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Professor Hubert Shum's Outputs (49)

Validation of an ergonomic assessment method using Kinect data in real workplace conditions (2016)
Journal Article
Plantard, P., Shum, H. P., Le Pierres, A.-S., & Multon, F. (2017). Validation of an ergonomic assessment method using Kinect data in real workplace conditions. Applied Ergonomics: Human Factors in Technology and Society, 65, 562-569. https://doi.org/10.1016/j.apergo.2016.10.015

Evaluating potential musculoskeletal disorders risks in real workstations is challenging as the environment is cluttered, which makes it difficult to accurately assess workers' postures. Being marker-free and calibration-free, Microsoft Kinect is a p... Read More about Validation of an ergonomic assessment method using Kinect data in real workplace conditions.

Discriminative Semantic Subspace Analysis for Relevance Feedback (2016)
Journal Article
Zhang, L., Shum, H., & Shao, L. (2016). Discriminative Semantic Subspace Analysis for Relevance Feedback. IEEE Transactions on Image Processing, 25(3), 1275-1287. https://doi.org/10.1109/tip.2016.2516947

Content-based image retrieval (CBIR) has attracted much attention during the past decades for its potential practical applications to image database management. A variety of relevance feedback (RF) schemes have been designed to bridge the gap between... Read More about Discriminative Semantic Subspace Analysis for Relevance Feedback.

Kinect Posture Reconstruction Based on a Local Mixture of Gaussian Process Models (2015)
Journal Article
Liu, Z., Zhou, L., Leung, H., & Shum, H. P. (2016). Kinect Posture Reconstruction Based on a Local Mixture of Gaussian Process Models. IEEE Transactions on Visualization and Computer Graphics, 22(11), 2437-2450. https://doi.org/10.1109/tvcg.2015.2510000

Depth sensor based 3D human motion estimation hardware such as Kinect has made interactive applications more popular recently. However, it is still challenging to accurately recognize postures from a single depth camera due to the inherently noisy da... Read More about Kinect Posture Reconstruction Based on a Local Mixture of Gaussian Process Models.

Real-Time Posture Reconstruction for Microsoft Kinect (2013)
Journal Article
Shum, H. P., Ho, E. S., Jiang, Y., & Takagi, S. (2013). Real-Time Posture Reconstruction for Microsoft Kinect. IEEE Transactions on Cybernetics, 43(5), 1357-1369. https://doi.org/10.1109/tcyb.2013.2275945

The recent advancement of motion recognition using Microsoft Kinect stimulates many new ideas in motion capture and virtual reality applications. Utilizing a pattern recognition algorithm, Kinect can determine the positions of different body parts fr... Read More about Real-Time Posture Reconstruction for Microsoft Kinect.

Interactive Formation Control in Complex Environments (2013)
Journal Article
Henry, J., Shum, H. P., & Komura, T. (2014). Interactive Formation Control in Complex Environments. IEEE Transactions on Visualization and Computer Graphics, 20(2), 211-222. https://doi.org/10.1109/tvcg.2013.116

The degrees of freedom of a crowd is much higher than that provided by a standard user input device. Typically, crowd-control systems require multiple passes to design crowd movements by specifying waypoints, and then defining character trajectories... Read More about Interactive Formation Control in Complex Environments.

Simulating Multiple Character Interactions with Collaborative and Adversarial Goals (2010)
Journal Article
Shum, H. P., Komura, T., & Yamazaki, S. (2012). Simulating Multiple Character Interactions with Collaborative and Adversarial Goals. IEEE Transactions on Visualization and Computer Graphics, 18(5), 741-752. https://doi.org/10.1109/tvcg.2010.257

This paper proposes a new methodology for synthesizing animations of multiple characters, allowing them to intelligently compete with one another in dense environments, while still satisfying requirements set by an animator. To achieve these two conf... Read More about Simulating Multiple Character Interactions with Collaborative and Adversarial Goals.

Interaction patches for multi-character animation (2008)
Journal Article
Shum, H. P., Komura, T., Shiraishi, M., & Yamazaki, S. (2008). Interaction patches for multi-character animation. ACM Transactions on Graphics, 27(5), Article 114. https://doi.org/10.1145/1409060.1409067

We propose a data-driven approach to automatically generate a scene where tens to hundreds of characters densely interact with each other. During off-line processing, the close interactions between characters are precomputed by expanding a game tree,... Read More about Interaction patches for multi-character animation.