— When analyzed in the tangential speed domain, human movements exhibit a multi-peaked speed profile which is commonly interpreted as evidence for submovements. At slow speeds, ...
Video game players often learn to map their physical actions (e.g., pressing buttons) onto their on-screen avatars' actions (e.g., wielding swords) in order to play. We explo...
The Walking-In-Place interaction technique was introduced to navigate infinitely in 3D virtual worlds by walking in place in the real world. The technique has been initially devel...
We present a novel framework for tracking of a long sequence of human activities, including the time instances of change from one activity to the next, using a closed-loop, non-li...
We describe a method for learning classes of facial motion patterns from video of a human interacting with a computerized embodied agent. The method also learns correlations betwe...