VLDB 2026 Research / reviewers in the wild / expert
Andreas Aristidou
dblp:02/2770
· DBLP profile ↗
28ranked-venue papers
10as first author
14since 2021 · last 2026
0000-0001-7754-0791ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 28 · 10 first-author · 14 since 2021Artificial intelligence and machine learning · 3 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | MotionPyramid: Controllable Motion Synthesis via Stylized Phase ManifoldsabstractAbstract We introduce stylized phase manifolds—a compact, interpretable latent representation that disentangles motion content (e.g. “jumping”, “walking”), the temporal structure (e.g. motion cycle frequency, gait timing), and style (i.e. how the motion is performed). Learned in an unsupervised manner and inherently low‐dimensional, the manifold offers intuitive and flexible editing. Building on this representation, we develop a diffusion‐based motion generator that enables fine‐grained control over semantic, temporal, and stylistic aspects of motion. To connect high‐level intent with low‐level motion, we treat the stylized manifold as an intermediate representation—a structured bridge between natural language and motion. By first mapping text into this manifold, our two‐stage pipeline improves the control over for text‐based motion generation, while producing high‐quality, diverse motion outputs. Peizhuo Li, Andreas Aristidou, Olga Sorkine-Hornung |
Comput. Graph. Forum | 3 |
| 2025 | DRUMS: Drummer Reconstruction Using Midi SequencesabstractWe present a system for generating expressive, full-body drumming performances from MIDI input, combining rhythmic precision with lifelike motion. Unlike prior work that focuses on limited gestures or audio-driven models, our approach produces coordinated animations of the entire performer, including hands, torso, legs, and facial expressions, driven solely by symbolic MIDI. Our system integrates a Bi-directional LSTM to predict fine-grained 3D hand trajectories, using sticks parented to the hands and synchronized with MIDI events. It also includes a retrieval-based module that generates expressive upper-body and facial motion conditioned on musical phrasing, and a pedal enforcement component that procedurally animates the feet. Our method addresses the unique challenges of drumming, where rhythm is both heard and seen in dynamic, physically grounded motion. To the best of our knowledge, this is the first system to generate full-body drum performances from raw MIDI. Our approach enables new applications in virtual concerts, immersive training, game animation, and digital avatar performance. Theodoros Kyriakou, Panayiotis Charalambous, Andreas Aristidou |
MIG | 3 |
| 2025 | Multi-Modal Instrument Performances (MMIP): A Musical DatabaseabstractAbstract Musical instrument performances are multimodal creative art forms that integrate audiovisual elements, resulting from musicians' interactions with instruments through body movements, finger actions, and facial expressions. Digitizing such performances for archiving, streaming, analysis, or synthesis requires capturing every element that shapes the overall experience, which is crucial for preserving the performance's essence. In this work, following current trends in large‐scale dataset development for deep learning analysis and generative models, we introduce the Multi‐Modal Instrument Performances (MMIP) database ( https://mmip.cs.ucy.ac.cy ). This is the first dataset to incorporate synchronized high‐quality 3D motion capture data for the body, fingers, facial expressions, and instruments, along with audio, multi‐angle videos, and MIDI data. The database currently includes 3.5 hours of performances featuring three instruments: guitar, piano, and drums. Additionally, we discuss the challenges of acquiring these multi‐modal data, detailing our approach to data collection, signal synchronization, annotation, and metadata management. Our data formats align with industry standards for ease of use, and we have developed an open‐access online repository that offers a user‐friendly environment for data exploration, supporting data organization, search capabilities, and custom visualization tools. Notable features include a MIDI‐to‐instrument animation project for visualizing the instruments and a script for playing back FBX files with synchronized audio in a web environment. Theodoros Kyriakou, Andreas Aristidou, Panayiotis Charalambous |
Comput. Graph. Forum | 2 |
| 2025 | MPACT: Mesoscopic Profiling and Abstraction of Crowd TrajectoriesabstractAbstract Simulating believable crowds for applications like movies or games is challenging due to the many components that comprise a realistic outcome. Users typically need to manually tune a large number of simulation parameters until they reach the desired results. We introduce MPACT, a framework that leverages image‐based encoding to convert unlabelled crowd data into meaningful and controllable parameters for crowd generation. In essence, we train a parameter prediction network on a diverse set of synthetic data, which includes pairs of images and corresponding crowd profiles. The learned parameter space enables: (a) implicit crowd authoring and control, allowing users to define desired crowd scenarios using real‐world trajectory data, and (b) crowd analysis, facilitating the identification of crowd behaviours in the input and the classification of unseen scenarios through operations within the latent space. We quantitatively and qualitatively evaluate our framework, comparing it against real‐world data and selected baselines, while also conducting user studies with expert and novice users. Our experiments show that the generated crowds score high in terms of simulation believability, plausibility and crowd behaviour faithfulness. Marilena Lemonari, Andreas Panayiotou, Theodoros Kyriakou, Nuria Pelechano, Yiorgos Chrysanthou, Andreas Aristidou, Panayiotis Charalambous |
