Segmenting motion capture data using a qualitative analysis

Abstract

Many interactive 3D games utilize motion capture for both character animation and user input. These applications require short, meaningful sequences of data. Manually producing these segments of motion capture data is a laborious, time-consuming process that is impractical for real-time applications. We present a method to automatically produce semantic… (More)
DOI: 10.1145/2822013.2822039

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