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Young-Sang Cho

dblp:09/4542 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2008
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
character animation
0.112008
Two-Character Motion Analysis and Synthesis · IEEE Trans. Vis. Comput. Graph. 2008
Computer animation and physical simulation › motion synthesis
example-based motion synthesis
0.112008
Two-Character Motion Analysis and Synthesis · IEEE Trans. Vis. Comput. Graph. 2008
Computer animation and physical simulation
motion capture
0.112008
Two-Character Motion Analysis and Synthesis · IEEE Trans. Vis. Comput. Graph. 2008

Methods — techniques the papers use, named apart from their topics

motion transition graph · 0.1force-based motion segmentation · 0.1dynamic bayesian network · 0.1
YearPublicationVenuePosition
2008 Two-Character Motion Analysis and Synthesis
abstract
In this paper, we deal with the problem of synthesizing novel motions of standing-up martial arts such as Kickboxing, Karate, and Taekwondo performed by a pair of human-like characters while reflecting their interactions. Adopting an example-based paradigm, we address three non-trivial issues embedded in this problem: motion modeling, interaction modeling, and motion synthesis. For the first issue, we present a semi-automatic motion labeling scheme based on force-based motion segmentation and learning-based action classification. We also construct a pair of motion transition graphs each of which represents an individual motion stream. For the second issue, we propose a scheme for capturing the interactions between two players. A dynamic Bayesian network is adopted to build a motion transition model on top of the coupled motion transition graph that is constructed from an example motion stream. For the last issue, we provide a scheme for synthesizing a novel sequence of coupled motions, guided by the motion transition model. Although the focus of the present work is on martial arts, we believe that the framework of the proposed approach can be conveyed to other two-player motions as well.
Taesoo Kwon, Young-Sang Cho, Sang Il Park, Joseph S. Shin
IEEE Trans. Vis. Comput. Graph.2