Comput. Graph. Forum | 6 |
| 2025 | CEDRL: Simulating Diverse Crowds with Example-Driven Deep Reinforcement LearningabstractAbstract The level of realism in virtual crowds is strongly affected by the presence of diverse crowd behaviors. In real life, we can observe various scenarios, ranging from pedestrians moving on a shopping street, people talking in static groups, or wandering around in a public park. Most of the existing systems optimize for specific behaviors such as goal‐seeking and collision avoidance, neglecting to consider other complex behaviors that are usually challenging to capture or define. Departing from the conventional use of Supervised Learning, which requires vast amounts of labeled data and often lacks controllability, we introduce Crowds using Example‐driven Deep Reinforcement Learning (CEDRL), a framework that simultaneously leverages multiple crowd datasets to model a broad spectrum of human behaviors. This approach enables agents to adaptively learn and exhibit diverse behaviors, enhancing their ability to generalize decisions across unseen states. The model can be applied to populate novel virtual environments while providing real‐time controllability over the agents' behaviors. We achieve this through the design of a reward function aligned with real‐world observations and by employing curriculum learning that gradually diminishes the agents' observation space. A complexity characterization metric defines each agent's high‐level crowd behavior, linking it to the agent's state and serving as an input to the policy network. Additionally, a parametric reward function, influenced by the type of crowd task, facilitates the learning of a diverse and abstract behavior “skill” set. We evaluate our model on both training and unseen real‐world data, comparing against other simulators, showing its ability to generalize across scenarios and accurately reflect the observed complexity of behaviors. We also examine our system's controllability by adjusting the complexity weight, discovering that higher values lead to more complex behaviors such as wandering, static interactions, and group dynamics like joining or leaving. Finally, we demonstrate our model's capabilities in novel synthetic scenarios. Andreas Panayiotou, Andreas Aristidou, Panayiotis Charalambous |
Comput. Graph. Forum | 2 |
| 2025 | DragPoser: Motion Reconstruction from Variable Sparse Tracking Signals via Latent Space OptimizationabstractAbstract High‐quality motion reconstruction that follows the user's movements can be achieved by high‐end mocap systems with many sensors. However, obtaining such animation quality with fewer input devices is gaining popularity as it brings mocap closer to the general public. The main challenges include the loss of end‐effector accuracy in learning‐based approaches, or the lack of naturalness and smoothness in IK‐based solutions. In addition, such systems are often finely tuned to a specific number of trackers and are highly sensitive to missing data, e.g., in scenarios where a sensor is occluded or malfunctions. In response to these challenges, we introduce DragPoser, a novel deep‐learning‐based motion reconstruction system that accurately represents hard and dynamic constraints, attaining real‐time high end‐effectors position accuracy. This is achieved through a pose optimization process within a structured latent space. Our system requires only one‐time training on a large human motion dataset, and then constraints can be dynamically defined as losses, while the pose is iteratively refined by computing the gradients of these losses within the latent space. To further enhance our approach, we incorporate a Temporal Predictor network, which employs a Transformer architecture to directly encode temporality within the latent space. This network ensures the pose optimization is confined to the manifold of valid poses and also leverages past pose data to predict temporally coherent poses. Results demonstrate that DragPoser surpasses both IK‐based and the latest data‐driven methods in achieving precise end‐effector positioning, while it produces natural poses and temporally coherent motion. In addition, our system showcases robustness against on‐the‐fly constraint modifications, and exhibits adaptability to various input configurations and changes. The complete source code, trained model, animation databases, and supplementary material used in this paper can be found at https://upc-virvig.github.io/DragPoser Jose Luis Ponton, Eduard Pujol, Andreas Aristidou, Carlos Andújar, Nuria Pelechano |
Comput. Graph. Forum | 3 |
