Accelerometer-based user interfaces for the control of a physically simulated character
ACM SIGGRAPH Asia 2008 papers
Performance-based control interface for character animation
ACM SIGGRAPH 2009 papers
Gesture-based user interfaces for public spaces
UAHCI'11 Proceedings of the 6th international conference on Universal access in human-computer interaction: users diversity - Volume Part II
DS-RT '11 Proceedings of the 2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications
Gliding and saccadic gaze gesture recognition in real time
ACM Transactions on Interactive Intelligent Systems (TiiS)
AccuMotion: intuitive recognition algorithm for new interactions and experiences for the post-PC era
Proceedings of the 2012 Virtual Reality International Conference
What Does Touch Tell Us about Emotions in Touchscreen-Based Gameplay?
ACM Transactions on Computer-Human Interaction (TOCHI)
Evaluating user's energy consumption using kinect based skeleton tracking
Proceedings of the 20th ACM international conference on Multimedia
Interactive virtual try-on based on real-time motion capture
PCM'12 Proceedings of the 13th Pacific-Rim conference on Advances in Multimedia Information Processing
Body-controlled trampoline training games based on computer vision
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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Animating in-game avatars using real time motion capture data is highly appealing and is becoming more widespread due to the accessibility of researchers and developers to consumer priced depth sensors [Microsoft Kinect 2010]. Depth sensors allow for a cheap and robust motion capture solution which can be naturally adapted to games. However, in spite of the many advantages of using real-time motion capture data for animating avatars in games, there are two major challenges. The first is due to the limitations of the current tracking techniques in producing smooth, noise free, accurate animation in real-time. The second, and more acute problem, stems from the fact that in most games, the movements of the animated avatar are expected to be more expressive than the player's actual movements. In such cases, one would like to visually enhance the player's motion to display exaggerated or even super-natural motions.