3-D character animation using motion capture
Interactive computer animation
A real time anatomical converter for human motion capture
Proceedings of the Eurographics workshop on Computer animation and simulation '96
A biomechanical musculoskeletal model of human upper limb for dynamic simulation
Proceedings of the Eurographics workshop on Computer animation and simulation '96
Introduction to Robotics: Mechanics and Control
Introduction to Robotics: Mechanics and Control
A Kinematic Model of the Human Spine and Torso
IEEE Computer Graphics and Applications
Closed Form and Geometric Algorithms for Real-Time Control of an Avatar
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Mapping Algorithms for Real-Time Control of an Avatar Using Eight Sensors
Presence: Teleoperators and Virtual Environments
Computer puppetry: An importance-based approach
ACM Transactions on Graphics (TOG)
Advanced real-time collaboration over the internet
VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology
Sharing Attractions on the Net with VPark
IEEE Computer Graphics and Applications
On Learning the Shape of Complex Actions
IWVF-4 Proceedings of the 4th International Workshop on Visual Form
Using virtual humans for multimodal communication in virtual reality and augmented reality
Multimodal interface for human-machine communication
Mapping optical motion capture data to skeletal motion using a physical model
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Full-body performance animation with Sequential Inverse Kinematics
Graphical Models
A pervasive gesture-driven augmented reality prototype using wireless sensor body area networks
Mobility '09 Proceedings of the 6th International Conference on Mobile Technology, Application & Systems
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Motion-capture techniques are rarely based on orientation measurements for two main reasons: (1) optical motion-capture systems are designed for tracking object position rather than their orientation (which can be deduced from several trackers), (2) known animation techniques, like inverse kinematics or geometric algorithms, require position targets constantly, but orientation inputs only occasionally. We propose a complete human motion-capture technique based essentially on orientation measurements. The position measurement is used only for recovering the global position of the performer. This method allows fast tracking of human gestures for interactive applications as well as high rate recording. Several motion-capture optimizations, including the multijoint technique, improve the posture realism. This work is well suited for magnetic-based systems that rely more on orientation registration (in our environment) than position measurements that necessitate difficult system calibration.