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Section: New Results


In 2016, MimeTIC pursued its efforts in improving virtual human simulation by initiating new projects in this domain, such as the Inria PRE with CAIRN team, and recruiting Antonio Mucherino in Inria half-delegation. Our main goal is to provide more natural human motion in real-time applications, which is a transversal requirement in many of MimeTIC's research domains.

  • In Biomechanics, being able to rapidly simulate plausible human motion enables to explore new approaches to provide real-time feedback to users in many application domains, such a rehabilitation, sports training, ergonomics and industrial training.

  • In computer graphics, simulating natural motion either relies on heavy mechanical simulation and optimal control or adapting motion capture data. We wish to push dynamic simulation a step forward to propose new biomechanically-based simulation, such as actuating the virtual human with muscles instead of rotating servos. We also wish to simplify the process of retargeting motion capture data, which is a process still difficult to automatize. In both cases, we also promote the idea of understanding how human perception behaves when facing inaccurate simulation, in order to provide accurate simulations only when necessary.

  • In virtual reality, real-time motion capture and simulation are essential when using head mounted display devices as users cannot perceive their own body during immersive experiences. Hence, simulating natural avatar motion and reacting efficiently to the user's actions are key points to ensure good Presence and Embodiment. MimeTIC is collaborating with other teams in VR, such as Hybrid, to address this complex pluridisciplinary question.

  • In digital storytelling, interactive autonomous virtual characters lever the potentiality of proposing complex stories on social and human themes. More stories are now created with the goal of proposing several interactive storylines, which massively enhances the possibilities of interactive entertainment, computer games and digital applications. Projects in MimeTIC explore for instance how to provide a seamless control of the balance between the autonomy of characters and the unfolding of the story through the narrative discourse.

Hence, the organization of the results is reflecting these main challenges in motion analysis, virtual human simulation, interaction in VR, and digital storytelling.