SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Motion editing with spacetime constraints
Proceedings of the 1997 symposium on Interactive 3D graphics
Retargetting motion to new characters
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Physically based motion transformation
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A hierarchical approach to interactive motion editing for human-like figures
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Interactive control for physically-based animation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Computer puppetry: An importance-based approach
ACM Transactions on Graphics (TOG)
Motion texture: a two-level statistical model for character motion synthesis
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
Efficient synthesis of physically valid human motion
ACM SIGGRAPH 2003 Papers
Real-time hand-tracking with a color glove
ACM SIGGRAPH 2009 papers
FingerWalking: motion editing with contact-based hand performance
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Finger walking: motion editing with contact-based hand performance
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Dynamics based 3D skeletal hand tracking
Proceedings of Graphics Interface 2013
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In this paper, we propose a new method to edit captured human motion data by using the data glove. The animator first wears a glove and mimics the human body motion observed in the graphical display using his/her hand. Then, a mapping function that converts the motion of the hand to that of the whole body will be generated. Finally, by moving the hand in a slightly different way, a new motion with different taste will be generated. For example, after mimicking the walking motion by alternatively moving the index finger and the middle finger, by quickly moving the fingers with larger strides, it is possible to obtain a running motion. To achieve this goal, a method to map the hand motion to the whole body is proposed. Our method can be used not only for editing human motion, but also for controlling human figures in real time environments such as games and virtual reality systems.