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...
Human interfaces for computer graphics systems are now evolving towards a total multi-modal approach. Information gathered using visual, audio and motion capture systems are now b...
Taro Goto, Marc Escher, Christian Zanardi, Nadia M...
Abstract— In robot teleoperation scenarios, the interface between the user and the robot is undoubtedly of high importance. In this paper, electromyographic (EMG) signals from mu...
Quantitative models of whole body expressive movement can be developed by combining methods form biomechanics, psychology, and statistics. The purpose of this paper was to use moti...
Character animation is usually reserved for highly skilled animators and computer programmers because few of the available tools allow the novice or casual user to create compelli...