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Interactive Control of Avatars Animated with Human Motion Data

by Jehee Lee, Jinxiang Chai, Paul S. A. Reitsma, Jessica K. Hodgins, Nancy S. Pollard , 2002
"... Real-time control of three-dimensional avatars is an important problem in the context of computer games and virtual environments. Avatar animation and control is difficult, however, because a large repertoire of avatar behaviors must be made available, and the user must be able to select from this s ..."
Abstract - Cited by 369 (38 self) - Add to MetaCart
Real-time control of three-dimensional avatars is an important problem in the context of computer games and virtual environments. Avatar animation and control is difficult, however, because a large repertoire of avatar behaviors must be made available, and the user must be able to select from

Abstract Interactive Control of Avatars Animated with Human Motion Data

by Jehee Lee, Jessica K. Hodgins
"... Real-time control of three-dimensional avatars is an important problem in the context of computer games and virtual environments. Avatar animation and control is difficult, however, because a large repertoire of avatar behaviors must be made available, and the user must be able to select from this s ..."
Abstract - Add to MetaCart
Real-time control of three-dimensional avatars is an important problem in the context of computer games and virtual environments. Avatar animation and control is difficult, however, because a large repertoire of avatar behaviors must be made available, and the user must be able to select from

Towards the Integration of Synthetic SL Animation with Avatars into Corpus Annotation Tools

by unknown authors
"... We outline the main features of our synthetic virtual human sign language system, JASigning. We describe how we have extended its input notation, SiGML, to allow explicit control of performance time, and we describe our initial steps on the path to integrating virtual human sign language performance ..."
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We outline the main features of our synthetic virtual human sign language system, JASigning. We describe how we have extended its input notation, SiGML, to allow explicit control of performance time, and we describe our initial steps on the path to integrating virtual human sign language

Affordable Gesture Recognition Based Avatar Control System:

by System Huggable, Ki Lee , 2007
"... We are developing a novel interface for controlling the behavior of physical (e.g., a personal robot) or virtual (e.g., an animated agent such as in Second Life) avatars. As the morphologies of these avatars become more sophisticated, it becomes more difficult to convey, compellingly and effectively ..."
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are developing an intuitively understandable and affordable device to control personal robots such as the Huggable, as well as sophisticated avatars in virtual worlds like the Second Life. A new puppeteering device can control an avatar by capturing a human operator's motion directly through an IR vision

Integrate and Conquer – the Next Generation of Intelligent Avatars

by Jarosław Francik, Adam Szarowicz - ACM SIGCHI International Conference on Advances in Computer Entertainment Technology ACE 2005, Special Session on Computer Games Technology 15th - 17th
"... FreeWill+ is a framework that aims at integrating various animation techniques for controlling human-like characters. With heterogeneity and multi-layering as its main design principles, the system contains a society of complex interrelated animation components (actions), executing on various levels ..."
Abstract - Cited by 1 (0 self) - Add to MetaCart
FreeWill+ is a framework that aims at integrating various animation techniques for controlling human-like characters. With heterogeneity and multi-layering as its main design principles, the system contains a society of complex interrelated animation components (actions), executing on various

Motion Capture Integration with Tele-immersion Virtual Environment

by Mariheida Córdova-sánchez, Ruzena Bajcsy, Gregorij Kurillo
"... This paper is in the field of tele-immersion, which pertains to the use of technology to virtually represent three dimensional bodies from remote locations. The primary goal of the project is to integrate real time motion capture data into the existing virtual environment and subsequently minimize t ..."
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the time required to render the bodies when facial movements and other detailed characteristics are not essential. The data from the motion capture system would be used to either control a three dimensional human model avatar or be represented as a set of markers for interaction in virtual space.

AGENT BASED FRAMEWORK FOR AVATAR INTERACTIONS IN AN ADAPTIVE VIRTUAL WORLD GAME ENVIRONMENT

by C. Laroque, J. Himmelspach, R. Pasupathy, O. Rose, A. M. Uhrmacher, Shalini Chauhan, Michael Devetsikiotis
"... Technology has progressed by leaps and bounds by making a big footprint on society at large, but more than often we notice the basic infrastructure of social setup not progressing, in many cases quite stagnantnoticeably healthcare[2][3]. While acknowledging progress in healthcare technology- enablin ..."
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Virtual Worlds (VW)- Second Life, realtime skeletal tracking sensor-Microsoft Kinect and explores the idea of improving interactions between medical practitioners and patients using avatars (digital characters that have controllable expressions, animations and speech) to guide and encourage patients

Interaction Between Real and Virtual Humans: Playing Checkers

by Rémy Torre, Pascal Fua, Selim Balcisoy, Michal Ponder, Daniel Thalmann - Proc. Eurographics Workshop on Virtual Environments , 2000
"... . For some years, we have been able to integrate virtual humans into virtual environments. As the demand for Augmented Reality systems grows, so will the need for these synthetic humans to coexist and interact with humans who live in the real world. In this paper, we use the example of a checkers ..."
Abstract - Cited by 7 (2 self) - Add to MetaCart
checkers game between a real and a virtual human to demonstrate the integration of techniques required to achieve a realistic-looking interaction in real-time. We do not use cumbersome devices such as a magnetic motion capture system. Instead, we rely on purely image-based techniques to address

Control Behavior of 3D Humanoid Animation Object Using Reinforcement Learning

by Yuesheng He
"... The ability to learn is a potentially compelling and im-portant quality for interactive 3D human avatars or virtual humans. To that end, we describe a practical approach to real-time learning for 3D virtual humans. Our implementa-tion is grounded in the techniques of reinforcement learning and infor ..."
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The ability to learn is a potentially compelling and im-portant quality for interactive 3D human avatars or virtual humans. To that end, we describe a practical approach to real-time learning for 3D virtual humans. Our implementa-tion is grounded in the techniques of reinforcement learning

Rapid Avatar Capture and Simulation Using Commodity Depth Sensors

by unknown authors
"... We demonstrate a process for capturing human subjects and gener-ating digital characters from those models using commodity scan-ning hardware. Our process is capable of capturing a human subject using still four poses, constructing a 3D model, then registering it and controlling it within an animati ..."
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an animation system within minutes. The digital representation that our process is able to construct is suitable for use in simulations, games and other applications that use virtual characters. Our technique is able to model many dynamic aspects of human behavior. As shown in Figure 1, our main contribution
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