<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-09-19T15:58:04Z</responseDate><request verb="GetRecord" identifier="oai:dspace.mit.edu:1721.1/61546" metadataPrefix="dim">https://dspace.mit.edu/server/oai/request</request><GetRecord><record><header><identifier>oai:dspace.mit.edu:1721.1/61546</identifier><datestamp>2022-01-13T07:55:04Z</datestamp><setSpec>com_1721.1_7582</setSpec><setSpec>com_1721.1_7581</setSpec><setSpec>col_1721.1_131023</setSpec></header><metadata><dim:dim xmlns:dim="http://www.dspace.org/xmlns/dspace/dim" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:doc="http://www.lyncode.com/xoai" xsi:schemaLocation="http://www.dspace.org/xmlns/dspace/dim http://www.dspace.org/schema/dim.xsd">
   <dim:field mdschema="dc" element="contributor" qualifier="advisor" lang="en_US">Bruce M. Blumberg.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="author" lang="en_US">Grimes, Matthew Koichi, 1977-</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="other" lang="en_US">Massachusetts Institute of Technology. Dept. of Architecture. Program In Media Arts and Sciences.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="department">Program in Media Arts and Sciences (Massachusetts Institute of Technology)</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="accessioned">2011-03-07T15:12:43Z</dim:field>
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   <dim:field mdschema="dc" element="date" qualifier="copyright" lang="en_US">2003</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="issued" lang="en_US">2003</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="uri">http://hdl.handle.net/1721.1/61546</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="oclc" lang="en_US">53364598</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2003.</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Includes bibliographical references (p. 67-72).</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="abstract" lang="en_US">This work applies vector-field-based limb control to physically simulated character animation. Vector fields of joint torques, defined over joint angle space, have been shown in the neuroscience literature to be able to generate simple reaching motions in two dimensions when linearly combined with time-varying weights. In this work, three-dimensional versions of such "basis" fields generate a similar diversity of realistic motions, while maintaining tractable control through a concise parameter space. A decomposition algorithm is presented that takes a set of limb motions and generates a set of torque fields, whose various linear combinations can generate each member of the input set, and other plausible motions. Unlike other motion extrapolators, the system extrapolates torque control programs instead of the motion paths themselves, retaining Newtonian physical correctness.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="statementofresponsibility" lang="en_US">by Matthew Koichi Grimes.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="degree" lang="en_US">S.M.</dim:field>
   <dim:field mdschema="dc" element="format" qualifier="extent" lang="en_US">72 p.</dim:field>
   <dim:field mdschema="dc" element="language" qualifier="iso" lang="en_US">eng</dim:field>
   <dim:field mdschema="dc" element="publisher" lang="en_US">Massachusetts Institute of Technology</dim:field>
   <dim:field mdschema="dc" element="rights" lang="en_US">M.I.T. theses are protected by &#xd;
copyright. They may be viewed from this source for any purpose, but &#xd;
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permission. See provided URL for inquiries about permission.</dim:field>
   <dim:field mdschema="dc" element="rights" qualifier="uri" lang="en_US">http://dspace.mit.edu/handle/1721.1/7582</dim:field>
   <dim:field mdschema="dc" element="subject" lang="en_US">Architecture. Program In Media Arts and Sciences.</dim:field>
   <dim:field mdschema="dc" element="title" lang="en_US">Learning force fields for limb control in character animation</dim:field>
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   	&lt;Title>Learning force fields for limb control in character animation&lt;/Title>
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   	&lt;PublicationDate>2003&lt;/PublicationDate>
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        	&lt;DisplayName>Grimes, Matthew Koichi, 1977-&lt;/DisplayName>
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    &lt;Keyword>Architecture. Program In Media Arts and Sciences.&lt;/Keyword>
   	&lt;Abstract>This work applies vector-field-based limb control to physically simulated character animation. Vector fields of joint torques, defined over joint angle space, have been shown in the neuroscience literature to be able to generate simple reaching motions in two dimensions when linearly combined with time-varying weights. In this work, three-dimensional versions of such &amp;quot;basis&amp;quot; fields generate a similar diversity of realistic motions, while maintaining tractable control through a concise parameter space. A decomposition algorithm is presented that takes a set of limb motions and generates a set of torque fields, whose various linear combinations can generate each member of the input set, and other plausible motions. Unlike other motion extrapolators, the system extrapolates torque control programs instead of the motion paths themselves, retaining Newtonian physical correctness.&lt;/Abstract>
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