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We focus on the task of estimating a physically plausible articulated human motion from monocular video. Existing approaches that do not consider physics often produce temporally inconsistent output with motion artifacts, while…
Tracking dense 3D motion from monocular videos remains challenging, particularly when aiming for pixel-level precision over long sequences. We introduce DELTA, a novel method that efficiently tracks every pixel in 3D space, enabling…
Autonomous drone racing requires the tight coupling of perception, planning, and control under extreme agility. However, recent approaches typically rely on precomputed spatial reference trajectories or explicit 6-DoF gate pose estimation,…
A checkers-like model game with a simplified set of rules is studied through extensive simulations of agents with different expertise and strategies. The introduction of complementary strategies, in a quite general way, provides a tool to…
Aerial cinematography is revolutionizing industries that require live and dynamic camera viewpoints such as entertainment, sports, and security. However, safely piloting a drone while filming a moving target in the presence of obstacles is…
Playing the cup-and-ball game is an intriguing task for robotics research since it abstracts important problem characteristics including system nonlinearity, contact forces and precise positioning as terminal goal. In this paper, we present…
In soccer, scoring goals is a fundamental objective which depends on many conditions and constraints. Considering the RoboCup soccer 2D-simulator, this paper presents a data mining-based decision system to identify the best time and…
Modelling the trajectorial motion of humans along the ground is a foundational task in the quantitative analysis of sports like association football. Most existing models of football player motion have not been validated yet with respect to…
In this study, we propose an optimal assistive control strategy that uses estimated user's movement intention as the terminal cost function. We estimate the movement intention by observing human user's joint angle, angluar velocity, and…
Automatic evaluating systems are fundamental issues in sports technologies. In many sports, such as figure skating, automated evaluating methods based on pose estimation have been proposed. However, previous studies have evaluated skaters'…
Our paper is research in progress that is research investigating the use of games technology to enhance the learning of a physical skill. The Microsoft Kinect is a system designed for gaming with the capability to track the movement of…
We report on a three-day challenge during which five teams each programmed a nanodrone to be piloted through an obstacle course using bodily movement, in a 3D transposition of the '80s video-game Pacman. Using a bricolage approach to…
Most existing results about \emph{last-iterate convergence} of learning dynamics are limited to two-player zero-sum games, and only apply under rigid assumptions about what dynamics the players follow. In this paper we provide new results…
This study presents a quantitative framework to compare teams in collective sports with respect to their style of play. The style of play is characterized by the team's spatial distribution over a collection of frames. As a first step, we…
Advanced analytics have transformed how sports teams operate, particularly in episodic sports like baseball. Their impact on continuous invasion sports, such as soccer and ice hockey, has been limited due to increased game complexity and…
Autonomous drone racing (ADR) systems have recently achieved champion-level performance, yet remain highly specific to drone racing. While end-to-end vision-based methods promise broader applicability, no system to date simultaneously…
In the high-stakes world of baseball, every nuance of a pitcher's mechanics holds the key to maximizing performance and minimizing runs. Traditional analysis methods often rely on pre-recorded offline numerical data, hindering their…
We introduce PlayerOne, the first egocentric realistic world simulator, facilitating immersive and unrestricted exploration within vividly dynamic environments. Given an egocentric scene image from the user, PlayerOne can accurately…
A detailed set of experiments are described that capture over a 1000 different instances of the bounce of a golf ball. Video analysis is used to capture velocity and spin immediately prior to and subsequent to each bounce for a wide variety…
Continuous-time assessments of game outcomes in sports have become increasingly common in the last decade. In American football, only discrete-time estimates of play value were possible, since the most advanced public football datasets were…