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TOG
2012
165views Communications» more  TOG 2012»
13 years 24 days ago
Optimizing locomotion controllers using biologically-based actuators and objectives
We present a technique for automatically synthesizing walking and running controllers for physically-simulated 3D humanoid characters. The sagittal hip, knee, and ankle degrees-of...
Jack M. Wang, Samuel R. Hamner, Scott L. Delp, Vla...
ICAT
2003
IEEE
15 years 3 months ago
Motion Generation using Motion Mining System
In this paper, we present a method that generates a path that has no collision with the obstacles by using the environment information, and automatically creates natural motions o...
Seongmin Baek, Il-Kwon Jeong, In-Ho Lee
PG
2000
IEEE
15 years 2 months ago
Interactive Manipulation Planning for Animated Characters
We present a brief overview of an algorithm for interactively animating object grasping and manipulation tasks for human figures. The technique is designed to efficiently genera...
James J. Kuffner Jr., Jean-Claude Latombe
IWVF
2001
Springer
15 years 2 months ago
Grouping Character Shapes by Means of Genetic Programming
In the framework of an evolutionary approach to machine learning, this paper presents the preliminary version of a learning system that uses Genetic Programming as a tool for autom...
Claudio De Stefano, Antonio Della Cioppa, Angelo M...
PRL
2002
213views more  PRL 2002»
14 years 10 months ago
Character preclassification based on genetic programming
This paper presents a learning system that uses genetic programming as a tool for automatically inferring the set of classification rules to be used during a preclassification sta...
Claudio De Stefano, Antonio Della Cioppa, Angelo M...