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Craig Hayes

dblp:22/5787 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 1997
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 2Graphics, 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
2 papers
Computer animation and physical simulation · 100%
Human-computer interaction and pervasive computing
1 paper
Personal fabrication and tangible interfaces · 77% Interaction techniques and input · 23%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
character animation
0.021997
Dinosaur Input Device · CHI 1995
Motion capture and CG character animation (panel) · SIGGRAPH 1997
Computer animation and physical simulation
motion capture
0.011997
Motion capture and CG character animation (panel) · SIGGRAPH 1997
Computer animation and physical simulation › animation production
stop-motion animation
0.011995
Dinosaur Input Device · CHI 1995
Personal fabrication and tangible interfaces › tangible interaction
tangible input device
0.011995
Dinosaur Input Device · CHI 1995

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

sensor-based motion capture · 0.0
YearPublicationVenuePosition
1997 Motion capture and CG character animation (panel)
abstract
Are classical animation techniques better suited to imparting life to computer animated characters than capturing a performance from an actor or puppeteer via motion capture or a digital input device? Panel OverviewThis panel will focus it's discussion on the application and worth of motion capture (mocap) technology, in its many forms, within the CG character animation field.These forms include full body motion capture systems, digital and stop-motion armatures, and other real-time physical input media. Motion Capture and CG Character AnimationOrganizer Gordon Cameron (SOFTIMAGE Inc.) Panelists
Gordon Cameron, André Bustanoby, Ken Cope, Steph Greenberg, Craig Hayes, Olivier Ozoux
SIGGRAPH5
1995 Dinosaur Input Device
abstract
We present a system for animating an articulate figure using a physical skeleton, or armature, connected to a workstation. The skeleton is covered with sensors that monitor the orientations of the joints and send this information to the computer via custom-built hardware. The system is precise, fast, compact, and easy to use. It lets traditional stop-motion animators produce animation on a computer without requiring them to learn complex software. The working environment is very similar to the traditional environment but without the nuisances of lights, a camera, and delicate foam-latex skin. The resulting animation lacks the artifacts of stop-motion animation, the pops and jerkiness, and yet retains the intentional subtleties and hard stops that computer animation often lacks.
Brian Knep, Craig Hayes, Rick Sayre, Tom Williams 0002
CHI2