| 2024 | Virtual Instrument Performances (VIP): A Comprehensive ReviewabstractAbstract Driven by recent advancements in Extended Reality (XR), the hype around the Metaverse, and real‐time computer graphics, the transformation of the performing arts, particularly in digitizing and visualizing musical experiences, is an ever‐evolving landscape. This transformation offers significant potential in promoting inclusivity, fostering creativity, and enabling live performances in diverse settings. However, despite its immense potential, the field of Virtual Instrument Performances (VIP) has remained relatively unexplored due to numerous challenges. These challenges arise from the complex and multi‐modal nature of musical instrument performances, the need for high precision motion capture under occlusions including the intricate interactions between a musician's body and fingers with instruments, the precise synchronization and seamless integration of various sensory modalities, accommodating variations in musicians' playing styles, facial expressions, and addressing instrument‐specific nuances. This comprehensive survey delves into the intersection of technology, innovation, and artistic expression in the domain of virtual instrument performances. It explores musical performance multi‐modal databases and investigates a wide range of data acquisition methods, encompassing diverse motion capture techniques, facial expression recording, and various approaches for capturing audio and MIDI data (Musical Instrument Digital Interface). The survey also explores Music Information Retrieval (MIR) tasks, with a particular emphasis on the Musical Performance Analysis (MPA) field, and offers an overview of various works in the realm of Musical Instrument Performance Synthesis (MIPS), encompassing recent advancements in generative models. The ultimate aim of this survey is to unveil the technological limitations, initiate a dialogue about the current challenges, and propose promising avenues for future research at the intersection of technology and the arts. Theodoros Kyriakou, Mercè Álvarez de la Campa Crespo, Andreas Panayiotou, Yiorgos Chrysanthou, Panayiotis Charalambous, Andreas Aristidou |
Comput. Graph. Forum | 6 |
| 2024 | SparsePoser: Real-time Full-body Motion Reconstruction from Sparse DataabstractAccurate and reliable human motion reconstruction is crucial for creating natural interactions of full-body avatars in Virtual Reality (VR) and entertainment applications. As the Metaverse and social applications gain popularity, users are seeking cost-effective solutions to create full-body animations that are comparable in quality to those produced by commercial motion capture systems. In order to provide affordable solutions though, it is important to minimize the number of sensors attached to the subject’s body. Unfortunately, reconstructing the full-body pose from sparse data is a heavily under-determined problem. Some studies that use IMU sensors face challenges in reconstructing the pose due to positional drift and ambiguity of the poses. In recent years, some mainstream VR systems have released 6-degree-of-freedom (6-DoF) tracking devices providing positional and rotational information. Nevertheless, most solutions for reconstructing full-body poses rely on traditional inverse kinematics (IK) solutions, which often produce non-continuous and unnatural poses. In this article, we introduce SparsePoser, a novel deep learning-based solution for reconstructing a full-body pose from a reduced set of six tracking devices. Our system incorporates a convolutional-based autoencoder that synthesizes high-quality continuous human poses by learning the human motion manifold from motion capture data. Then, we employ a learned IK component, made of multiple lightweight feed-forward neural networks, to adjust the hands and feet toward the corresponding trackers. We extensively evaluate our method on publicly available motion capture datasets and with real-time live demos. We show that our method outperforms state-of-the-art techniques using IMU sensors or 6-DoF tracking devices, and can be used for users with different body dimensions and proportions. Jose Luis Ponton, Haoran Yun, Andreas Aristidou, Carlos Andújar, Nuria Pelechano |
ACM Trans. Graph. | 3 |
| 2024 | Dancing in virtual reality as an inclusive platform for social and physical fitness activities: a surveyabstractAbstract Virtual reality (VR) has recently seen significant development in interaction with computers and the visualization of information. More and more people are using virtual and immersive technologies in their daily lives, especially for entertainment, fitness, and socializing purposes. This paper presents a qualitative evaluation of a large sample of users using a VR platform for dancing ( $$N=292$$ N = 292 ); we study the users’ motivations, experiences, and requirements for using VR as an inclusive platform for dancing, mainly as a social or physical activity. We used an artificial intelligence platform (OpenAI) to extract categories or clusters of responses automatically. We organized the data into six user motivation categories: fun, fitness, social activity, pandemic, escape from reality, and professional activities. Our results indicate that dancing in virtual reality is a different experience than in the real world, and there is a clear distinction in the user’s motivations for using VR platforms for dancing. Our survey results suggest that VR is a tool that can positively impact physical and mental well-being through dancing. These findings complement the related work, help in identifying the use cases, and can be used to assist future improvements of VR dance applications. Bhuvaneswari Sarupuri, Richard Kulpa, Andreas Aristidou, Franck Multon |
