Answers are grounded in this paper and cite their sources.
We present a data-driven animated character capable of blocking attacks from a user in a VR sword fighting experience. The system uses motion capture data and a machine learning model to recreate a believable blocking behaviour, suggesting the viability of full-featured data-driven interactive characters in VR. Our work is part of a larger vision of VR interaction as a two-level problem, separating spatial details from design concerns. In this context, here we provide the designers of the experience with a character from which a "blocking'' behaviour can be requested without further spatial specifications. This puts down a first building block in the construction of a controllable data-driven VR sword fighter capable of multiple behaviours.
No takes yet. Share an insight, caveat, or question.
Dehesa et al. (2019) studied this question.
Synapse has enriched 6 closely related papers on similar clinical questions. Consider them for comparative context: