This Quarterly Reports includes descriptions of various projects underways in the Computer Graphics Research Lab during July through September 1993

Real-time reach planning for animated characters using hardware acceleration (2003)

Liu, Ying, Badler, Norman I

We present a heuristic-based real-time reach planning algorithm for virtual human figures. Given the start and goal positions in a 3D workspace, our problem is to compute a collision-free path that...

Real-time Reach Planning for Animated Characters Using Hardware Acceleration (2003)

Badler, Norman I, Liu, Ying

We present a heuristic-based real-time reach planning algorithm for virtual human figures. Given the start and goal positions in a 3D workspace, our problem is to compute a collision-free path that...

A taxonomy and comparison of haptic actions for disassembly tasks (2003)

Bloomfield, Aaron Samuel, Deng, Yu, Wampler, Jeff, Rondot, Pascale, Harth, Dina, McManus, Mary, ...

The usefulness of modern day haptics equipment for virtual simulations of actual maintenance actions is examined. In an effort to categorize which areas haptic simulations may be useful, we have...

Feature preserving manifold mesh from an octree (2003)

Ashida, Koji, Badler, Norman I

We describe an algorithm to generate a manifold mesh from an octree while preserving surface features. The algorithm requires samples of a surface (coordinates) on the octree edges, along with the...

A Low Cost Tactor Suit for Vibrotactile Feedback (2003)

Bloomfield, Aaron, Badler, Norman I

We constructed low cost tactors for vibrotactile feedback across the human arm for the purpose of providing a physical sensation surrogate for virtual objects. The tactors were built from readily...

Enhanced Collision Perception Using Tactile Feedback (2003)

Bloomfield, Aaron, Badler, Norman I

We used a custom designed tactor suit to provide full body vibrotactile feedback across the human arm for the purpose of enabling users to perceive a physical sense of collisions in a virtual world....

Feature Preserving Manifold Mesh from an Octree (2003)

Koji Ashida, Norman I. Badler

We describe an algorithm to generate a manifold mesh from an octree while preserving surface features. The algorithm requires samples of a surface (coordinates) on the octree edges, along with the...

FacEMOTE: Qualitative Parametric Modifiers for Facial Animations (2002)

Badler, Norman I, Byun, Meeran

We propose a control mechanism for facial expressions by applying a few carefully chosen parametric modifications to preexisting expression data streams. This approach applies to any facial animation...

Creating Interactive Virtual Humans: Some Assembly Required (2002)

Gratch, Jonathan, Rickel, Jeff, André, Elisabeth, Cassell, Justine, Petajan , Eric, Badler, Norman I

Discusses some of the key issues that must be addressed in creating virtual humans, or androids. As a first step, we overview the issues and available tools in three key areas of virtual human...

Virtual Humans for Validating Maintenance Procedures (2002)

Badler, Norman I, Erignac, Charles A, Liu, Ying

They can be sent to check the human aspects of complex physical systems by simulating assembly, repair, and maintenance tasks in a 3D virtual environment.

ACUMEN: Amplifying Control and Understanding of Multiple ENtities (2002)

Allbeck, Jan, Kipper, Karin, Adams, Charles, Schuler, William, Zoubanova, Elena, Badler, Norman I, ...

In virtual environments, the control of numerous entities in multiple dimensions can be difficult and tedious. In this paper, we present a system for synthesizing and recognizing aggregate movements...

Representing and Parameterizing Agent Behaviors (2002)

Badler, Norman I, Allbeck, Jan, Zhao, Liwei, Byun, Meeran

The last few years have seen great maturation in understanding how to use computer graphics technology to portray 3D embodied characters or virtual humans. Unlike the off-line, animator-intensive...

Modeling Deformable Human Arm for Constrained Research Analysis (2002)

Shin, H., Badler, Norman I

We are working on modeling a deformable human arm to improve the accuracy of constrained reach analysis. This work is a part of the project "Crew Task Simulation for Maintenance, Training, and...

Eyes Alive (2002)

Badler, Norman I, Badler, Jeremy B, Lee, Sooha Park

For an animated human face model to appear natural it should produce eye movements consistent with human ocular behavior. During face-to-face conversational interactions, eyes exhibit conversational...

Pedestrians: Creating Agent Behaviors through Statistical Analysis of Observation Data (2001)

Ashida, Koji, Lee, Seung-Joo, Allbeck, Jan, Sun, Harold, Badler, Norman I, Metaxas, Dimitris

Creating a complex virtual environment with human inhabitants that behave as we would expect real humans to behave is a difficult and time consuming task. Time must be spent to construct the...

Synthesis and Acquisition of Laban Movement Analysis Qualitative Parameters for Communicative Gestures (2001)

Zhao, Liwei, Badler, Norman I

Humans use gestures in most communicative acts. How are these gestures initiated and performed? What kinds of communicative roles do they play and what kinds of meanings do they convey? How do...

Consistent Communication with Control (2001)

Allbeck, Jan, Badler, Norman I

We are seeking to outline a framework to create embodied agents with consistency both in terms of human actions and communications in general and individual humans in particular. Our goal is to drive...

Collision resolutions in cloth simulation (2001)

Suejung Huh, Dimitris N. Metaxas, Norman I. Badler

We present a new collision resolution scheme for cloth collisions. Our main concern is to find dynamically convincing resolutions, i.e. positions and velocities of cloth elements, for any kinds of...

Towards Behavioral Consistency in Animated Agents (2001)

Norman I. Badler, Jan M. Allbeck

We are seeking to outline a framework to create embodied agents with consistency both in terms of human actions and communications in general and individual humans in particular. Our goal is to drive...

Pedestrians: Creating agent behaviors through statistical analysis of observation data (2001)

Koji Ashida, Seung-joo Lee, Jan M. Allbeck, Harold Sun, Norman I. Badler, Dimitris Metaxas

Creating a complex virtual environment with human inhabitants that behave as we would expect real humans to behave is a difficult and time consuming task. Time must be spent to construct the...

Towards Behavioral Consistency in Animated Agents (2001)

Norman I. Badler, Jan M. Allbeck

We are seeking to outline a framework to create embodied agents with consistency both in terms of human actions and communications in general and individual humans in particular. Our goal is to drive...

Towards Behavioral Consistency in Animated Agents (2000)

Badler, Norman I, Allbeck, Jan M.

We are seeking to outline a framework to create embodied agents with consistency both in terms of human actions and communications in general and individual humans in particular. Our goal is to drive...

A Machine Translation System from English to American Sign Language (2000)

Zhao, Liwei, Kipper, Karin, Schuler, William, Vogler, Christian, Palmer, Martha, Badler, Norman I

Research in computational linguistics, computer graphics and autonomous agents has led to the development of increasingly sophisticated communicative agents over the past few years, bringing new...

Real-time Inverse Kinematics Techniques for Anthropomorphic Limbs (2000)

Tolani, Deepak, Goswami, Ambarish, Badler, Norman I

In this paper we develop a set of inverse kinematics algorithms suitable for an anthropomorphic arm or leg. We use a combination of analytical and numerical methods to solve generalized inverse...

Design of a Virtual Human Presenter (2000)

Noma, Tsukasa, Badler, Norman I, Zhao, Liwei

We created a virtual human presenter based on extensions to the JackTM animated agent system. Inputs to the presenter system are in the form of speech texts with embedded commands, most of which...

The EMOTE Model for Effort and Shape (2000)

Chi, Diane M, Costa, Monica, Zhao, Liwei, Badler, Norman I

Human movements include limb gestures and postural attitude. Although many computer animation researchers have studied these classes of movements, procedurally generated movements still lack...

To Gesture or Not to Gesture: What is the Question? (2000)

Badler, Norman I, Costa, Monica, Zhao, Liwei, Chi, Diane M

Computer synthesized characters are expected to make appropriate face, limb, and body gestures during communicative acts. We focus on non-facial movements and try to elucidate what is intended with...

Dynamically Altering Agent Behaviors Using Natural Language Instructions (2000)

Bindiganavale, Ramamani, Schuler, William, Allbeck, Jan M., Badler, Norman I, Joshi, Aravind K., Palmer, Martha

Smart avatars are virtual human representations controlled by real people. Given instructions interactively, smart avatars can act as autonomous or reactive agents. During a real-time simulation, a...

Interpreting Movement Manner (2000)

Zhao, Liwei, Costa, Monica, Badler, Norman I

We describe a new paradigm in which a user can produce a wide range of expressive, natural-looking movements of animated characters by specifying their manners and attitudes with natural language...

Algorithms for Generating Motion Trajectories Described by Prepositions (2000)

Xu, Yilun Dianna, Badler, Norman I

A list of representative directional prepositions of the English language is investigated to develop computation models that output some general motion trajectory or goal direction, given...

Joining a Real-Time Simulation: Parallel Finite-State Machines and Hierarchical Action Level Methods for Mitigating Lag Time (2000)

Shi, Jianping, Badler, Norman I, Greenwald, Michael B

Distributed virtual environments, which simulate an actual physical or imaginary world on a network and allow multiple participants to interact simultaneously with one another within it, are becoming...

Parameterized Action Representation and Natural Language Instructions for Dynamic Behavior Modification of Embodied Agents (2000)

Badler, Norman I, Bindiganavale, Ramamani, Allbeck, Jan, Schuler, William, Zhao, Liwei, Lee, Seung-Joo, ...

We introduce a prototype for building a strategy game. A player can control and modify the behavior of all the characters in a game, and introduce new strategies, through the powerful medium of...

A Parameterized Action Representation for Virtual Human Agents (2000)

Badler, Norman I, Bindiganavale, Ramamani, Bourne, Juliet C, Palmer, Martha, Shi, Jianping, Schuler, William

We describe a Parameterized Action Representation (PAR) designed to bridge the gap between natural language instructions and the virtual agents who are to carry them out. The PAR is therefore...

Animation 2000++ (2000)

Badler, Norman I

In the next millennium, computer animation will be both the same as now and also very different. Animators will always have tools that allow specifying and controlling - through manual interactive...

Joining a real-time simulation: parallel finite-state machines and hierarchical action level methods for mitigating lag time (2000)

Jianping Shi, Norman I. Badler, Michael B. Greenwald

Keywords: DVE; simulation; pilot/drone; checkpoint/restart; action level of detail; dead reckoning; avatar ABSTRACT: Distributed virtual environments, which simulate an actual physical or imaginary...

Real-time inverse kinematics techniques for anthropomorphic limbs (2000)

Deepak Tolani, Ambarish Goswami, Norman I. Badler

In this paper we develop a set of inverse kinematics algorithms suitable for an anthropomorphic arm or leg. We use a combination of analytical and numerical methods to solve generalized inverse...

Authoring embodied agents’ behaviors through natural language and planning (2000)

Jan M. Allbeck, Rama Bindiganavale, Michael B. Moore, William Schuler, Norman I. Badler, Aravind K. Joshi, ...

In any virtual simulation or AI based game involving agents� there is a need to create or to dynamically alter agent be� haviors. These behaviors can be generated by scripting �5�� or by...

Dynamically Altering Agent Behaviors Using Natural Language Instructions (2000)

Rama Bindiganavale, William Schuler, Jan M. Allbeck, Norman I. Badler, Aravind K. Joshi, Martha Palmer

Smart avatars are virtual human representations controlled by real people. Given instructions interactively, smart avatars can act as autonomous or reactive agents. During a real-time simulation, a...

Animation 2000++ (2000)

Norman I. Badler, Norman I

' to be an important sou691 of natu'"P movement. Bun new sensing techni ui will free ue from the encu""6qE9'2 of the sensing eu6H ment and the limitations of the...

Parameterized Action Representation and Natural Language Instructions for Dynamic Behavior Modification of Embodied Agents (2000)

Norman I. Badler, Rama Bindiganavale, Jan Allbeck, William Schuler, Liwei Zhao, Seung-joo Lee, ...

We introduce a prototype for building a strategy game. A player can control and modify the behavior of all the characters in a game, and introduce new strategies, through the powerful medium of...

Techniques for Mitigating Lag-Time When Joining Interest Groups in Real-Time Simulations (2000)

B. Greenwald, Val Tannen, Karen Carter, Rama Bindiganavale, John Granieri, Thomas J. Smith, ...

Distributed virtual environments, which simulate a physical or imaginary world on a network and allow multiple participants to interact simultaneously with one another within it, are becoming...

Animation Control for Real-Time Virtual Humans (1999)

Badler, Norman I, Palmer, Martha, Bindiganavale, Ramamani

The computation speed and control methods needed to portray 3D virtual humans suitable for interactive applications have improved dramatically in recent years. Real-time virtual humans show...

Dynamic Simulation for Zero-Gravity Activities (1999)

Metaxas, Dimitris N, Badler, Norman I, Huang, Gang, Goswami, Ambarish, Huh, Suejung

Working and training for space activities is difficult in terrestrial environments. We approach this crucial aspect of space human factors through 3D computer graphics dynamics simulation of...

Where To Look? Automating Attending Behaviors of Virtual Human Characters (1999)

Chopra-Khullar, Sonu, Badler, Norman I

This research proposes a computational framework for generating visual attending behavior in an embodied simulated human agent. Such behaviors directly control eye and head motions, and guide other...

Virtual Human Animation Based on Movement Observation and Cognitive Behavior Models (1999)

Badler, Norman I, Chi, Diane M., Chopra-Khullar, Sonu

Automatically animating virtual humans with actions that reflect real human motions is still a challenge. We present a framework for animation that is based on utilizing empirical and validated data...

Smart Avatars in JackMOO (1999)

Badler, Norman I, Shi, Jianping, Smith, Thomas J, Granieri, John P

Creation of compelling 3-dimensional, multi-user virtual worlds for education and training applications requires a high degree of realism in the appearance, interaction, and behavior of avatars...

