Proceedings of the 2017 Federated Conference on Computer Science and Information Systems 2017
DOI: 10.15439/2017f98
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A Distance-Based Approach for Human Posture Simulations

Abstract: Abstract-Human-like characters can be modeled by suitable skeletal structures, which basically consist in trees where edges represent bones and vertices are joints between two adjacent bones. Motion is then defined as variations of the joints' configuration (i.e., partial rotations) over time, which also influences joint positions. However, this representation does not allow to easily represent the relationship between joints that are not directly connected by a bone. This work is therefore based on the premis… Show more

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Cited by 7 publications
(13 citation statements)
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“…For every motion, together with some information related to rotation angles between body parts (which can be easily extracted from BVH files), we also consider relative distances between joint pairs. Some recent studies, in fact, have shown that relative distances can play an important role in the representation of human motions [6]. As Fig.…”
Section: Creating a Dataset Of Human Motionsmentioning
confidence: 98%
“…For every motion, together with some information related to rotation angles between body parts (which can be easily extracted from BVH files), we also consider relative distances between joint pairs. Some recent studies, in fact, have shown that relative distances can play an important role in the representation of human motions [6]. As Fig.…”
Section: Creating a Dataset Of Human Motionsmentioning
confidence: 98%
“…When the animations are represented by functions having the form of equ. (1), the motion adaptation problem can be formulated as follows [2,17]. Let be the initial animation of ( , ), given in terms of absolute vertex positions.…”
Section: Human Motion Adaptationmentioning
confidence: 99%
“…Some initial studies where the motion adaptation problem is formulated as a dynDGP can be found in [2,15,17]. However, these studies pointed out some limitations in the use of the Euclidean distance for this particular application.…”
Section: Human Motion Adaptationmentioning
confidence: 99%
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“…This is a very delicate step, because the inclusion of large changes in the modified distances may cause large distance incompatibilities, and spoil the simulations. One possible technique for modifying the distances related to pairs {u, v} ∈ E S in accordance with new skeletal structure was recently presented in [1,23]. Some preliminary results can be viewed in a video clip associated to the paper [1] (downloadable from the conference website).…”
Section: Non-rigid Skeletal Structuresmentioning
confidence: 99%