text-only page produced automatically by Usablenet Assistive Skip all navigation and go to page content Skip top navigation and go to directorate navigation Skip top navigation and go to page navigation
National Science Foundation
design element
Search Awards
Recent Awards
Presidential and Honorary Awards
About Awards
Grant Policy Manual
Grant General Conditions
Cooperative Agreement Conditions
Special Conditions
Federal Demonstration Partnership
Policy Office Website

Award Abstract #0237706

CAREER: Understanding the Complexities of Animated Content

Division of Computing and Communication Foundations
divider line
Initial Amendment Date: March 10, 2003
divider line
Latest Amendment Date: March 9, 2007
divider line
Award Number: 0237706
divider line
Award Instrument: Continuing grant
divider line
Program Manager: Lawrence Rosenblum
CCF Division of Computing and Communication Foundations
CSE Direct For Computer & Info Scie & Enginr
divider line
Start Date: March 15, 2003
divider line
End Date: February 28, 2010 (Estimated)
divider line
Awarded Amount to Date: $517,672.00
divider line
Investigator(s): Ronald Metoyer rmetoyer@nd.edu (Principal Investigator)
divider line
Sponsor: Oregon State University
Corvallis, OR 97331-8507 (541)737-4933
divider line
divider line
Program Reference Code(s): 1045, 1187, 9215, 9218, 9251, HPCC
divider line
Program Element Code(s): 2865, 7352, 7453


CAREER: Understanding the Complexities of Animated Content


As immersive graphics environments become more viable as useful training and education tools, we must be able to understand animated content well enough to provide naive content creators with the ability to create compelling synthetic scenes. This understanding requires that we answer the following questions. How do we create characters that perform natural motions based on high-level direction? How do we direct synthetic characters at a high level? How do we structure interactive spaces for spatial and temporal interactions between humans and synthetic characters?

To answer these questions, we will conduct research in the following areas: motion capture re-sequencing, character interfaces and character programming. We will restrict ourselves to a particular domain and build an interactive space in order to study the above research questions. We have chosen quarterback training for the sport of American football as the specific problem domain for the following reasons.

Quarterback training requires compelling 3D content in order to produce convincing training situations.

Quarterback training is a physical task and involves spatial and temporal interaction between the coaches and players (where players include the real quarterback and the synthetic characters).

Game preparation requires time-critical training content creation.

Quarterback training requires use by domain experts (coaches and players) who may be naive computer users.

We have access to domain experts in quarterback training through the Oregon State University football program.

Our research will result in algorithms for generating natural motion from motion capture data based on high level input, guidelines for classifying character interaction techniques, and methods for directing characters within the interactive space. We plan to evaluate our research through various quantitative measures and usability studies to determine the quality of content and the ability of naive content creators to create and interact with the content within our interactive space framework.


Note:  When clicking on a Digital Object Identifier (DOI) number, you will be taken to an external site maintained by the publisher. Some full text articles may not yet be available without a charge during the embargo (administrative interval).

Some links on this page may take you to non-federal websites. Their policies may differ from this site.

Metoyer, R.A., Xu, L, and Srinivasan, M. "A Tangible Interface for High-Level Direction of Multiple Animated Characters," Proceedings of Graphics Interface 2003, Halifax, Canada, 2003, p. 167.

Srinivasan, M. and Metoyer, R.. "Controllable Real-Time Locomotion Using Mobility Maps," Graphics Interface 2005, 2005, p. 51.

Terra, S.C., Metoyer, R.A.. "Performance Timing for Keyframe Animation," Symposium on Computer Animation, 2004, p. 253.

Jason Dagit, Joseph Lawrance, Christoph Neumann,
Margaret Burnett, Ronald Metoyer, and Sam Adams. "Using Cognitive Dimensions: Advice from the Trenches," Journal of Visual Languages and Computing (JVLC), v.17, 2006, p. 302.

L. Casburn, M. Srinivasan, R. Metoyer, and M. Quinn. "A Data Driven Model of Pedestrian Movement," Proceedings of the 3rd International Conference on Pedestrian and Evacuation Dynamics, 2005, p. 189.

Ronald Metoyer, Victor Zordan , Benjamin Hermens, Chun-Chi Wu, and Marc Soriano. "Psychologically inspired anticipation and dynamic response for impacts to the head and upper body," IEEE Transactions on Visualization and Computer Graphics, v.14, 2008, p. 173. 

Zordan, V.B., Macchietto, A., Medina, J., Soriano, M., Wu, C.C., Metoyer, R., Rose,R.. "Anticipation from Examples," ACM Virtual Reality Software and Technology, 2007.

Christoph Neumann, Ronald Metoyer, Margaret Burnett. "End-User Strategy Programming," Journal of Visual Languages and Computing, v.20, 2009. 


Please report errors in award information by writing to: awardsearch@nsf.gov.



Print this page
Back to Top of page
Research.gov  |  USA.gov  |  National Science Board  |  Recovery Act  |  Budget and Performance  |  Annual Financial Report
Web Policies and Important Links  |  Privacy  |  FOIA  |  NO FEAR Act  |  Inspector General  |  Webmaster Contact  |  Site Map
National Science Foundation Logo
The National Science Foundation, 4201 Wilson Boulevard, Arlington, Virginia 22230, USA
Tel: (703) 292-5111, FIRS: (800) 877-8339 | TDD: (800) 281-8749
  Text Only Version