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Author:Lindvall, Jaakko
Title:Virtual tutor for dance games: Design and implementation of procedural animation and artificial intelligence
Virtuaalinen opetushahmo tanssipeleihin; Proseduraalisen animaation ja tekoälyn suunnittelu ja toteutus
Publication type:Master's thesis
Publication year:2014
Pages:vii + 84 s. + liitt. 8      Language:   eng
Department/School:Perustieteiden korkeakoulu
Main subject:Vuorovaikutteinen digitaalinen media   (T-111)
Supervisor:Lehtinen, Jaakko
Instructor:Hämäläinen, Perttu
Electronic version URL: http://urn.fi/URN:NBN:fi:aalto-201507013726
OEVS:
Electronic archive copy is available via Aalto Thesis Database.
Instructions

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In the closed network of Learning Centre you can read digital and digitized theses not available in the open network.

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Location:P1 Ark Aalto  1778   | Archive
Keywords:cracacter animation
dance game
inverse kinematics
artificial intelligence
hahmoanimaatio
tanssipeli
käänteiskinematiikka
tekoäly
Abstract (eng): Dance games are a type of rhythm games, in which the player steps on buttons on a dance pad, following the beat of a song.
In these games, the learning curve for the novice player can be steep, because they rarely offer any explanation of how the player should actually move on the dance pad.
Even for the experienced player, interpretation of patterns in the harder songs can be tricky.

In this master's thesis, we describe the design and implementation of an animated tutor character for dance games.
The character will dance to a particular song in the game, demonstrating how the step patterns for the song are played.
A person playing the game can then learn to perform the song by following the demonstration.

The dancer character is animated with procedural animation techniques, including inverse kinematics and PID control.
Additionally, we describe an artificial intelligence for dance games, which drives the moves of the dancer.
Abstract (fin): Tanssipelit ovat eräs rytmipelien tyyppi, jossa pelaaja askeltaa tanssialustalla ja painaa siinä sijaitsevia nappeja, seuraten rytmejä musiikkikappaleessa.
Tanssipelien oppimiskäyrä voi olla aloittelevalle pelaajalle korkea, koska pelit harvoin sisältävät mitään opastusta siitä, kuinka pelaajan oikeastaan tulisi liikkua tanssialustalla.
Kokeneellekin pelaajalle vaikeampien kappaleiden askelkuvioiden tulkinta saattaa olla konstikasta.

Tässä diplomityössä kuvaamme, kuinka tanssipelin animoitu opastehahmo suunnitellaan ja toteutetaan.
Hahmo tanssii pelissä olevan kappaleen tahtiin, ja näyttää kuinka kappaleen askelkuviot tulee pelata.
Peliä pelaava henkilö voi opastehahmoa seuraamalla oppia pelaamaan kappaleen.

Tanssijahahmo on animoitu proseduraalisilla animaatiotekniikoilla, kuten käänteiskinematiikalla ja PID-ohjauksella.
Lisaksi työssä kuvataan, kuinka toteutetaan tanssipelejä pelaava tekoäly, joka ohjaa tanssijahahmon liikkeitä.
ED:2014-07-01
INSSI record number: 49363
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