<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1405-5546</journal-id>
<journal-title><![CDATA[Computación y Sistemas]]></journal-title>
<abbrev-journal-title><![CDATA[Comp. y Sist.]]></abbrev-journal-title>
<issn>1405-5546</issn>
<publisher>
<publisher-name><![CDATA[Instituto Politécnico Nacional, Centro de Investigación en Computación]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1405-55462012000400003</article-id>
<title-group>
<article-title xml:lang="en"><![CDATA[A Motion Capture based Planner for Virtual Characters Navigating in 3D Environment]]></article-title>
<article-title xml:lang="es"><![CDATA[Un planificador basado en capturas de movimiento para personajes virtuales desplazándose en ambientes 3D]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Arenas-Mena]]></surname>
<given-names><![CDATA[Juan Carlos]]></given-names>
</name>
<xref ref-type="aff" rid="A01"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Hayet]]></surname>
<given-names><![CDATA[Jean-Bernard]]></given-names>
</name>
<xref ref-type="aff" rid="A01"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Esteves]]></surname>
<given-names><![CDATA[Claudia]]></given-names>
</name>
<xref ref-type="aff" rid="A02"/>
</contrib>
</contrib-group>
<aff id="A01">
<institution><![CDATA[,Centro de Investigación en Matemáticas  ]]></institution>
<addr-line><![CDATA[Guanajuato Gto]]></addr-line>
<country>México</country>
</aff>
<aff id="A02">
<institution><![CDATA[,Universidad de Guanajuato Departamento de Matemáticas ]]></institution>
<addr-line><![CDATA[ Gto]]></addr-line>
<country>México</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>12</month>
<year>2012</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>12</month>
<year>2012</year>
</pub-date>
<volume>16</volume>
<numero>4</numero>
<fpage>391</fpage>
<lpage>407</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S1405-55462012000400003&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S1405-55462012000400003&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S1405-55462012000400003&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="en"><p><![CDATA[In this work, a strategy to automatically generate eye-believable motions for a virtual character that navigates in a 3D environment is presented. The overall approach consists of four components as follows. (1) A state-of-the-art path planner that computes a collision-free reference path for the character's center of mass (COM). For this planner, a simplified model that bounds the character's geometry is proposed. (2) A segmentation algorithm that divides the path into behaviors. (3) A classifier that compares each behavior with the corresponding motion capture segments previously analyzed and stored in a database. (4) A whole-body motion generator that synthesizes the appropriate behavior determined by the classifier. The main contribution of this work is to produce a sampling-based global motion planner that generates different behaviors (in addition to locomotion) issued from environmental constraints. Several results of our algorithm in different environments are shown and its current limitations are discussed.]]></p></abstract>
<abstract abstract-type="short" xml:lang="es"><p><![CDATA[En este trabajo se presenta una estrategia para generar automáticamente movimientos visualmente creíbles para un personaje virtual que navega en un ambiente 3D. Esta estrategia consta de 4 componentes: (1) Un planificador de movimientos que calcula un camino sin colisiones para el centro de masa (COM) del personaje. Para esto, se propone un modelo simplificado que envuelve la geometría del personaje. (2) Un algoritmo de segmentación que divide el camino en comportamientos. (3) Un clasificador que compara cada comportamiento con segmentos de captura de movimiento para identificar el tipo de comportamiento correspondiente. (4) Un controlador local de movimientos para todas las articulaciones del personaje que genera los comportamientos determinados por el clasificador. La contribución principal de este trabajo es producir un planificador de movimientos global basado en muestreos que genera diferentes comportamientos (además de locomoción) a partir de las restricciones del ambiente. Se muestran algunos resultados de aplicar esta estrategia en varios ambientes de prueba de para el personaje virtual y se discuten las limitantes del trabajo.]]></p></abstract>
