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We present new techniques that use motion planning algorithms based on probabilistic roadmaps to control 22 degrees of freedom (DOFs) of human-like characters in interactive applications. Our main purpose is the automatic synthesis of collision-free reaching motions for both arms, with automatic column control and leg flexion. Generated motions are(More)
This paper presents a novel method of employing "smart objects" for problem solving in virtual environments. Smart objects were primarily used for behavioral animation in the past. The paper demonstrates how to use them for AI and planning purposes as well. We formally define which operations can be performed on a smart object in terms of their requirements(More)
This paper presents an evaluation of the benefits and user acceptance of a multimodal interface in which the user interacts with a game-like interactive virtual reality application " The Enigma of the Sphinx ". The interface consists of a large projection screen as the main display, a " magic wand " , a stereo sound system and the user's voice for " casting(More)
This paper presents a framework for unsupervised video analysis in the context of dance performances, where gestures and 3D movements of a dancer are characterized by repetition of a set of unknown dance figures. The system is trained in an unsupervised manner using Hidden Markov Models (HMMs) to automatically segment multi-view video recordings of a dancer(More)
This paper presents an evaluation of the benefits and user acceptance of a multimodal interface in which the user interacts with a game-like interactive virtual reality application ''The Enigma of the Sphinx''. The interface consists of a large projection screen as the main display, a ''magic wand'', a stereo sound system and the user's voice for ''casting(More)
In this paper, we present a parallel system called PHR for computing hierarchical radiosity solutions of complex scenes. The system is targeted for multi-processor architectures with distributed memory. The system evaluates and subdivides the interactions level by level in a breadth first fashion, and the interactions are redistributed at the end of each(More)
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