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<colloquium xmlns="http://www.cs.uu.nl/docs/vakken/cqgmt" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.cs.uu.nl/docs/vakken/cqgmt colloquium.xsd">
  <date>2008-06-12</date>
  <start>15:00:00</start>
  <end>17:00:00</end>
  <location>Ruppert 042</location>
  <speaker>
    <name>Michael Gleicher</name>
    <affiliation>Computer Sciences Department, University of Wisconsin at Madison, Madison, USA</affiliation>
    <title>Synthesis-By-Example: Creating Controllable Characters from Motion Capture</title>
    <abstract>
      <p xmlns="http://www.w3.org/1999/xhtml">
        Human motion is incredibly complex, subtle and diverse. People do an amazing number of
        things in an amazing number of ways. Example-based animation is an attractive technique for
        reproducing these movements because it avoids the challenges of trying to create algorithmic
        models all of the diversity and complexity. Rather than try to understand each possible
        movement or style, we simply need to capture the performance of an actor doing the movement.
        To date, Synthesis-By-Example (SBE) approaches, methods that combine recorded movements to
        form the ones needed at runtime, have become standard practice in the creating animated
        characters in interactive systems such as games.
      </p>
      <p xmlns="http://www.w3.org/1999/xhtml">
        In this talk, I will give an overview of how and why Synthesis-By-Example is used to create
        character motion for games and other interactive systems. The basic idea of SBE approaches
        is to use generic algorithms that assemble desired motions from collections of captured
        examples. The specifics of the movement come from the data used. I will review the basic
        methods, particularly concatenation and blending. I will show how these methods are combined
        to synthesize novel motions at runtime for animated characters, and how automated tools not
        only simplify the creation of such characters, but also make possible more complex
        synthesis. 
      </p>
    </abstract>
  </speaker>
</colloquium>
