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The design and implementation of VBS

  • Beihang University

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

Badminton is a fast and complicated sport under diverse occasions. It requires players to be swift, which make its simulation challenging. This paper proposes a sophisticated method to implement a Virtual Badminton System (VBS) using motion capture technique. We establish a database by collecting a variety of actions after analyzing and concluding basic badminton motions, Editing and controlling methods are adopted on motion sequences to simulate more occasions. Our system combines motions together by a high-level Finite State Machine (FSM) to describe the badminton logic of the virtual athlete, and create movements like the virtual athlete reacting automatically with a series of characteristic swings when interacting with user. Physical collision model is also added to enhance the immersion of our system.

Original languageEnglish
Title of host publicationTechnologies for E-Learning and Digital Entertainment - Second International Conference, Edutainment 2007, Proceedings
PublisherSpringer Verlag
Pages34-43
Number of pages10
ISBN (Print)9783540730101
DOIs
StatePublished - 2007
Event2nd International Conference on Edutainment, Edutainment 2007 - Hong Kong, Hong Kong SAR
Duration: 11 Jun 200713 Jun 2007

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume4469 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference2nd International Conference on Edutainment, Edutainment 2007
Country/TerritoryHong Kong SAR
CityHong Kong
Period11/06/0713/06/07

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