Real Time Virtual Humans (1999)

Norman I. Badler

The last few years have seen great maturation in the computation speed and control methods needed to portray 3D virtual humans suitable for real interactive applications. We first describe the state...

Virtual Human Animation Based on Movement Observation and Cognitive Behavior Models (1999)

Norman I. Badler, Diane Chi, Sonu Chopra

Automatically animating virtual humans with actions that reflect real human motions is still a challenge. We present a framework for animation that is based on utilizing empirical and validated data...

Real Time Virtual Humans (1999)

Norman I. Badler

The last few years have seen great maturationin the computation speed and control methods needed to portray 3D virtual humans suitable for real interactive applications. We first describe the state...

Motion Abstraction and Mapping with Spatial Constraints (1998)

Badler, Norman I, Bindiganavale, Ramamani

A new technique is introduced to abstract and edit motion capture data with spatial constraints. Spatial proximities of end-effectors with tagged objects during zero-crossings in acceleration are...

Real Time Inverse Kinematics with Joint Limits and Spatial Constraints. (1998)

Zhao, Jianmin, Badler, Norman I.

A configuration of an articulated figure of joints and segments can sometimes be specified as spatial constraints. Constrained parts on the articulated figure are abstracted as end effectors, and the...

Computer Graphics Research Laboratory Quarterly Progress Report Number 43. (1998)

Badler, Norman I.

This report includes descriptions of various projects underway in the Computer Graphics Research Lab during January through March 1992. Included in this document are progress reports on new Jack...

Modeling Clothed Figures. (1998)

Badler, Norman I.

In most workplace environments we have encountered, clothed figures are the norm and would be expected by the designer. Adding clothing to a human figure improves its graphical appearance and...

Texture Resampling while Ray-Tracing: Approximating the Convolution Region Using Caching. (1998)

Nimeroff, Jeffrey S., Badler, Norman I., Metaxas, Dimitri

We present a cache-based approach to handling the difficult problem of performing visually acceptable texture resampling/filtering while ray-tracing. While many good methods have been proposed to...

Center for Human Modeling and Simulation. (1998)

Badler, Norman I.

This Quarterly Report includes descriptions of various projects underway at the Center for Human Modeling and Simulation during July through September.

Center for Human Modeling and Simulation Quarterly Progress Report. (1998)

Badler, Norman I.

This Quarterly Report includes descriptions of various projects underway at the Center for Human Modeling and Simulation during October through December.

Center For Human Modeling And Simulation Quarterly Progress Report. (1998)

Badler, Norman I.

This Quarterly Report includes descriptions of various projects underway at the Center for Human Modeling and Simulation during July through September.

Center For Human Modeling and Simulation. (1998)

Badler, Norman I.

This Quarterly Report includes descriptions of various projects underway at the Center for Human Modeling and Simulation during October through December.

Hand Tool Manipulation and Self-Presence in VR (1998)

Badler, Norman I.

The objective was to purchase Virtual Reality and associated computing equipment to enable the investigation of full body avatar control and self-presence using both fine motion hand manipulation...

Virtual Humans for Animation, Ergonomics and Simulation (1998)

Badler, Norman I.

This project describes state of the art computation speed and control methods needed to portray 3D virtual humans suitable for real interactive applications. Then focus is given to the particular...

A Task Networking and Visual Programming Language for Jack (1998)

Badler, Norman I.

This report includes how VisualJack was designed as a graphical user interface (GUI) to Lisp PaT-Nets (Parallel Transition Networks). The VisualJack conception was that a user could use the GUI to...

Gesticulation Behaviors for Virtual Humans (1998)

Zhao, Liwei, Badler, Norman I

Gesture and speech are two very important behaviors for virtual humans. They are not isolated from each other but generally employed simultaneously in the service of the same intention. An underlying...

SIGGRAPHVRML 3D Ph.D. Conetree (1998)

Badler, Norman I, Webster, Roger W

This paper describes the work-in-progress of aVRML 3D conetree to visualize Ph.D. graduates and their Ph.D. thesis advisors in the field of computer graphics. As part of the SIGGRAPH history project...

Avatars á la Snow Crash (1998)

Allbeck, Jan M, Badler, Norman I

We analyzed Neal Stephenson's novel Snow Crash for all references to avatars. This analysis is documented here, including a comparison of the Snow Crash avatars to the current state of real-time...

Motion Abstraction and Mapping with Spatial Constraints (1998)

Rama Bindiganavale, Norman I. Badler

ion and Mapping with Spatial Constraints # Rama Bindiganavale and Norman I. Badler Computer and Information Science Department University of Pennsylvania# PA 19104#6389# USA Abstract. A new technique...

Gesticulation Behaviors for Virtual Humans (1998)

Liwei Zhao And, Liwei Zhao, Norman I. Badler

Gesture and speech are two very important behaviors for virtual humans. They are not isolated from each other but generally employed simultaneously in the service of the same intention. An underlying...

Motion Abstraction and Mapping with Spatial Constraints (1998)

Rama Bindiganavale, Norman I. Badler

ion and Mapping with Spatial Constraints Rama Bindiganavale and Norman I. Badler Computer and Information Science Department University of Pennsylvania, PA 19104-6389, USA Abstract. A new technique...

Jack Validation Study. (1997)

Azuola, Francisco, Badler, Norman I., Ho, Pei-Hwa, Huh, Suejung, Kokkevis, Evangelos

This document presents the details of the construction of the Jack human figure model. It explains the methods used in putting the model together, the data and references employed, as well as other...

A Virtual Human Presenter (1997)

Badler, Norman I, Noma, Tsukasa

A virtual human presenter is created based on extensions to the JackTM animated agent system. Inputs to the presenter system are in the form of speech texts with embedded commands. most of which...

Virtual Humans for Animation, Ergonomics, and Simulation (1997)

Badler, Norman I

The last few years have seen great maturation in the computation speed and control methods needed to portray 3D virtual humans suitable for real interactive applications. We first describe the state...

Real-Time Virtual Humans (1997)

Badler, Norman I

The last few years have seen great maturation in the computation speed and control methods needed to portray 30 virtual humans suitable for real interactive applications. We first describe the state...

Computer Graphics Research Laboratory. (1997)

Badler, Norman I.

This final report includes descriptions of research projects underway in the Computer Graphics Research Lab at the University of Pennsylvania from 9/1/90 through 8/31/91 involving human body modeling...

Simulated Casualties and Medics for Emergency Training (1997)

Chi, Diane M, Kokkevis, Evangelos, Ogunyemi, Omolola, Bindiganavale, Ramamani, Hollick, Michael J, Clarke, John R, ...

The MediSim system extends virtual environment technology to allow medical personnel to interact with and train on simulated casualties. The casualty model employs a three-dimensional animated human...