<kwd-group>
<kwd lng="en"><![CDATA[I.3.7 computing methodologies]]></kwd>
<kwd lng="en"><![CDATA[computer graphics]]></kwd>
<kwd lng="en"><![CDATA[three-dimensional graphics and realism]]></kwd>
<kwd lng="en"><![CDATA[motion planning]]></kwd>
<kwd lng="en"><![CDATA[character animation]]></kwd>
<kwd lng="en"><![CDATA[motion-capture classification]]></kwd>
<kwd lng="es"><![CDATA[I.3.7 metodologías computacionales]]></kwd>
<kwd lng="es"><![CDATA[gráficas por computadora]]></kwd>
<kwd lng="es"><![CDATA[gráficas tridimensionales y realismo]]></kwd>
<kwd lng="es"><![CDATA[planificación de movimientos]]></kwd>
<kwd lng="es"><![CDATA[animación de personajes]]></kwd>
<kwd lng="es"><![CDATA[clasificación de comportamientos]]></kwd>
</kwd-group>
</article-meta>
</front><body><![CDATA[  	    <p align="justify"><font face="verdana" size="4">Art&iacute;culos</font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="center"><font face="verdana" size="4"><b>A Motion Capture based Planner for Virtual Characters Navigating in 3D Environments</b></font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="center"><font face="verdana" size="3"><b>Un planificador basado en capturas de movimiento para personajes virtuales desplaz&aacute;ndose en ambientes 3D</b></font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="center"><font face="verdana" size="2"><b>Juan Carlos Arenas&#45;Mena<sup>1</sup>, Jean&#45;Bernard Hayet<sup>1</sup>, and Claudia Esteves<sup>2</sup></b></font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="justify"><font face="verdana" size="2"><sup><i>1</i></sup> <i>Centro de Investigaci&oacute;n en Matem&aacute;ticas, Guanajuato, Gto., M&eacute;xico. Correo:</i> <a href="mailto:jcarenas@cimat.mx">jcarenas@cimat.mx</a>, <a href="mailto:jbhayet@cimat.mx">jbhayet@cimat.mx</a></font></p>  	    ]]></body>
<body><![CDATA[<p align="justify"><font face="verdana" size="2"><sup><i>2</i></sup> <i>Departamento de Matem&aacute;ticas, Universidad de Guanajuato, Gto., M&eacute;xico. Correo:</i> <a href="mailto:cesteves@cimat.mx">cesteves@cimat.mx</a></font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="justify"><font face="verdana" size="2">Article received on 09/02/2011.    <br> 	Accepted on 03/11/2011.</font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="justify"><font face="verdana" size="2"><b>Abstract</b></font></p>  	    <p align="justify"><font face="verdana" size="2">In this work, a strategy to automatically generate eye&#45;believable motions for a virtual character that navigates in a 3D environment is presented. The overall approach consists of four components as follows. (1) A state&#45;of&#45;the&#45;art path planner that computes a collision&#45;free reference path for the character's center of mass (COM). For this planner, a simplified model that bounds the character's geometry is proposed. (2) A segmentation algorithm that divides the path into behaviors. (3) A classifier that compares each behavior with the corresponding motion capture segments previously analyzed and stored in a database. (4) A whole&#45;body motion generator that synthesizes the appropriate behavior determined by the classifier. The main contribution of this work is to produce a sampling&#45;based global motion planner that generates different behaviors (in addition to locomotion) issued from environmental constraints. Several results of our algorithm in different environments are shown and its current limitations are discussed.</font></p>  	    <p align="justify"><font face="verdana" size="2"><b>Keywords:</b> I.3.7 computing methodologies, computer graphics, three&#45;dimensional graphics and realism, motion planning, character animation, motion&#45;capture classification.</font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="justify"><font face="verdana" size="2"><b>Resumen</b></font></p>  	    ]]></body>
