Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Yaron Yanai

dblp:204/4741 · DBLP profile ↗
← Back
1ranked-venue papers
0as first author
0since 2021 · last 2010
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 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%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

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

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
motion capture
0.112010
Enhanced interactive gaming by blending full-body tracking and gesture animation · SIGGRAPH ASIA (Sketches) 2010
Computer animation and physical simulation
motion editing
0.112010
Enhanced interactive gaming by blending full-body tracking and gesture animation · SIGGRAPH ASIA (Sketches) 2010
Games and playful interaction
interactive gaming
0.012010
Enhanced interactive gaming by blending full-body tracking and gesture animation · SIGGRAPH ASIA (Sketches) 2010

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

gesture animation · 0.2depth sensing · 0.2
YearPublicationVenuePosition
2010 Enhanced interactive gaming by blending full-body tracking and gesture animation
abstract
Animating in-game avatars using real time motion capture data is highly appealing and is becoming more widespread due to the accessibility of researchers and developers to consumer priced depth sensors [Microsoft Kinect 2010]. Depth sensors allow for a cheap and robust motion capture solution which can be naturally adapted to games. However, in spite of the many advantages of using real-time motion capture data for animating avatars in games, there are two major challenges. The first is due to the limitations of the current tracking techniques in producing smooth, noise free, accurate animation in real-time. The second, and more acute problem, stems from the fact that in most games, the movements of the animated avatar are expected to be more expressive than the player's actual movements. In such cases, one would like to visually enhance the player's motion to display exaggerated or even super-natural motions.
Amit Bleiweiss, Dagan Eshar, Gershom Kutliroff, Alon Lerner, Yinon Oshrat, Yaron Yanai
SIGGRAPH ASIA (Sketches)6