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Research Directions of the Center:

The Center for Human Modeling and Simulation (HMS) of the Department of Computer and Information Science exists to promote first quality research of international stature. Our mission may be broadly defined as the study of multi-modal communication with computers. As such it encompasses generation of and human interaction with visual images, video, sound, and touch. Dr. Badler, the Center's Director, has been actively involved in the national and international computer graphics community since 1975. The Center has produced dozens of Ph.D. students and numerous Masters' degrees. The research of the Center is well represented in the mainstream computer graphics literature.

The major foci of the HMS Center are: parameterized action representation, embodied agent models, behavior-based animation of human movement, real-time simulation, articulated and deformable object modeling through physics-based techniques, computer vision techniques for dynamic and deformable objects, biomedical modeling coordinating anatomy and physiology, applications of control theory techniques to dynamic models, and understanding the bi-directional relationships between human movement, natural languages, and communication.
 
 
Current Research:

AF: AVIS-MS: Advanced Visual and Instruction Systems for Maintenance Support (N. Badler)

Complexity, customization, and packaging of military platforms and systems increase maintenance difficulty at the same time as the available pool of skilled technical personnel may be shrinking. In this environment maintenance training, technical order presentation, and flight-line operational practice may need to adopt “just-in-time” procedural aids. Moreover, the realities of real-world maintenance may not permit the hardware indulgences and rigid controls of laboratory settings for visualization and training systems, and at the same time the actual activities of maintainers will challenge requirements for portable or wearable devices. This project investigates technologies that maybe used in the maintenance of Air Force equipment.

NASA: "RIVET: Rapid Interactive Visualization for Extensible Training" (N. Badler)

The new NASA mandate calls for missions of unprecedented remoteness and duration. Challenges include high system complexity, and low training time and tolerance for error. Human capabilities remain relatively fixed and current training and instruction tools are inadequate. OUR MANDATE: To provide computer based integrated training and instruction tools that are visually intuitive and adaptable to user skill level and context.

NSF: American Sign Language Natural Language Generation and Machine Translation. (N. Badler, M. Marcus)

The goal of this project is to develop new technologies that enable the machine translation of English text into animations of American Sign Language.  This research will make more information and services available to the majority of Deaf Americans who face English literacy challenges.  Because signed languages, like ASL, contain phenomena not seen in traditional written/spoken languages, they are particularly challenging to process using standard MT approaches.  Exploring the computational linguistics of ASL can help us understand the limitations of current MT technologies and motivate the development of new ones.

Improving the Realism of Agent Movement for High Density Crowd Simulation (N. Badler, N. Pelechano)

The simulation of realistic, large, dense crowds of autonomous agents is still a challenge for the computer graphics community. Typical approaches either look like particle simulations (where agents ‘vibrate’ back and forth) or are conservative in the range of motion possible (agents aren’t allowed to ‘push’ each other). Our HiDAC system (High Density Autonomous Crowds) focuses on the problem of simulating the local motion behaviors of crowds moving in a natural manner within dynamically changing virtual environments.

NSF: "Synthesis and Analysis of Communicative Gesture" (N. Badler, D. Metaxas)

Encoded with the principles of movement observation science, specifically Laban Movement Analysis (LMA) and its Effort and Shape components, our synthesis system has the power and flexibility to procedurally synthesize gestures based on key pose and time information plus Effort and Shape qualities. The acquisition system is to extract the Effort and Shape qualities from live performance and correlate with observations validated by LMA notators

LMCO: "Virtual Human Testbed"  (N. Badler)

Highly controllable virtual humans are essential for simulations that involve interactions with highly detailed virtual environments. These virtual environments could represent a power plant, an airport, a ship, or a factory. In most cases these virtual environments are created from CAD systems and represent conceptual or detailed designs. It is desired that these simulations include real world operations and activities for the virtual humans. This will ensure the design is safer, more useful, maintainable, and more comfortable for the targeted user population.

VIRTE: "Virtual Technologies and Environments" (N. Badler)

The Virtual Technologies and Environments (VIRTE) project from the Office of Naval Research is developing a virtual reality based training system for Marine Corps fire teams in close quarters battle (CQB). HMS has the task of creating smarter, real-time, reactive computer generated forces (CGFs). As in many games, current virtual opponents simply replay stored motions (key-framed or motion captured). This means their actions are not tailored to context often resulting in large motion datasets or unacceptable behaviors, such as limbs passing through walls or stereotyped (un)emotional reactions. Virtual opponents also often lack appropriate responses to environmental stimuli, such as low illumination, obstacles, light flashes, other agents, and explosions. HMS is beginning work on this project by investigating extending the capabilities of the underlying game engine, Gamebryo, by adding finite state machine controllers and inverse kinematics. Other areas of focus include synthetic vision and attention models, which will allow smart agents with specific cognitive tasks and internal states to generate appropriate eye, face, head, and body behaviors in dynamically changing environments. Previous work in visual attention.

"LiveActor" (N. Badler)

The LiveActor project has the overall objective of providing real-time, 3D, multi-modal interaction between live and virtual embodied agents. Crucial to this interaction is the computational modeling of agents with empirical attributes based on known testing instruments, physiological performance models, and psychosocial behaviors. Agent construction methodologies are under-studied, and we address this issue through both graphical and language user interfaces. We hypothesize that realistic agent behaviors are even more important than visual appearance in experiential veracity of a live simulation, and this can be tested in the LiveActor environment.

"ACUMEN: Amplifying Control and Understanding of Multiple ENtities" (N. Badler)

This project involves the synthesis and recognition of aggregate movements in a virtual environment with a high-level (natural language) interface.  The principal components include:  an interactive interface for aggregate control based on a collection of parameters extending an existing movement quality model, a feature analysis of aggregate motion verbs, and recognizers to detect occurrences of features in a collection of simulated entities. 
 
 

"Godin Tepe"

The Cultural Heritage Project involves the 3D reconstruction of Godin Tepe, an archaeological site in Iran . Excavation had begun there in 1975, however, due to erosion, the mud brick reconstruction of the architecture has degraded. This project is an effort to recreate the site as well as aid in the visualization of how this site was used. AutoCad drawings of Godine Tepe were brought into Maya and served as the blueprint for the architecture. Human figures were also modeled in Maya and placed in Room 18, speculated to be a distribution center for weaponry and slingballs. The pottery is modeled from drawings of those found in Period V of Godin Tepe. The final product is a movie walkthrough. This digital reconstruction is guided by archaeology PhD student Virginia Badler.


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