Extraction of motion individuality in sports and its application to motion of characters with different figures

R. Kawasaki, Y. Kitamura, F. Kishino

Research output: Chapter in Book/Report/Conference proceedingConference contribution

4 Citations (Scopus)

Abstract

We propose a method to extract motion individuality from the form of a sport expert and to apply it to figures that have different segment lengths. For this purpose, a standard motion is established by removing the subjective motion from an actor who conducts a sport skillfully, and the surface features (angular velocity and torque of the joint) are extracted for each joint angle difference in each animation frame between the original motion of the sports expert and the standard motion. The surface features and relative timing in the deep structure are transmitted to the characters having different segment lengths by applying them to a standard motion of the characters, which is also made by removing subjective motion in advance.

Original languageEnglish
Title of host publicationProceedings - Computer Graphics International, CGI 2003
PublisherIEEE Computer Society
Pages306-311
Number of pages6
ISBN (Electronic)0769519466
DOIs
Publication statusPublished - 2003
Externally publishedYes
EventComputer Graphics International, CGI 2003 - Tokyo, Japan
Duration: 2003 Jul 92003 Jul 11

Publication series

NameProceedings of Computer Graphics International Conference, CGI
Volume2003-January
ISSN (Print)1530-1052

Other

OtherComputer Graphics International, CGI 2003
CountryJapan
CityTokyo
Period03/7/903/7/11

Keywords

  • Angular velocity
  • Animation
  • Cities and towns
  • Computer graphics
  • Constraint optimization
  • Data mining
  • Educational institutions
  • Information science
  • Joints
  • Kinematics

ASJC Scopus subject areas

  • Software
  • Computer Graphics and Computer-Aided Design

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