Vis. Comput. | 3 |
| 2023 | Let's all dance: Enhancing amateur dance motionsabstractProfessional dance is characterized by high impulsiveness, elegance, and aesthetic beauty. In order to reach the desired professionalism, it requires years of long and exhausting practice, good physical condition, musicality, but also, a good understanding of choreography. Capturing dance motions and transferring them to digital avatars is commonly used in the film and entertainment industries. However, so far, access to high-quality dance data is very limited, mainly due to the many practical difficulties in capturing the movements of dancers, making it prohibitive for large-scale data acquisition. In this paper, we present a model that enhances the professionalism of amateur dance movements, allowing movement quality to be improved in both spatial and temporal domains. Our model consists of a dance-to-music alignment stage responsible for learning the optimal temporal alignment path between dance and music, and a dance-enhancement stage that injects features of professionalism in both spatial and temporal domains. To learn a homogeneous distribution and credible mapping between the heterogeneous professional and amateur datasets, we generate amateur data from professional dances taken from the AIST++ dataset. We demonstrate the effectiveness of our method by comparing it with two baseline motion transfer methods via thorough qualitative visual controls, quantitative metrics, and a perceptual study. We also provide temporal and spatial module analysis to examine the mechanisms and necessity of key components of our framework. Qiu Zhou, Manyi Li, Qiong Zeng, Andreas Aristidou, Changhe Tu |
Comput. Vis. Media | 4 |
| 2023 | Collaborative museum heist with reinforcement learningabstractAbstract Non‐playable characters (NPCs) play a crucial role in enhancing immersion in video games. However, traditional NPC behaviors are often hard‐coded using methods such as Finite State Machines, Decision and Behavior trees. This has a few limitations; namely, it is quite difficult to implement complex cooperative behaviors and secondly this makes it easy for human players to identify and exploit patterns in behavior. To overcome these challenges, Reinforcement learning (RL) can be used to generate dynamic and real‐time NPC responses to human player actions. In this paper, we report on first results of applying RL techniques to a Non‐Zero Sum, adversarial asymmetric game, using a multi‐agent team. The game environment simulates a museum heist, where the objective of the successfully trained team of robbers with different skills (Locksmith, Technician) is to steal valuable items from the museum without being detected by the scripted security guards and cameras. Both agents were trained concurrently with separate policies and received both individual and group reward signals. Through this training process, the agents learned to cooperate effectively and use their skills to maximize both individual and team benefits. These results demonstrate the feasibility of realizing the full game where both robbers and security guards are trained at the same time to achieve their adversarial goals. Eleni Evripidou, Andreas Aristidou, Panayiotis Charalambous |
Comput. Animat. Virtual Worlds | 2 |
| 2023 | Rhythm is a Dancer: Music-Driven Motion Synthesis With Global StructureabstractSynthesizing human motion with a global structure, such as a choreography, is a challenging task. Existing methods tend to concentrate on local smooth pose transitions and neglect the global context or the theme of the motion. In this work, we present a music-driven motion synthesis framework that generates long-term sequences of human motions which are synchronized with the input beats, and jointly form a global structure that respects a specific dance genre. In addition, our framework enables generation of diverse motions that are controlled by the content of the music, and not only by the beat. Our music-driven dance synthesis framework is a hierarchical system that consists of three levels: pose, motif, and choreography. The pose level consists of an LSTM component that generates temporally coherent sequences of poses. The motif level guides sets of consecutive poses to form a movement that belongs to a specific distribution using a novel motion perceptual-loss. And the choreography level selects the order of the performed movements and drives the system to follow the global structure of a dance genre. Our results demonstrate the effectiveness of our music-driven framework to generate natural and consistent movements on various dance types, having control over the content of the synthesized motions, and respecting the overall structure of the