3d human pose estimation with 2d marginal heatmaps

A Nibali, Z He, S Morgan… - 2019 IEEE Winter …, 2019 - ieeexplore.ieee.org
Automatically determining three-dimensional human pose from monocular RGB image data
is a challenging problem. The two-dimensional nature of the input results in intrinsic …

Neural3Points: Learning to Generate Physically Realistic Full‐body Motion for Virtual Reality Users

Y Ye, L Liu, L Hu, S ** Design to Control of Non-Analogous Body Parts with the Human Body
S Takashita, K Arai, H Saito, M Kitazaki… - Proceedings of the 2024 …, 2024 - dl.acm.org
Manipulating a non-humanoid body using a map** approach that translates human body
activity into different structural movements enables users to perform tasks that are difficult …

Rig animation with a tangible and modular input device

O Glauser, WC Ma, D Panozzo, A Jacobson… - ACM Transactions on …, 2016 - dl.acm.org
We propose a novel approach to digital character animation, combining the benefits of
tangible input devices and sophisticated rig animation algorithms. A symbiotic software and …

Virtual character animation based on affordable motion capture and reconfigurable tangible interfaces

F Lamberti, G Paravati, V Gatteschi… - IEEE transactions on …, 2017 - ieeexplore.ieee.org
Software for computer animation is generally characterized by a steep learning curve, due to
the entanglement of both sophisticated techniques and interaction methods required to …

[HTML][HTML] Capturing conversational gestures for embodied conversational agents using an optimized Kaneda–Lucas–Tomasi tracker and Denavit–Hartenberg-based …

G Močnik, Z Kačič, R Šafarič, I Mlakar - Sensors, 2022 - mdpi.com
In order to recreate viable and human-like conversational responses, the artificial entity, ie,
an embodied conversational agent, must express correlated speech (verbal) and gestures …