Noise smoothing for VR equipment in quaternions

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dc.contributor.authorHsieh, CCko
dc.contributor.authorFang, YCko
dc.contributor.authorWang, MEko
dc.contributor.authorWang, CKko
dc.contributor.authorKim, MJko
dc.contributor.authorShin, Sung-Yongko
dc.contributor.authorWoo, TCko
dc.date.accessioned2013-02-27T10:57:16Z-
dc.date.available2013-02-27T10:57:16Z-
dc.date.created2012-02-06-
dc.date.created2012-02-06-
dc.date.issued1998-07-
dc.identifier.citationIIE TRANSACTIONS, v.30, no.7, pp.581 - 587-
dc.identifier.issn0740-817X-
dc.identifier.urihttp://hdl.handle.net/10203/68101-
dc.description.abstractSmooth motion generation is an important issue in the computer animation and virtual reality (VR) area. In general, the motion of a rigid body consists of translation and orientation. The former is described by a space curve in 3-dimensional Euclidean space, while the latter is represented by a curve in the unit quaternion space. Although there are well-known techniques for smoothing the translation curve in the Euclidean space, few results have been reported for smoothing motion as a whole. This paper improves the previous study and provides a more robust algorithm, which seeks to minimize the weighted sum of the strain-energy and the sum of the squared errors.-
dc.languageEnglish-
dc.publisherKLUWER ACADEMIC PUBL-
dc.titleNoise smoothing for VR equipment in quaternions-
dc.typeArticle-
dc.identifier.wosid000075370300002-
dc.identifier.scopusid2-s2.0-0032120430-
dc.type.rimsART-
dc.citation.volume30-
dc.citation.issue7-
dc.citation.beginningpage581-
dc.citation.endingpage587-
dc.citation.publicationnameIIE TRANSACTIONS-
dc.contributor.localauthorShin, Sung-Yong-
dc.contributor.nonIdAuthorHsieh, CC-
dc.contributor.nonIdAuthorFang, YC-
dc.contributor.nonIdAuthorWang, ME-
dc.contributor.nonIdAuthorWang, CK-
dc.contributor.nonIdAuthorKim, MJ-
dc.contributor.nonIdAuthorWoo, TC-
dc.type.journalArticleArticle-
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