dance. Andreas Aristidou, Anastasios Yiannakidis, Kfir Aberman, Daniel Cohen-Or, Ariel Shamir, Yiorgos Chrysanthou |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2022 | Pose Representations for Deep Skeletal AnimationabstractAbstract Data‐driven skeletal animation relies on the existence of a suitable learning scheme, which can capture the rich context of motion. However, commonly used motion representations often fail to accurately encode the full articulation of motion, or present artifacts. In this work, we address the fundamental problem of finding a robust pose representation for motion, suitable for deep skeletal animation, one that can better constrain poses and faithfully capture nuances correlated with skeletal characteristics. Our representation is based on dual quaternions, the mathematical abstractions with well‐defined operations, which simultaneously encode rotational and positional orientation, enabling a rich encoding, centered around the root. We demonstrate that our representation overcomes common motion artifacts, and assess its performance compared to other popular representations. We conduct an ablation study to evaluate the impact of various losses that can be incorporated during learning. Leveraging the fact that our representation implicitly encodes skeletal motion attributes, we train a network on a dataset comprising of skeletons with different proportions, without the need to retarget them first to a universal skeleton, which causes subtle motion elements to be missed. Qualitative results demonstrate the usefulness of the parameterization in skeleton‐specific synthesis. Nefeli Andreou, Andreas Aristidou, Yiorgos Chrysanthou |
Comput. Graph. Forum | 2 |
| 2021 | MotioNet: 3D Human Motion Reconstruction from Monocular Video with Skeleton ConsistencyabstractWe introduce MotioNet , a deep neural network that directly reconstructs the motion of a 3D human skeleton from a monocular video. While previous methods rely on either rigging or inverse kinematics (IK) to associate a consistent skeleton with temporally coherent joint rotations, our method is the first data-driven approach that directly outputs a kinematic skeleton, which is a complete, commonly used motion representation. At the crux of our approach lies a deep neural network with embedded kinematic priors, which decomposes sequences of 2D joint positions into two separate attributes: a single, symmetric skeleton encoded by bone lengths, and a sequence of 3D joint rotations associated with global root positions and foot contact labels. These attributes are fed into an integrated forward kinematics (FK) layer that outputs 3D positions, which are compared to a ground truth. In addition, an adversarial loss is applied to the velocities of the recovered rotations to ensure that they lie on the manifold of natural joint rotations. The key advantage of our approach is that it learns to infer natural joint rotations directly from the training data rather than assuming an underlying model, or inferring them from joint positions using a data-agnostic IK solver. We show that enforcing a single consistent skeleton along with temporally coherent joint rotations constrains the solution space, leading to a more robust handling of self-occlusions and depth ambiguities. Mingyi Shi, Kfir Aberman, Andreas Aristidou, Taku Komura, Dani Lischinski, Daniel Cohen-Or, Baoquan Chen |
ACM Trans. Graph. | 3 |
| 2020 | Adult2child: Motion Style Transfer using CycleGANsabstractChild characters are commonly seen in leading roles in top-selling video games. Previous studies have shown that child motions are perceptually and stylistically different from those of adults. Creating motion for these characters by motion capturing children is uniquely challenging because of confusion, lack of patience and regulations. Retargeting adult motion, which is much easier to record, onto child skeletons, does not capture the stylistic differences. In this paper, we propose that style translation is an effective way to transform adult motion capture data to the style of child motion. Our method is based on CycleGAN, which allows training on a relatively small number of sequences of child and adult motions that do not even need to be temporally aligned. Our adult2child network converts short sequences of motions called motion words from one domain to the other. The network was trained using a motion capture database collected by our team containing 23 locomotion and exercise motions. We conducted a perception study to evaluate the success of style translation algorithms, including our algorithm and recently presented style translation neural networks. Results show that the translated adult motions are recognized as child motions significantly more often than adult motions. Yuzhu Dong, Andreas Aristidou, Ariel Shamir, Moshe Mahler, Eakta Jain |
MIG | 2 |
| 2020 | Salsa dance learning evaluation and motion analysis in gamified virtual reality environment
Simon Senecal, Niels A. Nijdam, Andreas Aristidou, Nadia Magnenat-Thalmann |
Multim. Tools Appl. | 3 |
