Related papers: Animating Human Athletics
Intelligent behaviour in the physical world exhibits structure at multiple spatial and temporal scales. Although movements are ultimately executed at the level of instantaneous muscle tensions or joint torques, they must be selected to…
Monitoring the movement and actions of humans in video in real-time is an important task. We present a deep learning based algorithm for human action recognition for both RGB and thermal cameras. It is able to detect and track humans and…
Humans perform everyday tasks using a combination of locomotion and manipulation skills. Building a system that can handle both skills is essential to creating virtual humans. We present a physically-simulated human capable of solving box…
In this work, we present an appearance based human activity recognition system. It uses background modeling to segment the foreground object and extracts useful discriminative features for representing activities performed by humans and…
This article explores human-like movement from a fresh perspective on motion planning. We analyze the coordinated and compliant movement mechanisms of the human body from the perspective of biomechanics. Based on these mechanisms, we…
The problem of automatic identification of physical activities performed by human subjects is referred to as Human Activity Recognition (HAR). There exist several techniques to measure motion characteristics during these physical…
Human movements are physical processes combining the classical mechanics of the human body moving in space and the biomechanics of the muscles generating the forces acting on the body under sophisticated sensory-motor control. One way to…
We describe a shared control methodology that can, without knowledge of the task, be used to improve a human's control of a dynamic system, be used as a training mechanism, and be used in conjunction with Imitation Learning to generate…
Handovers are basic yet sophisticated motor tasks performed seamlessly by humans. They are among the most common activities in our daily lives and social environments. This makes mastering the art of handovers critical for a social and…
An effective 3D stepping control algorithm that is computationally fast, robust, and easy to implement is extremely important and valuable to character animation research. In this paper, we present a novel technique for generating dynamic,…
We present a framework that enables the discovery of diverse and natural-looking motion strategies for athletic skills such as the high jump. The strategies are realized as control policies for physics-based characters. Given a task…
The collection of active agents often exhibits intriguing statistical and dynamical properties, particularly when considering human crowds. In this study, we have developed a computational model to simulate the recent experiment on real…
This paper summarizes the recent progress in human motion analysis and its applications. In the beginning, we reviewed the motion capture systems and the representation model of human's motion data. Next, we sketched the advanced human…
Animating an avatar that reflects a user's action in the VR world enables natural interactions with the virtual environment. It has the potential to allow remote users to communicate and collaborate in a way as if they met in person.…
Human motion is created by, and constrained by, our muscles. We take a first step at building computer vision methods that represent the internal muscle activity that causes motion. We present a new dataset, Muscles in Action (MIA), to…
Smartphone applications designed to track human motion in combination with wearable sensors, e.g., during physical exercising, raised huge attention recently. Commonly, they provide quantitative services, such as personalized training…
In this paper we address the problem of motion event detection in athlete recordings from individual sports. In contrast to recent end-to-end approaches, we propose to use 2D human pose sequences as an intermediate representation that…
This work presents, the classification of user activities such as Rest, Walk and Run, on the basis of frequency component present in the acceleration data in a wireless sensor network environment. As the frequencies of the above mentioned…
We present a method and application for animating a human subject from a single photo. E.g., the character can walk out, run, sit, or jump in 3D. The key contributions of this paper are: 1) an application of viewing and animating humans in…
This paper investigates how to utilize different forms of human interaction to safely train autonomous systems in real-time by learning from both human demonstrations and interventions. We implement two components of the Cycle-of-Learning…