Andreas Aristidou

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This work studies the problem of violence detection in audio data, which can be used for automated content rating. We employ some popular frame-level audio features both from the time and frequency domain. Afterwards, several statistics of the calculated feature sequences are fed as input to a Support Vector Machine classifier, which decides about the(More)
— Articulated hand tracking systems have been commonly used in virtual reality applications, including systems with human-computer interaction or interaction with game consoles. However, building an effective real-time hand pose tracker remains challenging. In this paper, we present a simple and efficient methodology for tracking and reconstructing 3d hand(More)
Optical motion capture systems suffer from marker occlusions resulting in loss of useful information. This paper addresses the problem of real-time joint localisation of legged skeletons in the presence of such missing data. The data is assumed to be labelled 3d marker positions from a motion capture system. An integrated framework is presented which(More)
—This paper considers the problem of taking marker locations from optical motion capture data to identify and pa-rameterise the underlying human skeleton structure and motion over time. It is concerned with real-time algorithms suitable for use within a visual feedback system. A common problem in motion capture is marker occlusion. Most current methods are(More)
Motion capture techniques are becoming a popular method for digitizing folk dances for preservation and dissemination. Although technically the captured data can be of very high quality, folk dancing, in contrast to choreographed performances, allow for stylistic variations and improvisations that cannot be easily captured by the data themselves. The(More)
Exergames do not have the capacity to detect whether the players are really enjoying the game-play. The games are not intelligent enough to detect significant emotional states and adapt accordingly in order to offer a better user experience for the players. We propose a set of body motion features, based on the Effort component of Laban Movement Analysis(More)