Multi-Pass Pipeline Rendering: Realism for Dynamic Environments (1997)

Deifenbach, Paul J, Badler, Norman I

A coordinated use of hardware-provided bitplanes and rendering pipelines can create fast ray traced quality illumination effects for dynamic environments by using Multi-pass Pipeline Rendering (MPR)...

Multi-Level Shape Representation Using Global Deformations and Locally Adaptive Finite Elements (1997)

Metaxas, Dimitris, Koh, Eunyoung, Badler, Norman I

We present a model-based method for the multi-level shape, pose estimation and abstraction of an object's surface from range data. The surface shape is estimated based on the parameters of a...

Simulated casualties and medics for emergency training (1997)

Diane M. Chi, Evangelos Kokkevis Mse, Omolola Ogunyemi Mse, Rama Bindiganavale Mse, Michael J. Hollick, John R. Clarke, ...

The MediSim system extends virtual environment technology to allow medical personnel to interact with and train on simulated casualties. The casualty model employs a three-dimensional animated human...

An Architecture for Behavioral Locomotion (1997)

Barry D. Reich, Barry D. Reich, Barry D. Reich, Norman I. Badler

AN ARCHITECTURE FOR BEHAVIORAL LOCOMOTION BARRY D. REICH NORMAN I. BADLER We present a complete architecture for behavioral control of locomotion for both real and simulated agents and provide a...

Simulated Casualties and Medics for Emergency Training (1997)

Diane Chi Ms, Diane M. Chi, Evangelos Kokkevis Mse, Omolola Ogunyemi Mse, Rama Bindiganavale Mse, Michael J. Hollick, ...

The MediSim system extends virtual environment technology to allow medical personnel to interact with and train on simulated casualties. The casualty model employs a three-dimensional animated human...

Towards Personalities for Animated Agents with Reactive and Planning Behaviors (1997)

Norman Badler Bonnie, Norman I. Badler, Bonnie L. Webber, Barry D. Reich

We describe a framework for creating animated simulations of virtual human agents. The framework allows us to capture flexible patterns of activity, reactivity to a changing environment, and certain...

Real-Time Virtual Humans (1997)

Norman I. Badler

The last few years have seen great maturation in the computation speed and control methods needed to portray 3D virtual humans suitable for real interactive applications. We first describe the state...

Simulated Casualties and Medics for Emergency Training (1997)

Diane Chi, Evangelos Kokkevis Mse, Omolola Ogunyemi Mse, Rama Bindiganavale Mse, Michael J. Hollick, John R. Clarke, ...

The MediSim system extends virtual environment technology to allow medical personnel to interact with and train on simulated casualties. The casualty model employs a three-dimensional animated human...

A Virtual Human Presenter (1997)

Tsukasa Noma, Norman I. Badler

A virtual human presenter is created based on extensions to the Jack TM animated agent system. Inputs to the presenter system are in the form of speech texts with embeddedcommands, most of which...

An Architecture for Behavioral Locomotion (1997)

Barry D. Reich, Barry D. Reich, Barry D. Reich, Norman I. Badler

We present a complete architecture for behavioral control of locomotion for both real and simulated agents and provide a design methodology for building the locomotion control systems that embody the...

Casualty modeling for real-time medical training (1996)

Badler, Norman I, Chi, Diane M., Clarke, John R., Webber, Bonnie L

We present a model for simulating casualties in virtual environments for real-time medical training. It allows a user to choose diagnostic and therapeutic actions to carry out on a simulated casualty...

User-Controlled Physics-Based Animation for Articulated Figures (1996)

Badler, Norman I, Metaxas, Dimitris, Kokkevis, Evangelos

We present a physics based system for the guided animation of articulate figures. Based on an efficient forward dynamics simulator, we introduce a robust feedback control scheme and fast two-stage...

Decision Networks for Integrating the Behaviors of Virtual Agents and Avatars (1996)

Trias, Thomas S, Chopra-Khullar, Sonu, Reich, Barry D, Moore, Michael B, Badler, Norman I, Webber, Bonnie L., ...

We examine the use of decision networks in animating virtual agents. We have developed a system that allows the realization of multiple, parallel behaviors for an agent. The networks we utilize,...

Animating Human Locomotion with Inverse Dynamics (1996)

Badler, Norman I, Ko, Hyeongseok

Locomotion is a major component of human activity, and there have been many attempts to reveal its principles through the application of physics and dynamics. Both computer graphics and robotics...

Bernstein Polynomials for Radiative Transfer Computations (1996)

Shao, Min-Zhi, Badler, Norman I

In this paper we propose using planar and spherical Bernstein polynomials over triangular domain for radiative transfer computations. In the planar domain, we propose using piecewise Bernstein basis...

Task-level Object Grasping for Simulated Agents (1996)

Douville, Brett, Badler, Norman I, Levison, Libby

Simulating a human figure performing a manual task requires that the agent interact with objects in the environment in a realistic manner. Graphic or programming interfaces to control human figure...

Real-Time Inverse Kinematics of the Human Arm (1996)

Badler, Norman I, Tolani, Deepak

A simple inverse kinematics procedure is proposed for a seven degree of freedom model of the human arm. Two schemes are used to provide an additional constraint leading to closed-form analytical...

Generating Facial Expressions for Speech (1996)

Catherine Pelachaud, Norman I. Badler, Mark Steedman

This paper reports results from a program that produces high quality animation of facial expressions and head movements as automatically as possible in conjunction with meaning-based speech...

User-Controlled Physics-Based Animation for Articulated Figures (1996)

Evangelos Kokkevis, Dimitri Metaxas, Norman I. Badler

We present a physics-based system for the guided animation of articulated figures. Based on an efficient forward dynamics simulator, we introduce a robust feedback control scheme and a fast two-stage...

MediSim: SimulatedMedical Corpsmen and Casualties for Medical Forces Planning and Training (1996)

Norman Badler Bonnie, Norman I. Badler, Bonnie L. Webber, John R. Clarke, M. D. Diane, M. Chi, ...

The MediSim system extends virtual environments (both local and network) to represent simulated medical personnel interacting with simulated casualties. Our technology fosters dual-use applications...

Decision Networks for Integrating the Behaviors of Virtual Agents and Avatars (1996)

Thomas S. Trias, Sonu Chopra, Barry D. Reich, Michael B. Moore, Norman I. Badler, Bonnie L. Webber, ...

We examine the use of decision networks in animating virtual agents. We have developed a system that allows the realization of multiple, parallel behaviors for an agent. The networks we utilize,...

Pipeline Rendering: Interaction And Realism Through Hardware-Based Multi-Pass Rendering (1996)

Norman I. Badler, Peter Buneman, Paul Joseph Diefenbach, Paul Joseph Diefenbach

While large investments are made in sophisticated graphics hardware, most realistic rendering is still performed off-line using ray trace or radiosity systems. A coordinated use of hardware-provided...

