Title: Application of Motion Planning to HumanComputer Interaction
1Application of Motion Planning to Human-Computer
Interaction
- Guest Speaker
- Tsai-Yen Li
- Computer Science Department
- National Chengchi University
- Taipei, Taiwan
CS26N Motion Planning for Robots, Digital
Actors, and other Moving Objects
2Outline
- Introduction to 3D navigation
- Motion planning as assistance
- Extension to 3D full-body motion
- Third-person control
- Conclusions
3Focus of HCI in This Talk
- Goal designing intelligent user interface for 3D
navigation with available controls on a desktop
computer - Challenges in HCI for 3D display
- Realism (modeling, rendering, etc.)
- Interactivity (frame rate, smoothness)
- Naturalness (metaphor, easy-to-learn)
- Constraints (available devices, etc.)
4Why 3D Navigation Is Difficult?
- Limited view
- typically 45-90
- Low frame rate
- needs gt 15 fps
- lacks precise control
5Ideas
- Applying AI techniques such as motion planning to
user interface design. - Analogy real-time spelling checks in MS Word
- Incorporating planning in control loops
- Using spare cycles to assist navigation
- Characteristics
- Real-time
- Incremental
- Time-budgeted
6Types of Navigation Control
1st
oob
3rd
MDK
Doom
Second Life
7Outline
- Introduction to 3D navigation
- Motion planning as assistance
- Extension to 3D full-body motion
- Third-person control
- Conclusions
8The Basic Path Planning Problem
9Navigation Control with Mouse
2D Workspace
3D Scene
dp v dt dq w dt
q current viewpoint config q next viewpoint
config
10Problem of Navigation Control
11Defining the Planning Problem Predicting User
Intention
current viewpoint
obstacles
Possible Cases A No modification B Direct
modification C Indirect modification
Results 1. Trivial path A1, B1, C 2.
Non-trivial path 3. No path
12Randomized Roadmap Method
Note projecting 3D paths onto 2D workspace.
13Example of Navigation with the Help of Motion
Planning
14Efficiency Comparison (with and without Planning)
average of ten experiments by different users
15Outline
- Introduction to 3D navigation
- Motion planning as assistance
- Extension to 3D full-body motion
- Third-person control
- Conclusions
16Out-of-Body Control
- Between first-person and third-person views
- Move the camera behind the body but remain
attached
17Challenge and Proposal
- Focus 3D upper body motion
- Challenge real-time motion planning for 3D
avatar - Approach
- Decoupled planning decomposing the upper body
into manageable components. - Budgeted planning planning for a window of a few
steps only in every time frame.
18Kinematics Model of Digital Actor
CAl (4)
CAr (4)
CW (2)
CR (3)
(1)
CLl (4)
CLr (4)
Total 139 DOF
19Two-Level Planning
Upper-Body Motion Planning (CT-space)
CW, t CAl, t CAr, t
CAl (4)
CAr (4)
CW (2)
CR (3)
CR
Global Motion Planning (C-space) in 2D, can use
previous techniques
20Objective Compliant Motion Planning
21Upper-Body Motion Planning
- Given pelvis trajectory (function of time)
- Decoupled planning waist, then arms
- 3D collision detection is needed.
- Search space Configuration-Time space (CT-space)
- 3D for waist and 5D for each arm
- CT-Roadmap Roadmap in CT-space
22Testing Scenarios
A
B
nlt7
nlt7
D
C
nlt5
nlt6
n size of keyframe queue with real-time
performance
23Example of Real-time Control of Intelligent
Avatar (I)
19.6 FPS
24Example of Real-time Control of Intelligent
Avatar (II)
14.2 FPS
25Outline
- Introduction to 3D navigation
- Motion planning as assistance
- Extension to 3D full-body motion
- Third-person control
- Conclusions
26Third-Person Avatar Control
- Planning full-body motions in real-time is still
not feasible. - Planning with a given library of versatile
captured motions
27Organizing Motion Clips in Motion Graph
Node Motion clip Arc Feasible transition
Picture from Sung et al. 2005
28Planning Future Motions
Motion Graph
Future feasible motions
Motion Planner
Current state
29Feasible Motion Tree (FMT)
- (Mi, Pj) motion i at position j.
- Root current, Others future.
30Example of FMT
Nodes in FMT(Future Configurations)
Root of FMT (Current Configuration)
31Example of Maintaining FMT
32Maintaining Feasible Motion Tree
- Steps when within time budget
- Select the leaf node with the highest priority
- Explore children of this node
- Repeat
- Exploration strategies
- Breadth-first
- Command-matching
- Others
33Experimental Results Navigation
34Intelligent Character in a Shooting Game
35Conclusions
- Motion planning is hard in general but
appropriate assumptions and practical algorithms
can render interesting results. - Motion planning techniques can be used to design
effective user interfaces for various types of
navigation where interactivity is the key
constraint. - Some CPU cycles should be spend in planning to
make UI more effective.
36Thank You!
- http//imlab.cs.nccu.edu.tw
- Tsai-Yen Li
- li_at_nccu.edu.tw