A Tangible Interface for High-Level Direction of Multiple Animated Characters

Ronald A. Metoyer*, Lanyue Xu, Madhusudhanan Srinivasan

*Corresponding author for this work

    Research output: Contribution to journalConference articlepeer-review

    7 Scopus citations


    Many training, education, and visualization environments would benefit from realistic animated characters. Unfortunately, interfaces for character motion specification are often complex and ill-suited to non-experts. We present a tangible interface for basic character manipulation on planar surfaces. In particular, we focus on interface aspects specific to 2D gross character animation such as path and timing specification. Our approach allows for character manipulation and high-level motion specification through a natural metaphor - the figurine. We present an example interface for designing and visualizing strategy in the sport of American football and discuss usability studies of this interface.

    Original languageEnglish (US)
    Pages (from-to)167-176
    Number of pages10
    JournalProceedings - Graphics Interface
    StatePublished - Dec 1 2003
    EventProceedings - Graphics Interface 2003 - Halifax, NS., Canada
    Duration: Jun 11 2003Jun 13 2003


    • Animation
    • Tangible interfaces

    ASJC Scopus subject areas

    • Computer Graphics and Computer-Aided Design


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