User-Controlled Physics-Based Animation for Articulated Figures (1996)

Evangelos Kokkevis, Dimitri Metaxas, Norman I. Badler

We present a physics-based system for the guided animation of articulated figures. Based on an efficient forward dynamics simulator, we introduce a robust feedback control scheme and a fast two-stage...

User-Controlled Physics-Based Animation for Articulated Figures (1996)

Evangelos Kokkevis, Dimitri Metaxas, Norman I. Badler

We present a physics-based system for the guided animation of articulated figures. Based on an efficient forward dynamics simulator, we introduce a robust feedback control scheme and a fast two-stage...

Generating Facial Expressions for Speech (1996)

Catherine Pelachaud, Norman I. Badler, Mark Steedman

This paper reports results from a program that produces high quality animation of facial expressions and head movements as automatically as possible in conjunction with meaning-based speech...

Decision Networks for Integrating the Behaviors of Virtual Agents and Avatars (1996)

Thomas Trias Sonu, Thomas S. Trias, Sonu Chopra, Barry D. Reich, Michael B. Moore, Norman I. Badler, ...

virtual agents. We have developed a system that allows the realization of multiple, parallel behaviors for an agent. The networks we utilize, called PaT-Nets, are used both to represent individual...

Towards Personalities for Animated Agents with Reactive and Planning Behaviors (1995)

Badler, Norman I, Reich, Barry D, Webber, Bonnie L

We describe a framework for creating animated simulations of virtual human agents. The framework allows us to capture flexible patterns of activity, reactivity to a changing environment, and certain...

Rendering Spaces for Architectural Environments (1995)

Nimeroff, Jeffry S., Dorsey, Julie, Simoncelli, Eero, Badler, Norman I

We present a new framework for rendering virtual environments. This framework is proposed as a complete scene description, which embodies the space of all possible renderings, under all possible...

Animation through Reactions, Transition Nets and Plans (1995)

Webber, Bonnie L, Badler, Norman I

We describe a framework for creating animated simulations of virtual human agents. The framework allows us to capture flexible patterns of activity, as well as reactivity to a changing environment....

Simulation and analysis of complex human tasks (1995)

Badler, Norman I, Becket, Welton, Webber, Bonnie L

We discuss how the combination of a realistic human figure with a high-level behavioral control interface allow the construction of detailed simulations of humans performing manual tasks from which...

Behavioral Control for Real-Time Simulated Human Agents (1995)

Granieri, John P, Becket, Welton, Reich, Barry D, Crabtree, Jonathan, Badler, Norman I

A system for controlling the behaviors of an interactive human-like agent and executing them in real-time, is presented. It relies on an underlying model of continuous behavior, as well as a discrete...

MediSim: Simulated Medical Corpsmen and Casualties for Medical Forces Planning and Training (1995)

Badler, Norman I, Clarke, John R, Hollick, Michael J, Kokkevis, Evangelos, Metaxas, Dimitris, Bindiganavale, Ramamani, ...

The MediSim system extends virtual environments (both local and network) to represent simulated medical personnel interacting with simulated casualties. Our technology fosters dual-use applications...

The Center for Human Modeling and Simulation (1995)

Badler, Norman I, Metaxas, Dimitris, Webber, Bonnie L., Steedman, Mark

The overall goals for the Center for Human Modeling and Simulation are the investigation of computer graphics modeling, animation, and rendering techniques. Major focii are in behavior-based...

Production and Playback of Human Figure Motion 3D Virtual Environments (1995)

Granieri, John P., Crabtree, Jonathan, Badler, Norman I

We describe a system for off-line production and real-time playback of motion for articulated human figures in 3D virtual environments. The key notions are (1) the logical storage of full body motion...

Integrating Anatomy and Physiology for Behavior Modeling (1995)

DeCarlo, Douglas, Kaye, Jonathan, Metaxas, Dimitris, Clarke, John R., Webber, Bonnie L., Badler, Norman I

In producing realistic, animatable models of the human body, we see much to be gained from developing a functional anatomy that links the anatomical and physiological behavior of the body through...

Planning and Parallel Transition Networks: Animation's New Frontiers (1995)

Badler, Norman I, Webber, Bonnie L, Becket, Welton, Geib, Christopher W, Moore, Michael B, Pelachaud, Catherine, ...

Animating realistic human agents involves more than just creating movements that look "real". A principal characteristic of humans is their ability to plan and make decisions based on intentions and...

Autonomous Animation and Control of Four-Legged Animals (1995)

Kokkevis, Evangelos, Metaxas, Dimitris, Badler, Norman I

This paper develops a framework for the realistic autonomous animation and motion control of four-legged animals. Our system uses a combination of kinematics, dynamics and control theory. The input...

Rendering spaces for architectural environments (1995)

Jeffry S. Nimeroff, Julie Dorsey, Eero Simoncelli, Norman I. Badler

We present a new framework for rendering virtual environments. This framework is proposed as a complete scene description, which embodies the space of all possible renderings, under all possible...

Planning And Parallel Transition Networks: Animation's New Frontiers (1995)

Norman Badler Center, Norman I. Badler, Bonnie L. Webber

Animating realistic human agents involves more than just creating movements that look "real." A principal characteristic of humans is their ability to plan and make decisions based on...

Planning for Animation (1995)

Norman I. Badler, Bonnie L. Webber, Welton Becket, Christopher Geib, Michael Moore, Catherine Pelachaud, ...

this paper, we argue that an effective way of doing this is through the integration of a rich collection of interacting techniques, organized in a principled, structured representation. These...

Casualty Modeling for Real-Time Medical Training (1995)

Diane Chi John, Bonnie L. Webber, Norman I. Badler

We present a model for simulating casualties in virtual environments for real-time medical training. It allows a user to choose diagnostic and therapeutic actions to carry out on a simulated casualty...

Planning And Parallel Transition Networks: Animation's New Frontiers (1995)

Norman I. Badler, Bonnie L. Webber

Animating realistic human agents involves more than just creating movements that look "real." A principal characteristic of humans is their ability to plan and make decisions based on...

Autonomous Animation and Control of Four-Legged Animals (1995)

Evangelos Kokkevis, Dimitri Metaxas, Norman I. Badler

This paper develops a framework for the realistic autonomous animation and motion control of fourlegged animals. Our system uses a combination of kinematics, dynamics and control theory. The input to...

MediSim: SimulatedMedical Corpsmen and Casualties for Medical Forces Planning and Training (1995)

Norman I. Badler, Bonnie L. Webber, John R. Clarke, Diane M. Chi, M. D. Diane, M. Chi, ...

The MediSim system extends virtual environments (both local and network) to represent simulated medical personnel interacting with simulated casualties. Our technology fosters dual-use applications...

Autonomous Animation and Control of Four-Legged Animals (1995)

Evangelos Kokkevis Dimitri, Dimitri Metaxas, Norman I. Badler

This paper develops a framework for the realistic autonomous animation and motion control of fourlegged animals. Our system uses a combination of kinematics, dynamics and control theory. The input to...