| 2019 | Real-time 3D human pose and motion reconstruction from monocular RGB videosabstractAbstract Real‐time three‐dimensional (3D) pose estimation is of high interest in interactive applications, virtual reality, activity recognition, and most importantly, in the growing gaming industry. In this work, we present a method that captures and reconstructs the 3D skeletal pose and motion articulation of multiple characters using a monocular RGB camera. Our method deals with this challenging, but useful, task by taking advantage of the recent development in deep learning that allows two‐dimensional (2D) pose estimation of multiple characters and the increasing availability of motion capture data. We fit 2D estimated poses, extracted from a single camera via OpenPose, with a 2D multiview joint projections database that is associated with their 3D motion representations. We then retrieve the 3D body pose of the tracked character, ensuring throughout that the reconstructed movements are natural, satisfy the model constraints, are within a feasible set, and are temporally smooth without jitters. We demonstrate the performance of our method in several examples, including human locomotion, simultaneously capturing of multiple characters, and motion reconstruction from different camera views. Anastasios Yiannakides, Andreas Aristidou, Yiorgos Chrysanthou |
Comput. Animat. Virtual Worlds | 2 |
| 2018 | Self-similarity Analysis for Motion Capture CleaningabstractAbstract Motion capture sequences may contain erroneous data, especially when the motion is complex or performers are interacting closely and occlusions are frequent. Common practice is to have specialists visually detect the abnormalities and fix them manually. In this paper, we present a method to automatically analyze and fix motion capture sequences by using self‐similarity analysis. The premise of this work is that human motion data has a high‐degree of self‐similarity. Therefore, given enough motion data, erroneous motions are distinct when compared to other motions. We utilizemotion‐wordsthat consist of short sequences of transformations of groups of joints around a given motion frame. We search for the K‐nearest neighbors (KNN) set of each word using dynamic time warping and use it to detect and fix erroneous motions automatically. We demonstrate the effectiveness of our method in various examples, and evaluate by comparing to alternative methods and to manual cleaning. Andreas Aristidou, Daniel Cohen-Or, Jessica K. Hodgins, Ariel Shamir |
Comput. Graph. Forum | 1 |
| 2018 | Inverse Kinematics Techniques in Computer Graphics: A SurveyabstractAbstract Inverse kinematics (IK) is the use of kinematic equations to determine the joint parameters of a manipulator so that the end effector moves to a desired position; IK can be applied in many areas, including robotics, engineering, computer graphics and video games. In this survey, we present a comprehensive review of the IK problem and the solutions developed over the years from the computer graphics point of view. The paper starts with the definition of forward and IK, their mathematical formulations and explains how to distinguish the unsolvable cases, indicating when a solution is available. The IK literature in this report is divided into four main categories: the analytical , the numerical , the data‐driven and the hybrid methods. A timeline illustrating key methods is presented, explaining how the IK approaches have progressed over the years. The most popular IK methods are discussed with regard to their performance, computational cost and the smoothness of their resulting postures, while we suggest which IK family of solvers is best suited for particular problems. Finally, we indicate the limitations of the current IK methodologies and propose future research directions. Andreas Aristidou, Joan Lasenby, Yiorgos Chrysanthou, Ariel Shamir |
Comput. Graph. Forum | 1 |
| 2018 | Deep motifs and motion signaturesabstractMany analysis tasks for human motion rely on high-level similarity between sequences of motions, that are not an exact matches in joint angles, timing, or ordering of actions. Even the same movements performed by the same person can vary in duration and speed. Similar motions are characterized by similar sets of actions that appear frequently. In this paper we introduce motion motifs and motion signatures that are a succinct but descriptive representation of motion sequences. We first break the motion sequences to short-term movements called motion words, and then cluster the words in a high-dimensional feature space to find motifs. Hence, motifs are words that are both common and descriptive, and their distribution represents the motion sequence. To cluster words and find motifs, the challenge is to define an effective feature space, where the distances among motion words are semantically meaningful, and where variations in speed and duration are handled. To this end, we use a deep neural network to embed the motion words into feature space using a triplet loss function. To define a signature, we choose a finite set of motion-motifs, creating a bag-of-motifs representation for the sequence. Motion signatures are agnostic to movement order, speed or duration variations, and can distinguish fine-grained differences between motions of the same class. We illustrate examples of characterizing motion sequences by motifs, and for the use of motion signatures in a number of applications. Andreas Aristidou, Daniel Cohen-Or, Jessica K. Hodgins, Yiorgos Chrysanthou, Ariel Shamir |
