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Gershom Kutliroff

dblp:169/9117 · DBLP profile ↗
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2ranked-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 · 2Human-computer interaction and ubiquitous computing · 2

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.

Artificial intelligence
1 paper
3D vision · 67% Face, body and person analysis · 33%
Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 100%
Human-computer interaction and pervasive computing
2 papers
Games and playful interaction · 54% Wearable and physiological sensing · 46%

Topics — the 7 heaviest of 7, 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
Computer vision › Face, body and person analysis
human pose estimation
0.112009
Markerless motion capture using a single depth sensor · SIGGRAPH ASIA Sketches 2009
Computer vision › 3D vision › motion capture › human motion capture
markerless motion capture
0.112009
Markerless motion capture using a single depth sensor · SIGGRAPH ASIA Sketches 2009
Computer vision › 3D vision
motion capture
0.112009
Markerless motion capture using a single depth sensor · SIGGRAPH ASIA Sketches 2009
Games and playful interaction
interactive gaming
0.012010
Enhanced interactive gaming by blending full-body tracking and gesture animation · SIGGRAPH ASIA (Sketches) 2010
Wearable and physiological sensing › optical sensing
depth sensing
0.012009
Markerless motion capture using a single depth sensor · SIGGRAPH ASIA Sketches 2009

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

gesture animation · 0.2depth sensing · 0.2multi-person detection · 0.2background noise removal · 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)3
2009 Markerless motion capture using a single depth sensor
abstract
We present a robust framework for tracking skeleton joints in real-time by using a single time-of-flight depth sensor. The framework is able to remove the background noise inherent in time-of-flight cameras, detect multiple people, and track up to 30 joints of free motion for each person. The approach has several advantages over traditional motion capture, as it is a cheap alternative to magnetic and optical systems, and requires no markers whatsoever. Unlike markerless systems based on RGB cameras [Duetscher et al. 2000; Kehl and Van Gool 2006], our framework yields dependable results at an interactive rate using a single camera.
Amit Bleiweiss, Eran Eilat, Gershom Kutliroff
SIGGRAPH ASIA Sketches3