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Research in Action 2008 - University of Toronto

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16<br />

Interactive Performance Control –<br />

A New Puppetry <strong>of</strong> Real and Virtual Robots<br />

Project Team<br />

Eugene Fiume<br />

Faculty<br />

Joe Laszlo*<br />

Graduate Student<br />

Michiel van de Panne<br />

Associate Faculty,<br />

<strong>University</strong> <strong>of</strong> British<br />

Columbia<br />

From video games to feature films, the laws <strong>of</strong> physics<br />

play an <strong>in</strong>creas<strong>in</strong>g role <strong>in</strong> creat<strong>in</strong>g the compell<strong>in</strong>g<br />

animation modern audiences demand. Animat<strong>in</strong>g agile,<br />

physically realistic characters, however, is as much art<br />

as it is science, whether the characters are <strong>in</strong>habitants <strong>of</strong><br />

fantastical virtual worlds, real robotic competitors runn<strong>in</strong>g<br />

<strong>in</strong> a soccer stadium, or mechanical family pets.<br />

Current approaches to mak<strong>in</strong>g such creatures move<br />

about nimbly focus on the use <strong>of</strong> large motion databases,<br />

genetically-<strong>in</strong>spired learn<strong>in</strong>g algorithms, or meticulously<br />

crafted, but <strong>of</strong>ten brittle, custom programm<strong>in</strong>g. In contrast,<br />

our approach puts the re<strong>in</strong>s directly <strong>in</strong>to the hands <strong>of</strong><br />

the animator, who becomes an <strong>in</strong>teractive performer,<br />

vicariously flex<strong>in</strong>g a character’s muscles or motors,<br />

moment-to-moment, to make it run and jump about under<br />

its own power, a “str<strong>in</strong>gless puppet” <strong>in</strong> a potential new<br />

performance art form.<br />

We present a variety <strong>of</strong> simple but compell<strong>in</strong>g<br />

examples <strong>of</strong> animated characters “performed” <strong>in</strong> this<br />

fashion, and argue the approach to be a viable form <strong>of</strong><br />

physics-based animation, engag<strong>in</strong>g and enterta<strong>in</strong><strong>in</strong>g<br />

to performer and audience alike.<br />

Build<strong>in</strong>g S<strong>of</strong>tware With Traceability<br />

Traceability is a highly desirable property for all types <strong>of</strong><br />

s<strong>of</strong>tware systems. However, due to the costs associated<br />

with conventional after-the-fact traceability approaches,<br />

it is practiced only <strong>in</strong> cases such as safety-critical systems<br />

where cost m<strong>in</strong>imization is not a concern. Our primary<br />

goal is to make traceability an economically feasible option<br />

for all types <strong>of</strong> s<strong>of</strong>tware systems, <strong>in</strong>clud<strong>in</strong>g bus<strong>in</strong>ess<br />

applications. In contrast to conventional approaches,<br />

our approach is proactive and based on the def<strong>in</strong>ition<br />

and enforcement <strong>of</strong> a set <strong>of</strong> project-specific evolution<br />

<strong>in</strong>variants (a.k.a “regularities”) that prescribe the mapp<strong>in</strong>g<br />

between source code entities and other trace endpo<strong>in</strong>ts<br />

such as requirements. Our approach to traceability can be<br />

seamlessly <strong>in</strong>tegrated with current widely-used iterative<br />

development methodologies such XP and RUP.<br />

Project Team<br />

Dave Wortman<br />

Faculty<br />

Arbi Ghazarian*<br />

Graduate Student<br />

18 19<br />

www.cs.toronto.edu

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