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A survey is given for human motion synthesis techniques from the viewpoint of human computer interaction. The focus is on an overview based on the interaction of animation systems between human and computer. To design a good interactive system, we concern the underlying structure of such a system more than the concrete interface that the system will adopt. Therefore, we first analyze the tasks of animators for designing a human motion synthesis system. After reviewing the evolution of human motion synthesis, we try to reveal how such evolution improves interaction between human and computer.

In this system, the user not only sketches the character to be animated, but also sketches motion curves that are segmented and mapped to a parameterized set of output motion primitives. 3 Foot-Ground Force Based Systems Some researchers used foot-ground contact information as input for motion synthesis. For example, Yin and Pai [5] presented a FootSee System which used a foot pressure sensor pad to interactively control avatars for video games, virtual reality, and animation. During the training phase, his system captures full body motions with a motion capture system, as well as the corresponding foot-ground pressure distributions with a pressure sensor pad, into a database.

John Wiley, Chichester, UK, 2003. , et al, The influence of visual and auditory receptive field organization on multisensory integration, Exp Brain Res 139:303-310, 2001. [5] MH. Giard, F. Peronnet, Auditory-visual integration during multimodal object recognition in humans, Journal of Cognitive Neuroscience, 1999. [6] J. Lazzaro and C. Mead, A silicon model of auditory localization. Neural Computation, 1(1):41-70, 1989. [7] C. Schauer, T. Zahn, P. Paschke, HM. Gross, Binaural Sound Localization in an Artificial Neural Network, Proc.

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