This paper describes how to create a system that is similar to motion graphs to interactively controll a character in an environment. They present 3 different interfaces for controlling, choice interface for giving directions by interfaces like joysticks, sketching interface that lets the user sketch a desired path, performance interfaces that use video input for controlling. In this paper, while calculating the differences between motion frames, an explicit velocity component exist, which I was thinking that could be an improvement in computing motion differences in use for things like registration curves. The methods in registration curve paper does give the distance function some degree of velocity components by comparing a window of frames frame to frame. However, it doesn't incorporate each frame's relationship with previous frames in a strong way. By using this paper's method and putting a heigh weight on the velocity component, we could make registration curves that successfully blends a stand punch and a sit punch motion to create half-siting punch motions. This paper also seperates the underlying structure into a lower layer where data is first order Markov process that gives a matrix of transition probabilities, and the higher layer that is generalized by clusters.