Computer synthesized characters are expected to make appropriate face, limb, and body gestures during communicative acts. We focus on non-facial movements and try to elucidate wha...
Norman I. Badler, Monica Costa, Liwei Zhao, Diane ...
This research explores ways of harnessing people’s passion for entertainment in order to stimulate players to attain the meta-learning skills they need for lifelong learning and...
This paper introduces an approach to control of physics-based characters based on high-level features of movement, such as centerof-mass, angular momentum, and end-effectors. Obje...
Face-to-face interaction between people is generally effortless and effective. We exchange glances, take turns speaking and make facial and manual gestures to achieve the goals of ...
Motion capture data is an effective way of synthesizing human motion for many interactive applications, including games and simulations. A compact, easy-to-decode representation i...
Philippe Beaudoin, Pierre Poulin, Michiel van de P...