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TOG
2012
165views Communications» more  TOG 2012»
13 years 6 months ago
Optimizing locomotion controllers using biologically-based actuators and objectives
We present a technique for automatically synthesizing walking and running controllers for physically-simulated 3D humanoid characters. The sagittal hip, knee, and ankle degrees-of...
Jack M. Wang, Samuel R. Hamner, Scott L. Delp, Vla...
ICAT
2003
IEEE
15 years 9 months ago
Motion Generation using Motion Mining System
In this paper, we present a method that generates a path that has no collision with the obstacles by using the environment information, and automatically creates natural motions o...
Seongmin Baek, Il-Kwon Jeong, In-Ho Lee
PG
2000
IEEE
15 years 8 months ago
Interactive Manipulation Planning for Animated Characters
We present a brief overview of an algorithm for interactively animating object grasping and manipulation tasks for human figures. The technique is designed to efficiently genera...
James J. Kuffner Jr., Jean-Claude Latombe
IWVF
2001
Springer
15 years 8 months ago
Grouping Character Shapes by Means of Genetic Programming
In the framework of an evolutionary approach to machine learning, this paper presents the preliminary version of a learning system that uses Genetic Programming as a tool for autom...
Claudio De Stefano, Antonio Della Cioppa, Angelo M...
PRL
2002
213views more  PRL 2002»
15 years 4 months ago
Character preclassification based on genetic programming
This paper presents a learning system that uses genetic programming as a tool for automatically inferring the set of classification rules to be used during a preclassification sta...
Claudio De Stefano, Antonio Della Cioppa, Angelo M...