Insertion of an Articulated Human into a Networked Virtual Environment (1994)

Pratt, David R., Barham, Paul T., Locke, John, Zyda, Michael J., Eastman, Bryant, Moore, Timothy, ...

Most Distributed Interactive Simulation (DIS) technology demonstrated over the past several years has focused on the interaction of vehicles. The dismounted infantryman - the individual foot soldier...

Final Report to NSF of the Standards for Facial Animation Workshop (1994)

Pelachaud, Catherine, Badler, Norman I, Viaud, Marie-Luce

Report to the National Science Foundation based on the Standards for Facial Animation Workshop, November 11-12, 1993, sponsored by NSF's Division of Information, Robotics, and Intelligent Systems,...

Automatically Generating Conversational Behaviors in Animated Agents (1994)

Cassell, Justine, Pelachaud, Catherine, Badler, Norman I, Steedman, Mark

In the creation of synthetic computer characters, the creators shouldn't have to create or control every move of their life like human agents: for example, during the progress of a search or planning...

Building Anthropometry-Based Virtual Human Models (1994)

Azuola, Francisco, Badler, Norman I, Ho, Pei-Hwa, Kakadiaris, Ioannis, Metaxas, Dimitris, Ting, Bond-Jay

Creating realistic virtual humans requires models that resemble real humans both visually and behaviorally. Physical and behavioral fidelity in human modeling is the focus of research and development...

Terrain reasoning for human locomotion (1994)

Reich, Barry D., Ko, Hyeongseok, Becket, Welton, Badler, Norman I

We describe a real-time model of terrain traversal by simulated human agents. Agent navigations includes a variety of simulated sensors, terrain reasoning with behavioral constraints, and detailed...

Posture Interpolation with Collision Avoidance (1994)

Badler, Norman I, Bindiganavale, Ramamani, Granieri, John P., Wei, Susanna, Zhao, Xinmin

While interpolating between successive postures of an articulated figure is not mathematically difficult, it is much more useful to provide postural transactions that are behaviorally reasonable and...

Modeling the Interaction between Speech and Gesture (1994)

Cassell, Justine, Stone, Matthew, Douville, Brett, Prevost, Scott, Achorn, Brett, Steedman, Mark, ...

This paper describes an implemented system that generates spoken dialogue, including speech, intonation, and gesture, using two copies of an identical program that differ only in knowledge of the...

ANIMATED CONVERSATION: Rule-based Generation of Facial Expression, Gesture & Spoken Intonation for Multiple Conversational Agents (1994)

Cassell, Justine, Pelachaud, Catherine, Badler, Norman I, Steedman, Mark, Achorn, Brett, Becket, Tripp, ...

We describe an implemented system which automatically generates and animates conversations between multiple human-like agents with appropriate and synchronized speech, intonation, facial expressions,...

Terrain Navigation Skills and Reasoning (1994)

Ko, Hyeongseok, Reich, Barry D, Becket, Welton, Badler, Norman I

We describe a real-time model of terrain traversal by simulated human agents. Agent navigation includes a variety of simulated sensors, terrain reasoning with behavioral constraints, and detailed...

How Animated Agents Perform Tasks: Connecting Planning and Manipulation Through Object-Specific Reasoning (1994)

Levison, Libby, Badler, Norman I

Creating animations of a human figure performing a task requires that the agent interact with objects in the environment in a realistic way. Agent-object interaction is not completely specified from...

Texture Resampling While Ray-Tracing: Approximating the Convolution Region Using Caching (1994)

Nimeroff, Jeffry S, Badler, Norman I., Metaxas, Dimitris

We present a cache-based approach to handling the difficult problem of performing visually acceptable texture resampling/filtering while ray-tracing. While many good methods have been proposed to...

Instructions, Intentions and Expectations (1994)

Webber, Bonnie L, Di Eugenio, Barbara, Levison, Libby, Badler, Norman I, Geib, Christopher W, Moore, Michael B

Based on an ongoing attempt to integrate Natural Language instructions with human figure animation, we demonstrate that agents' understanding and use of instructions can complement what they can...

Final Report to NSF of the Standards for Facial Animation Workshop (1994)

Pelachaud, Catherine, Badler, Norman I, Viaud, Marie-Luce

The human face is an important and complex communication channel. It is a very familiar and sensitive object of human perception. The facial animation field has increased greatly in the past few...

Building anthropometry-based virtual human models (1994)

Francisco Azuola, Norman I. Badler, Pei-hwa Ho, Ioannis Kakadiaris, Dimitri Metaxas, Bond-jay Ting

Creating realistic virtual humans requires models that resemblerealhumans both visually and behaviorally. Physical and behavioral delity inhuman modeling is the focus of research and development work...

Terrain reasoning for human locomotion (1994)

Barry D. Reich, Hyeongseok Ko, Welton Becket, Norman I. Badler

We describe a real-time model of terrain traver-sal by simulated human agents. Agent navigation zn-cludes a variety of simulated sensors, terrain reason-ing with behavioral constraints, and detailed...

Inverse kinematics positioning using nonlinear programming for highly articulated figures (1994)

Jianmin Zhao, Norman I. Badler

An articulated figure is often modeled as a set of rigid segments connected with joints. Its configuration can be altered by varying the joint angles. Although it is straightforward to compute figure...

Final Report to NSF of the Standards for Facial Animation Workshop (1994)

Catherine Pelachaud, Norman I. Badler, Marie-luce Viaud

Petajan, Dimitri Terzopoulos, and Keith Waters for putting together the main sections of this report, and to Ken Shoemake for contributing the summary. We appreciate the time and text (and video) all...

Pipeline Rendering: Interactive refractions, reflections and shadows (1994)

Paul J. Diefenbach, Norman I. Badler

A coordinated use of hardware-provided bitplanes and rendering pipelines can create ray-trace quality illumination effects in real-time. We provide recursive reflections through the use of secondary...

Posture Interpolation with Collision Avoidance (1994)

Norman I. Badler, Ramamani Bindiganavale, John P. Granieri, Susanna Wei, Xinmin Zhao

While interpolating between successive postures of an articulated figure is not mathematically difficult, it is much more useful to provide postural transitions that are behaviorally reasonable and...

Terrain Navigation Skills and Reasoning (1994)

Hyeongseok Ko, Barry D. Reich, Welton Becket, Norman I. Badler

We describe a real-time model of terrain traversal by simulated human agents. Agent navigation includes a variety of simulated sensors, terrain reasoning with behavioral constraints, and detailed...

Terrain Reasoning for Human Locomotion (1994)

Barry Reich, Hyeongseok Ko, Welton Becket, Norman I. Badler

We describe a real-time model of terrain traversal by simulated human agents. Agent navigation includes a variety of simulated sensors, terrain reasoning with behavioral constraints, and detailed...

Simulating Humans in VR (1994)

John Granieri, Norman I. Badler

Research and industrial projects involving the simulation and animation of human figures in virtual environments are surveyed. The common thread between the projects is their use of a human modeling...