ACM Trans. Graph. | 1 |
| 2018 | Hand tracking with physiological constraints
Andreas Aristidou |
Vis. Comput. | 1 |
| 2018 | Style-based motion analysis for dance composition
Andreas Aristidou, Efstathios Stavrakis, Margarita Papaefthymiou, George Papagiannakis, Yiorgos Chrysanthou |
Vis. Comput. | 1 |
| 2016 | Extending FABRIK with model constraintsabstractAbstract Forward and Backward Reaching Inverse Kinematics (FABRIK) is a recent iterative inverse kinematics solver that became very popular because of its simplicity, convergence speed and control performance, especially in models with multiple end effectors. In this paper, we extend and/or adjust FABRIK to be used in problems with leaf joints and closed‐loop chains and to control a fixed inter‐joint distance in a kinetic chain with unsteady data. In addition, we provide optimisation solutions when the target is unreachable and a proof of convergence when a solution is available. We also present various techniques for constraining anthropometric and robotic joint models using FABRIK and provide clarifications and solutions to many questions raised since the first publication of FABRIK. Finally, a human‐like model that has been structured hierarchically and sequentially using FABRIK is presented, utilising most of the suggested joint models; it can efficiently trace targets in real time, without oscillations or discontinuities, verifying the effectiveness of FABRIK. Copyright © 2015 John Wiley & Sons, Ltd. Andreas Aristidou, Yiorgos Chrysanthou, Joan Lasenby |
Comput. Animat. Virtual Worlds | 1 |
| 2016 | Continuous body emotion recognition system during theater performancesabstractAbstract Understanding emotional human behavior in its multimodal and continuous aspect is necessary for studying human machine interaction and creating constituent social agents. As a first step, we propose a system for continuous emotional behavior recognition expressed by people during communication based on their gesture and their whole body dynamical motion. The features used to classify the motion are inspired by the Laban Movement Analysis entities and are mapped onto the well‐known Russell Circumplex Model . We choose a specific case study that corresponds to an ideal case of multimodal behavior that emphasizes the body motion expression: theater performance. Using a trained neural network and annotated data, our system is able to describe the motion behavior as trajectories on the Russell Circumplex Model diagram during theater performances over time. This work contributes to the understanding of human behavior and expression and is a first step through a complete continuous emotion recognition system whose next step will be adding facial expressions. Copyright © 2016 John Wiley & Sons, Ltd. Simon Senecal, Louis Cuel, Andreas Aristidou, Nadia Magnenat-Thalmann |
Comput. Animat. Virtual Worlds | 3 |
| 2015 | Emotion Analysis and Classification: Understanding the Performers' Emotions Using the LMA EntitiesabstractAbstract The increasing availability of large motion databases, in addition to advancements in motion synthesis, has made motion indexing and classification essential for better motion composition. However, in order to achieve good connectivity in motion graphs, it is important to understand human behaviour; human movement though is complex and difficult to completely describe. In this paper, we investigate the similarities between various emotional states with regards to the arousal and valence of the Russell's circumplex model. We use a variety of features that encode, in addition to the raw geometry, stylistic characteristics of motion based on Laban Movement Analysis (LMA). Motion capture data from acted dance performances were used for training and classification purposes. The experimental results show that the proposed features can partially extract the LMA components, providing a representative space for indexing and classification of dance movements with regards to the emotion. This work contributes to the understanding of human behaviour and actions, providing insights on how people express emotional states using their body, while the proposed features can be used as complement to the standard motion similarity, synthesis and classification methods. Andreas Aristidou, Panayiotis Charalambous, Yiorgos Chrysanthou |
Comput. Graph. Forum | 1 |
| 2013 | Emotion Recognition for Exergames using Laban Movement AnalysisabstractExergames 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 (LMA), that are used to provide sets of classifiers for emotion recognition in a game scenario for four emotional states:concentration, meditation, excitement and frustration. Experimental results show that, the system is capable of successfully recognizing the four different emotional states at a very high rate. Haris Zacharatos, Christos Gatzoulis, Yiorgos Chrysanthou, Andreas Aristidou |
MIG | 4 |
| 2013 | Real-time marker prediction and CoR estimation in optical motion capture
Andreas Aristidou, Joan Lasenby |
Vis. Comput. | 1 |
| 2011 | FABRIK: A fast, iterative solver for the Inverse Kinematics problem
Andreas Aristidou, Joan Lasenby |
Graph. Model. | 1 |