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Tom Molet

Bio: Tom Molet is an academic researcher from University of Geneva. The author has contributed to research in topics: Computer animation & Virtual reality. The author has an hindex of 13, co-authored 19 publications receiving 805 citations. Previous affiliations of Tom Molet include École Polytechnique Fédérale de Lausanne.

Papers
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Journal ArticleDOI
TL;DR: This paper describes the creation and modeling of the virtual humans and body deformations, also showing the real-time animation and rendering aspects of the avatars in the networked, collaborative, virtual environment system.
Abstract: In this paper we present a virtual tennis game. We describe the creation and modeling of the virtual humans and body deformations, also showing the real-time animation and rendering aspects of the avatars. We focus on the animation of the virtual tennis ball and the behavior of a synthetic, autonomous referee who judges the tennis games. The networked, collaborative, virtual environment system is described with special reference to its interfaces to driver programs. We also mention the virtual reality (VR) devices that are used to merge the interactive players into the virtual tennis environment, together with the equipment and technologies employed for this exciting experience. We conclude with remarks on personal experiences during the game and on future research topics to improve parts of the presented system.

125 citations

Book ChapterDOI
01 Dec 1996
TL;DR: This work proposes an alternative method to the jacobian-based Inverse Kinematics, one which allows for simple calibration, allows for sensors slippage, and can take advantage of knowledge of the type of motion being performed.
Abstract: There are many possible ways of identifying the posture of a human character from a set of known positions. These methods differ in subtle but important ways. We propose an alternative method to the jacobian-based Inverse Kinematics, one which allows for simple calibration, allows for sensors slippage, and can take advantage of knowledge of the type of motion being performed. This approach gives real-time conversion of magnetic sensors measurements into human anatomical rotations. Our converter is used in a wide range of applications from real time applications to animation design. It provides a useful complement to the traditional keyframe editing software.

121 citations

Journal ArticleDOI
TL;DR: The HUMANOID environment dedicated to human modeling and animation for general multimedia, VR, and CAD applications integrating virtual humans and the design of the system and the integration of the various features are described.
Abstract: We describe the HUMANOID environment dedicated to human modeling and animation for general multimedia, VR, and CAD applications integrating virtual humans. We present the design of the system and the integration of the various features: generic modeling of a large class of entities with the BODY data structure, realistic skin deformation for body and hands, facial animation, collision detection, integrated motion control and parallelization of computation intensive tasks.

115 citations

Proceedings ArticleDOI
09 Jul 2003
TL;DR: The discussion covers motivation, main concepts, survey of related work, the main functional and design requirements, design principles and key architectural elements, and concludes with the initial validation results including overview of existing VHD++ based VR/AR virtual character simulation applications.
Abstract: We present the architecture of the VHD++ real-time development framework that after several years of intensive research, design, and development effort has been released and enters its validation phase. We discuss the key aspects involved in architectural structure, design and practical implementation of an efficient, flexible and extendible real-time software framework based on the modern 3D game-engine design principles. This framework supports researchers and application developers with rapid, component based development of VR/AR systems featuring advanced virtual character simulation technologies. The discussion covers motivation, main concepts, survey of related work, the main functional and design requirements, design principles and key architectural elements. It concludes with the initial validation results including overview of existing VHD++ based VR/AR virtual character simulation applications.

108 citations

Proceedings ArticleDOI
22 May 2003
TL;DR: The paper describes a concrete concept of an immersive VR decision training system supporting possibly broad spectrum of scenarios featuring interactive virtual humans and its practical realization example.
Abstract: Based on the premise of a synergy between the interactive storytelling and VR training simulation this paper treats the main issues involved in practical realization of an immersive VR decision training system supporting possibly broad spectrum of scenarios featuring interactive virtual humans The paper describes a concrete concept of such a system and its practical realization example

87 citations


Cited by
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Journal ArticleDOI

[...]

08 Dec 2001-BMJ
TL;DR: There is, I think, something ethereal about i —the square root of minus one, which seems an odd beast at that time—an intruder hovering on the edge of reality.
Abstract: There is, I think, something ethereal about i —the square root of minus one. I remember first hearing about it at school. It seemed an odd beast at that time—an intruder hovering on the edge of reality. Usually familiarity dulls this sense of the bizarre, but in the case of i it was the reverse: over the years the sense of its surreal nature intensified. It seemed that it was impossible to write mathematics that described the real world in …

33,785 citations

Book
Ken Hyland1
27 Oct 2003
TL;DR: This second edition is completely revised to include up-to-date work on automated feedback, plagiarism, social media, Virtual Learning Environments and teacher workload issues.
Abstract: Authoritative and accessible, this book introduces the theory and practice of teaching writing to students of EFL/ESL learners While assuming no specialist knowledge, Ken Hyland systematically sets out the key issues of course design, lesson planning, texts and materials, tasks, feedback and assessment and how current research can inform classroom practice This second edition is completely revised to include up-to-date work on automated feedback, plagiarism, social media, Virtual Learning Environments and teacher workload issues It takes the clear stance that student writers not only need realistic strategies for drafting and revising, but also a clear understanding of genre to structure their writing experiences according to the expectations of particular communities of readers and the constraints of particular contexts Review exercises, reflection questions, plentiful examples and a new extensive glossary make the book invaluable to both prospective and practicing teachers alike

1,343 citations

Proceedings ArticleDOI
01 Jul 2002
TL;DR: This paper shows that a motion database can be preprocessed for flexibility in behavior and efficient search and exploited for real-time avatar control and demonstrates the flexibility of the approach through four different applications.
Abstract: Real-time control of three-dimensional avatars is an important problem in the context of computer games and virtual environments. Avatar animation and control is difficult, however, because a large repertoire of avatar behaviors must be made available, and the user must be able to select from this set of behaviors, possibly with a low-dimensional input device. One appealing approach to obtaining a rich set of avatar behaviors is to collect an extended, unlabeled sequence of motion data appropriate to the application. In this paper, we show that such a motion database can be preprocessed for flexibility in behavior and efficient search and exploited for real-time avatar control. Flexibility is created by identifying plausible transitions between motion segments, and efficient search through the resulting graph structure is obtained through clustering. Three interface techniques are demonstrated for controlling avatar motion using this data structure: the user selects from a set of available choices, sketches a path through an environment, or acts out a desired motion in front of a video camera. We demonstrate the flexibility of the approach through four different applications and compare the avatar motion to directly recorded human motion.

983 citations

Journal ArticleDOI
TL;DR: Recent progress in human movement detection/tracking systems in general, and existing or potential application for stroke rehabilitation in particular are reviewed.

749 citations

01 Jan 2009
TL;DR: The Xsens motion capture suit as mentioned in this paper is an easy-to-use, cost efficient system for full-body human motion capture based on unique, state-of-the-art miniature inertial sensors, biomechanical models and sensor fusion algorithms.
Abstract: The Xsens MVN motion capture suit is an easy-to- use, cost efficient system for full-body human motion capture MVN is based on unique, state-of-the-art miniature inertial sensors, biomechanical models and sensor fusion algorithms MVN does not need external cameras, emitters or markers It can thus be used outdoors as well as indoors, there are no restrictions for lighting, it does not suffer from problems of occlusion or missing markers In addition, unique for inertial motion capture technology: the sensor-suit captures any type of movement, including running, jumping, crawling and cartwheels

737 citations