Andreas Aristidou

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Inverse Kinematics is defined as the problem of determining a set of appropriate joint configurations for which the end effectors move to desired positions as smoothly, rapidly, and as accurately as possible. However, many of the currently available methods suffer from high computational cost and production of unrealistic poses. In this paper, a novel(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)
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)
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)
There has been an increasing use of pre-recorded motion capture data for animating virtual characters and synthesising different actions; it is although a necessity to establish a resultful method for indexing, classifying and retrieving motion. In this paper, we propose a method that can automatically extract motion qualities from dance performances, in(More)
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)
This paper considers the problem of taking marker locations from optical motion capture data to identify and parameterise 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)