Generating Facial Expressions for Speech (1994)

Catherine Pelachaud, Norman I. Badler, Mark Steedman

This paper reports results from a program that produces high quality animation of facial expressions and head movements as automatically as possible in conjunction with meaning-based speech...

Final Report to NSF of the Standards for Facial Animation Workshop (1994)

Catherine Pelachaud, Catherine Pelachaud, Norman I. Badler, Norman I. Badler, Marie-luce Viaud, Marie-luce Viaud

this report, and to Ken Shoemake for contributing the summary. We appreciate the time and text (and video) all the Workshop participants contributed to make this report possible. We would like also...

How Animated Agents Perform Tasks: Connecting Planning and Manipulation Through Object-Specific Reasoning (1994)

Libby Levison, Norman I. Badler

Creating animations of a human figure performing a task requires that the agent interact with objects in the environment in a realistic way. Agent--object interaction is not completely specified from...

Rendering Spaces for Architectural Environments (1994)

Jeffry Nimeroff, Julie Dorsey, Eero Simoncelli, Norman I. Badler

We present a new framework for rendering virtual environments. This framework is proposed as a complete scene description, which embodies the space of all possible renderings, under all possible...

Contents (1994)

Catherine Pelachaud, Norman I. Badler, Marie-luce Viaud

Petajan, Dimitri Terzopoulos, and Keith Waters for putting together the main sections of this report, and to Ken Shoemake for contributing the summary. We appreciate the time and text (and video) all...

SASS v.2.1: Anthropometric Spreadsheet and Database for the IRIS (1993)

Azuola, Francisco, Wei, Susanna, Kok Hoon, Teo, Badler, Norman I

This report is the user's manual of SASS v.21, the Spreadsheet Anthropometric Scaling System (version 2.1). It describes the usage of SASS, a spreadsheet-like system which allows flexible interactive...

Instructions, Intentions and Expectations (1993)

Webber, Bonnie L, Badler, Norman I, Di Eugenio, Barbara, Geib, Christopher W, Levison, Libby, Moore, Michael B

Based on an ongoing attempt to integrate Natural Language instructions with human figure animation, we demonstrate that agents' understanding and use of instructions can complement what they can...

Simulating Humans: Computer Graphics, Animation, and Control (1993)

Webber, Bonnie L, Phillips, Cary B., Badler, Norman I

People are all around us. They inhabit our home, workplace, entertainment, and environment. Their presence and actions are noted or ignored, enjoyed or disdained, analyzed or prescribed. The very...

Intermittent Non-Rhythmic Human Stepping and Locomotion (1993)

Ko, Hyeongseok, Badler, Norman I

When humans need to get from one location to another, there are many occasions where non-rhythmic stepping (NRS) is more desirable than normal walking. This can be observed in performing tasks in a...

A Kinematic Generalization of Rotoscoped Human Walking (1993)

Ko, Hyeongseok, Badler, Norman I

The most prominent problems in utilizing the rotoscopy data for human walking animation can be summarized as preservation of the original motion characteristics in the generalization process and...

Intermittent Non-Rhythmic Human Stepping and Locomotion (1993)

Ko, Hyeongseok, Badler, Norman I

There are many occasions where non-rhythmic stepping (NRS) is more desirable than normal walking. This can be observed in performing tasks in a narrow work space. For this purpose NRS is considered...

Real-Time Control of a Virtual Human Using Minimal Sensors (1993)

Badler, Norman I., Hollick, Michael J., Granieri, John P.

We track, in real-time, the position and posture of a human body, using a minimal number of 6 DOF sensors to capture full body standing postures. We use 4 sensors to create a good approximation of a...

A Gathering and Shooting Progressive Refinement Radiosity Method (1993)

Shao, Min-Zhi, Badler, Norman I

This paper presents a gathering and shooting progressive refinement radiosity method. Our method integrates the iterative process of light energy gathering used in the standard full matrix method and...

Curved Path Human Locomotion that Handles Anthropometrical Variety (1993)

Ko, Hyeongseok, Badler, Norman I

Human locomotion simulation along a curved path is presented. The process adds a small constant cost (O(1)) to any pre-existing straight line walking algorithm. The input curve is processed by the...

Straight Line Walking Animation Based on Kinematic Generalization that Preserves the Original Characteristics (1992)

Ko, Hyeongseok, Badler, Norman I.

The most prominent problems in utilizing the rotoscopy data for human walking animation can be summarized into two: Preservation of the original motion characteristics in the generalization process...

Doing What You're Told: Following Task Instructions in Changing, but Hospitable Environments (1992)

Webber, Bonnie L, Badler, Norman I, Breckenridge Baldwin, F., Becket, Welton, Di Eugenio, Barbara, Geib, Christopher W, ...

The AnimNL project (Anim ation from N atural L anguage) has as its goal the automatic creation of animated task simulations from natural-language instructions. The question addressed in this paper is...

Motion Planning for Redundant Branching Articulated Figures with Many Degrees of Freedom (1992)

Ching, Wallace S., Badler, Norman I

A fast algorithm is presented that can handle the motion planning problem for articulated figures with branches and many degrees of freedom. The algorithm breaks down the degrees of freedom of the...

Fast Motion Planning for Anthropometric Figures with Many Degrees of Freedom (1992)

Ching, Wallace S, Badler, Norman I

Human-like robots are useful in many areas such as deep sea mining and space applications. An efficient motion planning algorithm for these type of robots will be helpful in achieving task level...

Collision-Free Path and Motion Planning for Anthropometric Figures (1992)

Ching, Wallace S, Badler, Norman I

This paper describes a collision free path planning and animation system for anthropometric figures. It can also take into consideration the strength limit of human figures and plan the motion...

Curved Path Walking (1992)

Ko, Hyeongseok, Badler, Norman I.

Research on biped locomotion has focused on sagittal plane walking in which the stepping path is a straight line. Because a walking path is often curved in a three dimensional environment, a 3D...

Generating Human Motion By Symbolic Reasoning (1992)

Jung, Moon Ryul, Badler, Norman I

This paper describes work on applying AI planning methods to generate human body motion for the purpose of animation. It is based on the fact that although we do not know how the body actually...

Simulating Human Tasks Using Simple Natural Language Instructions (1991)

Jung, Moon Ryul, Kalita, Jugal K, Badler, Norman I, Ching, Wallace S

We report a simple natural language interface to a human task simulation system that graphically displays the performance of goal-directed tasks by an agent in a workspace. The inputs to the system...

Linguistic Issues in Facial Animation (1991)

Pelachaud, Catherine, Steedman, Mark, Badler, Norman I

Our goal is to build a system of 3D animation and facial expressions of emotion correlated with the intonation of the voice. Up till now, the existing systems did not take into account the link...

A Kinematic Model of the Human Spine and Torso (1991)

Monheit, Gary, Badler, Norman I

Efforts to develop a more accurate model of the human spine and torso in order to improve realism in human motion modeling are discussed. The model of spinal motion, which is represented within Jack...

