If the inverse kinematics algorithm could be optimized, moving figures could be introduced into the Virtual Reality environment that could walk using recorded cycles and perhaps even interactively be instructed to reach and grab objects or push buttons.
Pre-recorded animations of human figures could be used in VR worlds to interact with a virtual product in a scripted fashion.
Many virtual prototyping systems contain mechanical linkages that must be animated in real time. An optimization of this algorithm could be used to do this.
Table of Contents | < Future Work | Conclusion> |