The cascade-correlation learning architecture
Advances in neural information processing systems 2
Synthesis of complex dynamic character motion from simple animations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interpolation Synthesis of Articulated Figure Motion
IEEE Computer Graphics and Applications
Gesticulation Behaviors for Virtual Humans
PG '98 Proceedings of the 6th Pacific Conference on Computer Graphics and Applications
FootSee: an interactive animation system
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Free-viewpoint video of human actors
ACM SIGGRAPH 2003 Papers
Style-based inverse kinematics
ACM SIGGRAPH 2004 Papers
Automated extraction and parameterization of motions in large data sets
ACM SIGGRAPH 2004 Papers
Momentum-based parameterization of dynamic character motion
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
International Journal of Computer Vision
Animating reactive motions for biped locomotion
Proceedings of the ACM symposium on Virtual reality software and technology
Practical motion capture in everyday surroundings
ACM SIGGRAPH 2007 papers
Performance capture from sparse multi-view video
ACM SIGGRAPH 2008 papers
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
ACM SIGGRAPH 2009 papers
Action capture with accelerometers
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Natural motion animation through constraining and deconstraining at will
IEEE Transactions on Visualization and Computer Graphics
Static pose reconstruction with an instrumented bouldering wall
Proceedings of the 18th ACM symposium on Virtual reality software and technology
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Consumer-grade, real-time motion capture devices are becoming commonplace in every household, thanks to the recent development in depth-camera technologies. We introduce a new approach to capturing and reconstructing freeform, full-body human motion using force sensors, supplementary to existing, consumer-grade mocap systems. Our algorithm exploits the dynamic aspects of human movement, such as linear and angular momentum, to provide key information for full-body motion reconstruction. Using two pressure sensing platforms (Wii Balance Board) and a hand tracking device, we demonstrate that human motion can be largely reconstructed from ground reaction forces along with a small amount of arm movement information.