Now showing items 9-15 of 15

    • Knee Up: an Exercise Game for Standing Knee Raises by Motion Capture with RGB-D Sensor 

      Kiziltas, D.; Celikcan, U. (The Eurographics Association, 2018)
      In this work, we present the design and the implementation of Knee Up, an exergame that promotes knee health via standing knee raises exercises. It allows users to exercise at home and perform the exercise in a gaming ...
    • An Optimized Marker Layout for 3D Facial Motion Capture 

      Will, A. D.; Martino, J. M. De; Bezerra, J. (The Eurographics Association, 2018)
      Facial motion capture (Facial Mocap) has gained increasing attention from researchers and professionals from different areas of interest, including entertainment, face-to-face communication, and training. Facial Mocap ...
    • Pixel-based Wake Interaction and Power Estimation for a Wind Farm with Irregular Boundary 

      Ohlsen, G.; Ruiz-Salguero, O.; Full, T.; Acosta, D. (The Eurographics Association, 2018)
      In the domain of generation of wind turbine energy, it is central to correctly estimate the interactions among the various turbines in a wind turbine farm. The spatial super-position of turbine wind wakes determines the ...
    • Simplification of Shapes for Fabrication with V-Groove Milling Tools 

      Muntoni, A.; Scalas, A.; Nuvoli, S.; Scateni, R. (The Eurographics Association, 2018)
      We introduce here a pipeline for simplifying digital 3D shapes with the aim of fabricating them using 2D polygonal flat parts. Our method generates shapes that, once unfolded, can be fabricated with CNC milling machines ...
    • Slice2mesh: Meshing Sliced Data for the Simulation of AM Processes 

      Livesu, M.; Cabiddu, D.; Attene, M. (The Eurographics Association, 2018)
      Accurately simulating Additive Manufacturing (AM) processes is useful to predict printing failures and test 3D printing without wasting precious resources, both in terms of time ad material. In AM the object to be fabricated ...
    • A Study on Natural 3D Shape Manipulation in VR 

      Cordeiro, E.; Giannini, F.; Monti, M.; Mendes, D.; Ferreira, A. (The Eurographics Association, 2018)
      Current immersive modeling environments use non-natural tools and interfaces to support traditional shape manipulation operations. In the future, we expect the availability of natural methods of interaction with 3D models ...
    • A Virtual Character Posing System based on Reconfigurable Tangible User Interfaces and Immersive Virtual Reality 

      Cannavò, A.; Lamberti, F. (The Eurographics Association, 2018)
      Computer animation and, particularly, virtual character animation, are very time consuming and skill-intensive tasks, which require animators to work with sophisticated user interfaces. Tangible user interfaces (TUIs) ...