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As technology improves, virtual reality interfaces based on body actions and expressions are becoming more and more important. In the domain of games, an evident application is the control of the hero by body actions. The robotics domain is another area wh ...
Agents in virtual environments require a combination of perception and action to behave in an autonomous way. We extend a software architecture for the management of actions blending, called AGENTlib, with a perception mechanism. The perception system prov ...
Identifying a precise anatomic skeleton is important in order to ensure high-quality motion capture. In this paper, we discuss two skeleton-fitting techniques based on 3D optical marker data. First, a local technique is proposed, based on relative marker t ...
We present an image-based rendering technique to represent virtual humans in real-time. Though we deal only with virtual humans, the concept can be applied to any articulated character. Our technique is termed animated impostors because it extends the noti ...
We investigate how the movement measurement technologies developed for virtual reality applications can be applied to track in real-time the full body posture of a human being. The accuracy of this information is of definite importance to evaluate the feas ...
Since their inception, interactive virtual environments have not been able to interpret users' gestures. Researchers have investigated a few tentative solutions, but most of them concern a specific set of body parts like hands, arms, or facial expressions. ...
We compare two formulations for the kinematic control of redundant manipulators, based on task prioritization. We also propose an incremental method to speed up the evaluation of the solution. This is especially interesting when dealing with multiple task- ...
Rendering and animating a multitude of articulated characters in real-time presents a real challenge, and few hardware systems are up to the task. Up to now, little research has been conducted to tackle the issue of real-time rendering of numerous virtual ...
We present an animation interface designed to conveniently control the motion capture process. The transition of performer's hand gestures tracked by a dataglove is recognized for software remote control. An intuitive camera metaphor allows one to specify ...
The recognition of daily human activities is a decisive interface component for more intuitive virtual reality (VR) interactions. In this paper, we describe a hierarchical model of body actions based on fine-grained action primitives. The associated recogn ...