Structure-Based Animation of the Human Face (1991)

Platt, Stephen M, Smith, Aaron T, Azuola, Francisco, Badler, Norman I, Pelachaud, Catherine

The face is an interesting object to animate for several reasons: it is an important channel of communication and therefore important to any human body animation, and it is a complex object in that...

Interactive Behaviors for Bipedal Articulated Figures (1991)

Phillips, Cary B., Badler, Norman I

We describe techniques for interactively controlling bipedal articulated figures through kinematic constraints. These constraints model certain behavioral tendencies which capture some of the...

Structure-Based Animation of the Human Face (1991)

Stephen M. Platt, Aaron T. Smith, Francisco Azuola, Norman I. Badler, Catherine Pelachaud

The face is an interesting object to animate for several reasons: it is an important channel of communication and therefore important to any human body animation, and it is a complex object in that...

Linguistic Issues in Facial Animation (1991)

Catherine Pelachaud, Norman I. Badler, Mark Steedman

Our goal is to build a system of 3D animation of facial expressions of emotion correlated with the intonation of the voice. Up till now, the existing systems did not take into account the link...

Issues In Facial Animation (1990)

Pelachaud, Catherine, Badler, Norman I, Steedman, Mark

Our goal is to build a system of 3-D animation of facial expressions of emotion correlated with the intonation of the voice. Up till now, the existing systems did not take into account the link...

Human Factors Simulation Research at the University of Pennsylvania (1990)

Badler, Norman I

Jack is a Silicon Graphics Iris 4D workstation-based system for the definition, manipulation, animation, and human factors performance analysis of simulated human figures. Built on a powerful...

A Kinematic Model of the Human Spine and Torso (1990)

Monheit, Gary, Badler, Norman I

In order to advance current human figure motion models, a more realistic model of the body must include a flexible torso and spine. The spinal column is a series of interdependent joints with three...

An Adaptive and Efficient System for Computing the 3-D Reachable Workspace (1990)

Alameldin, Tarek, Badler, Norman I, Sobh, Tarek

In this paper, we present an efficient system for computing the 3-D reachable workspace for redundant manipulators with joint limits. In our system, we have decomposed the 3-D reachable workspace...

Animation from Instructions (1990)

Badler, Norman I, Webber, Bonnie L., Esakov, Jeffrey, Kalita, Jugal

We believe that computer animation in the form of narrated animated simulations can provide an engaging, effective and flexible medium for instructing agents in the performance of tasks. However, we...

Strength Guided Motion (1990)

Lee, Philip, Wei, Susanna, Zhao, Jianmin, Badler, Norman I

A methodology and algorithm is presented that generates motions imitating the way humans complete a lifting task under various loading conditions. The path taken depends on "natural" parameters: the...

Interactive Real-Time Articulated Figure Manipulation Using Multiple Kinematic Constraints (1990)

Phillips, Cary B, Zhao, Jianmin, Badler, Norman I

In this paper, we describe an interactive system for positioning articulated figures which uses a 3D direct manipulation technique to provide input to an inverse kinematics algorithm running in real...

Imperfection for Realistic Image Synthesis (1990)

Becket, Welton, Badler, Norman I

The precision of image synthesis techniques for rendering naturalistic scenes often works contrary to the realism of the everyday world. Pristine, crystalline, uniform and perfect may describe the...

Human Task Animation from Performance Models and Natural Language Input (1989)

Esakov, Jeffrey, Badler, Norman I, Jung, Moon Ryul

Graphical manipulation of human figures is essential for certain types of human factors analyses such as reach, clearance, fit, and view. In many situations, however, the animation of simulated...

Real Time Inverse Kinematics with Joint Limits and Spatial Constraints (1989)

Zhao, Jianmin, Badler, Norman I

A configuration of an articulated figure of joints and segments can sometimes be specified as spatial constraints. Constrained parts on the articulated figure are abstracted as end effectors, and the...

Anthropometry for Computer Graphics Human Figures (1989)

Grosso, Marc R, Quach, Richard D., Otani, Ernest, Zhao, Jianmin, Wei, Susanna, Ho, Pei-Hwa, ...

Anthropometry as it applies to Computer Graphics is examined in this report which documents the Anthropometry work done in the Computer Graphics Research Laboratory at the University of Pennsylvania...

An Investigation of Language Input and Performance Timing For Task Animation (1988)

Esakov, Jeffrey, Badler, Norman I

We describe a prototype system in which task animation is driven via natural language. The primary effort in developing the system is concentrated on the link between the natural language parser and...

Constraint-Based Temporal Planning (1988)

Badler, Norman I, Kushnier, S., Kalita, Jugal

This paper deals with the application of notions from "planning" and the "representation of temporal information" in an animation system to simulate human task performance. Specifically, a model was...

Task-Oriented Computer Animation of Human Figures (1988)

Badler, Norman I

The effective computer animation of human figures is an endeavor with a relatively short history. The earliest attempts involved simple geometries and simple animation techniques which failed to...

Slice Display for Human Models Constructed with Spheres (1988)

Badler, Norman I, Hunter, Barry B, Phillips, Cary

Bubblepeople are human figure models built from overlapping spheres. They provide a softer and more realistic representation of the human body than polygon-based models, require fewer primitives, and...

Jack: A Toolkit for Manipulating Articulated Figures (1988)

Phillips, Cary B, Badler, Norman I

The problem of positioning and manipulating three dimensional articulated figures is often handled by ad hoc techniques which are cumbersome to use. In this paper, we describe a system which provides...

Anthropometry For Computer Graphics Human Figures (1987)

Human Figures, Marc R. Grosso, Richard D. Quach, Ernest Otani, Jianmin Zhao, PeiHwa Ho, ...

Anthropometry as it applies to Computer Graphics is examined in this report which documents the Anthropometry work done in the Computer Graphics Research Laboratory at the University of Pennsylvania...

digital representations of human movement (1979)

Norman I. Badler, W. Smoliar

There are many different approaches to the representation, wlthm a digital computer, of mformatlon describing the movement of the human body. The general Issue of movement representatmn is approached...

Virtual humans for validating maintenance procedures (0000)

Badler, Norman I.

The article focuses on the possibility of virtual humans for maintenance procedures. The design of complex physical systems must accommodate the human technicians who assemble and maintain them....

Animation Control for Real-Time Virtual Humans (0000)

Badler, Norman I.

The article focuses on animation control for real-time virtual humans. The computation speed and control methods needed to portray 3D virtual humans suitable for interactive applications have...

Virtual humans for validating maintenance procedures

Badler, Norman I.

The article focuses on the possibility of virtual humans for maintenance procedures. The design of complex physical systems must accommodate the human technicians who assemble and maintain them....

Animation Control for Real-Time Virtual Humans

Badler, Norman I.

The article focuses on animation control for real-time virtual humans. The computation speed and control methods needed to portray 3D virtual humans suitable for interactive applications have...