We describe a probabilistic framework for recognizing human activities in monocular video based on simple silhouette observations in this paper. The methodology combines kernel pr...
To animate a character, a number of poses are displayed in quick succession in order to create the illusion of motion. For most real-time applications, such as games, the pose upd...
Rachel McDonnell, Fiona N. Newell, Carol O'Sulliva...
The ball-and-socket joint model is used to represent articulations with three rotational degrees of freedom (DOF), such as the human shoulder and the hip. The goal of this paper i...
Data-driven animation has become the industry standard for computer games and many animated movies and special effects. In particular, motion capture data recorded from live actor...
Eamonn J. Keogh, Themis Palpanas, Victor B. Zordan...
This paper proposes a new approach for the human motion analysis. The main contribution comes from the proposed representation of the human body. Most of already existing systems ...