Related papers: EqualMotion: Accessible Motion Capture for the Cre…
Identifying independently moving objects is an essential task for dynamic scene understanding. However, traditional cameras used in dynamic scenes may suffer from motion blur or exposure artifacts due to their sampling principle. By…
Wearable robotic hand rehabilitation devices can allow greater freedom and flexibility than their workstation-like counterparts. However, the field is generally lacking effective methods by which the user can operate the device: such…
Providing users with accurate gestural interfaces, such as gesture recognition based on wrist-worn devices, is a key challenge in mixed reality. However, static machine learning processes in gesture recognition assume that training and test…
In this work, we introduce an adaptive control framework for human-robot collaborative transportation of objects with unknown deformation behaviour. The proposed framework takes as input the haptic information transmitted through the…
Optical motion capture is a foundational technology driving advancements in cutting-edge fields such as virtual reality and film production. However, system performance suffers severely under large-scale marker occlusions common in…
IMUs are regularly used to sense human motion, recognize activities, and estimate full-body pose. Users are typically required to place sensors in predefined locations that are often dictated by common wearable form factors and the machine…
Motion style transfer changes the style of a motion while retaining its content and is useful in computer animations and games. Contact is an essential component of motion style transfer that should be controlled explicitly in order to…
Multi-person total motion capture is extremely challenging when it comes to handle severe occlusions, different reconstruction granularities from body to face and hands, drastically changing observation scales and fast body movements. To…
Human motion synthesis in complex scenes presents a fundamental challenge, extending beyond conventional Text-to-Motion tasks by requiring the integration of diverse modalities such as static environments, movable objects, natural language…
Mobile applications and on-body devices are becoming increasingly ubiquitous tools for physical activity tracking. We propose utilizing a self-tracker's habits to support continuous prediction of whether they will reach their daily step…
The growing popularity of remote fitness has increased the demand for highly accurate computer vision models that track human poses. However, the best methods still fail in many real-world fitness scenarios, suggesting that there is a…
We present ActiveUMI, a framework for a data collection system that transfers in-the-wild human demonstrations to robots capable of complex bimanual manipulation. ActiveUMI couples a portable VR teleoperation kit with sensorized controllers…
Wearable devices with a wide range of sensors have contributed to the rise of the Quantified Self movement, where individuals log everything ranging from the number of steps they have taken, to their heart rate, to their sleeping patterns.…
Human motion generation is essential for fields such as animation, robotics, and virtual reality, requiring models that effectively capture motion dynamics from text descriptions. Existing approaches often rely on Contrastive Language-Image…
No two people are alike. We usually ignore this diversity as we have the capability to adapt and, without noticing, become experts in interfaces that were probably misadjusted to begin with. This adaptation is not always at the user's…
Existing methods for human motion control in video generation typically rely on either 2D poses or explicit 3D parametric models (e.g., SMPL) as control signals. However, 2D poses rigidly bind motion to the driving viewpoint, precluding…
Any media experience must be fully inclusive and accessible to all users regardless of their ability. With the current trend towards immersive experiences, such as Virtual Reality (VR) and 360-degree video, it becomes key that these…
Self-captured full-body videos are popular, but most deployments require mounted cameras, carefully-framed shots, and repeated practice. We propose a more convenient solution that enables full-body video capture using handheld mobile…
Recent success with large language models has sparked a new wave of verbal human-AI interaction. While such models support users in a variety of creative tasks, they lack the embodied nature of human interaction. Dance, as a primal form of…
Treating human motion and camera trajectory generation separately overlooks a core principle of cinematography: the tight interplay between actor performance and camera work in the screen space. In this paper, we are the first to cast this…