This paper presents Kick Ass Kung-Fu, a martial arts game installation where the player fights virtual enemies with kicks and punches as well as acrobatic moves such as cartwheels. Using real-time image processing and computer vision, the video image of the user is embedded inside 3D graphics. Compared to previous work, our system uses a profile view and two displays, which allows an improved view of many martial arts techniques. We also explore exaggerated motion and dynamic slow-motion effects to transform the aesthetic of kung-fu movies into an interactive, embodied experience. The system is described and analyzed based on results from testing the game in a theater, in a television show, and in a user study with 46 martial arts practitio...
The number of research papers on Motion Capture technologies published in conferences and journals h...
Technological advances enable the design of systems that interact more closely with humans in a mult...
Virtual reality (VR) is an often-used instrument in sports science research and practical training. ...
Advances in computer technology of today’s three-dimensional graphics coupled with the emergence of ...
This thesis describes a set of techniques and methods to create an autonomously interactive characte...
Abstract — Beside their stunning graphics, modern entertainment systems feature ever-higher levels o...
Abstract—Beside their stunning graphics, modern entertain-ment systems feature ever-higher levels of...
In this computer world almost everything is made available online. All possible systems are making u...
This thesis explores the possibilities of real-time audiovisual signal processing in the context of ...
Supporting physical exertion is a growing trend in digital technology design. However, most experien...
Supporting physical exertion is a growing trend in digital technology design. However, most experien...
[[abstract]]Motion retrieval is a quite interesting research topic, however most motion retrieval sy...
[[abstract]]Martial art actions can be represented via VRML animations or extracted by video trackin...
Virtual Reality (VR) has become common practice in the field of sports, but autonomous virtual envir...
Abstract—Next-generation gaming systems enable users to interact with the consoles without the need ...
The number of research papers on Motion Capture technologies published in conferences and journals h...
Technological advances enable the design of systems that interact more closely with humans in a mult...
Virtual reality (VR) is an often-used instrument in sports science research and practical training. ...
Advances in computer technology of today’s three-dimensional graphics coupled with the emergence of ...
This thesis describes a set of techniques and methods to create an autonomously interactive characte...
Abstract — Beside their stunning graphics, modern entertainment systems feature ever-higher levels o...
Abstract—Beside their stunning graphics, modern entertain-ment systems feature ever-higher levels of...
In this computer world almost everything is made available online. All possible systems are making u...
This thesis explores the possibilities of real-time audiovisual signal processing in the context of ...
Supporting physical exertion is a growing trend in digital technology design. However, most experien...
Supporting physical exertion is a growing trend in digital technology design. However, most experien...
[[abstract]]Motion retrieval is a quite interesting research topic, however most motion retrieval sy...
[[abstract]]Martial art actions can be represented via VRML animations or extracted by video trackin...
Virtual Reality (VR) has become common practice in the field of sports, but autonomous virtual envir...
Abstract—Next-generation gaming systems enable users to interact with the consoles without the need ...
The number of research papers on Motion Capture technologies published in conferences and journals h...
Technological advances enable the design of systems that interact more closely with humans in a mult...
Virtual reality (VR) is an often-used instrument in sports science research and practical training. ...