<body><![CDATA[<p align="justify"><font face="verdana" size="2">En este trabajo se presenta una estrategia para generar autom&aacute;ticamente movimientos visualmente cre&iacute;bles para un personaje virtual que navega en un ambiente 3D. Esta estrategia consta de 4 componentes: (1) Un planificador de movimientos que calcula un camino sin colisiones para el centro de masa (COM) del personaje. Para esto, se propone un modelo simplificado que envuelve la geometr&iacute;a del personaje. (2) Un algoritmo de segmentaci&oacute;n que divide el camino en comportamientos. (3) Un clasificador que compara cada comportamiento con segmentos de captura de movimiento para identificar el tipo de comportamiento correspondiente. (4) Un controlador local de movimientos para todas las articulaciones del personaje que genera los comportamientos determinados por el clasificador. La contribuci&oacute;n principal de este trabajo es producir un planificador de movimientos global basado en muestreos que genera diferentes comportamientos (adem&aacute;s de locomoci&oacute;n) a partir de las restricciones del ambiente. Se muestran algunos resultados de aplicar esta estrategia en varios ambientes de prueba de para el personaje virtual y se discuten las limitantes del trabajo.</font></p>  	    <p align="justify"><font face="verdana" size="2"><b>Palabras clave:</b> I.3.7 metodolog&iacute;as computacionales, gr&aacute;ficas por computadora, gr&aacute;ficas tridimensionales y realismo, planificaci&oacute;n de movimientos, animaci&oacute;n de personajes, clasificaci&oacute;n de comportamientos.</font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="justify"><font face="verdana" size="2"><a href="/pdf/cys/v16n4/v16n4a3.pdf" target="_blank">DESCARGAR ART&Iacute;CULO EN FORMATO PDF</a></font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="justify"><font face="verdana" size="2"><b>References</b></font></p>  	    <!-- ref --><p align="justify"><font face="verdana" size="2"><b>1. Arechavaleta, G., Laumond, J&#45;P., Hicheur, H. &amp; Berthoz, A. (2008)</b>. On the nonholonomic nature of human locomotion. <i>Autonomous Robots</i>, 25(1), 25&#45;35.    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[&#160;<a href="javascript:void(0);" onclick="javascript: window.open('/scielo.php?script=sci_nlinks&ref=2067055&pid=S1405-5546201200040000300001&lng=','','width=640,height=500,resizable=yes,scrollbars=1,menubar=yes,');">Links</a>&#160;]<!-- end-ref --></font></p>  	    <!-- ref --><p align="justify"><font face="verdana" size="2"><b>2. Arikan, O. &amp; Forsyth, D.A. (2002).</b> Interactive motion generation from examples. <i>ACM Transactions on Graphics</i>, 21(3), 483&#45;490.    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[&#160;<a href="javascript:void(0);" onclick="javascript: window.open('/scielo.php?script=sci_nlinks&ref=2067057&pid=S1405-5546201200040000300002&lng=','','width=640,height=500,resizable=yes,scrollbars=1,menubar=yes,');">Links</a>&#160;]<!-- end-ref --></font></p>  	    ]]></body>
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<ref-list>
<ref id="B1">
<label>1</label><nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Arechavaleta]]></surname>
<given-names><![CDATA[G.]]></given-names>
</name>
<name>
<surname><![CDATA[Laumond]]></surname>
<given-names><![CDATA[J-P.]]></given-names>
</name>
<name>
<surname><![CDATA[Hicheur]]></surname>
<given-names><![CDATA[H.]]></given-names>
</name>
<name>
<surname><![CDATA[Berthoz]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
</person-group>
<article-title xml:lang="en"><![CDATA[On the nonholonomic nature of human locomotion]]></article-title>
<source><![CDATA[Autonomous Robots]]></source>
<year>2008</year>
<volume>25</volume>
<numero>1</numero>
<issue>1</issue>
<page-range>25-35</page-range></nlm-citation>
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<surname><![CDATA[Arikan]]></surname>
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<name>
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