On scaling strategies for the full-body postural control of virtual mannequins
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We first explain how we create virtual humans today and how we simulate their movements. Then we explore the impact of computer-generated humans on medical research and education. In the area of orthopedics, we discuss the simulation of motion with joint i ...
We survey problems and solutions for inserting virtual humans in networked virtual environments. Using virtual humans as participant embodiment increases the collaboration in networked virtual environments, as it provides a direct relationship between how ...
Optical motion capture provides an impressive ability to replicate gestures. However, even with a highly professional system there are many instances where crucial markers are occluded or when the algorithm confuses the trajectory of one marker with that o ...
The authors present a virtual tennis game. They describe the creation and modeling of the virtual humans and body deformations, also showing the real-time animation and rendering aspects of the avatars. They focus on the animation of the virtual tennis bal ...
Automatic meeting analysis is an emerging research field. In this paper, we present stochastic algorithms for tracking people in multi-sensor meeting rooms, for a number of relevant tasks, including tracking multiple people, tracking head pose towards anal ...
With the broad range of motion capture devices available on the market, it is now commonplace to directly control the limb movement of an avatar during immersion in a virtual environment. Here, we study how the subjective experience of embodying a full-bod ...