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- otherJuly 2023
Suit Up: AI MoCap
SIGGRAPH '23: ACM SIGGRAPH 2023 Real-Time Live!Article No.: 10, Pages 1–2https://doi.org/10.1145/3588430.3597249We present a novel marker-based motion capture (MoCap) technology. Instead of leveraging initialization and tracking for marker labeling as traditional solutions do, the present system is built upon real-time and low-latency data-driven models and ...
- research-articleJune 2022
Professor Plucky: Expressive body movement in human–robot musical ensembles
MOCO '22: Proceedings of the 8th International Conference on Movement and ComputingArticle No.: 8, Pages 1–8https://doi.org/10.1145/3537972.3537983When people play music together, they move their bodies, and that movement plays an important role in the activity of group music making. In contrast, when robots play music with people, the robots are usually stiff and mechanical in their movement. In ...
- research-articleMay 2019
Increased affect-arousal in VR can be detected from faster body motion with increased heart rate
I3D '19: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and GamesArticle No.: 15, Pages 1–6https://doi.org/10.1145/3306131.3317022We instrumented an immersive VR platform with physiological (heart rate and electrodermal activity) sensors to investigate the use of movement data and physiological data to automatically detect changes in affect (emotional state). 12 users were asked ...
- research-articleNovember 2018
Physics-based motion capture imitation with deep reinforcement learning
MIG '18: Proceedings of the 11th ACM SIGGRAPH Conference on Motion, Interaction and GamesArticle No.: 1, Pages 1–10https://doi.org/10.1145/3274247.3274506We introduce a deep reinforcement learning method that learns to control articulated humanoid bodies to imitate given target motions closely when simulated in a physics simulator. The target motion, which may not have been seen by the agent and can be ...
- posterOctober 2018
Seeing into the brain of an actor with mocap and fNIRS
ISWC '18: Proceedings of the 2018 ACM International Symposium on Wearable ComputersPages 216–217https://doi.org/10.1145/3267242.3267284This paper introduces the idea of using wearable, multi-modal body and brain sensing, in a theatrical setting, for neuroscientific research. Wearable motion capture suits are used to track the body movements of two actors while they enact a sequence of ...
- articleJanuary 2016
Relational databases for motion data
International Journal of Innovative Computing and Applications (IJICA), Volume 7, Issue 3Pages 119–134https://doi.org/10.1504/IJICA.2016.078723Motion capture data have been widely used in applications ranging from video games and animations to simulations and virtual environments. Moreover, all data-driven approaches for analysis and synthesis of motions are depending on motion capture data. ...
- ArticleJuly 2013
Markerless motion capture integrated with human modeling for virtual ergonomics
DHM'13: Proceedings of the 4th international conference on Digital Human Modeling and Applications in Health, Safety, Ergonomics, and Risk Management: human body modeling and ergonomics - Volume Part IIPages 314–323https://doi.org/10.1007/978-3-642-39182-8_37This paper refers to the context of virtual ergonomics and specifically addresses a case study of the commercial refrigeration industry. The aim is to develop a computer-aided platform to analyse end-users' postures and movements and ergonomically ...
- ArticleAugust 2010
Digital animation: repercussions of new media on traditional animation concepts
The introduction of digital techniques in film production has revolutionized an entire technical universe and suggests new aesthetics where the image is overlapping the traditional story that is told. A new culture is based upon an emerging phenomenon ...
- research-articleDecember 2008
Motion overview of human actions
SIGGRAPH Asia '08: ACM SIGGRAPH Asia 2008 papersArticle No.: 115, Pages 1–10https://doi.org/10.1145/1457515.1409068During the last decade, motion capture data has emerged and gained a leading role in animations, games and 3D environments. Many of these applications require the creation of expressive overview video clips capturing the human motion, however sufficient ...
- research-articleDecember 2008
Motion overview of human actions
ACM Transactions on Graphics (TOG), Volume 27, Issue 5Article No.: 115, Pages 1–10https://doi.org/10.1145/1409060.1409068During the last decade, motion capture data has emerged and gained a leading role in animations, games and 3D environments. Many of these applications require the creation of expressive overview video clips capturing the human motion, however sufficient ...