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75 results on '"Université de Rennes 2 (UR2)-Inria Rennes – Bretagne Atlantique"'

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1. AIP: Adversarial Interaction Priors for Multi-Agent Physics-based Character Control

2. Determinants of diaphragm inspiratory motion, diaphragm thickening, and its performance for predicting respiratory restrictive pattern in <scp>Duchenne</scp> muscular dystrophy

3. Impact of Self-Contacts on Perceived Pose Equivalences

4. Temporal Shape Transfer Network for 3D Human Motion

5. Automatic Swimming Activity Recognition and Lap Time Assessment Based on a Single IMU: A Deep Learning Approach

6. The One-Man-Crowd: Single User Generation of Crowd Motions Using Virtual Reality

7. Contact preserving shape transfer: Retargeting motion from one shape to another

8. Do You Need Another Hand? Investigating Dual Body Representations During Anisomorphic 3D Manipulation

9. Motion-Based Ground Reaction Forces and Moments Prediction Method for Interaction With a Moving and/or Non-Horizontal Structure

10. Few 'Zero Level Set'-Shot Learning of Shape Signed Distance Functions in Feature Space

11. Representing motion as a sequence of latent primitives, a flexible approach for human motion modelling

12. Dual Mesh Convolutional Networks for Human Shape Correspondence

13. A Neural Networks Approach to Determine Factors Associated With Self-Reported Discomfort in Picking Tasks

14. Psychology in Virtual Reality: Toward a Validated Measure of Social Presence

15. Collision avoidance strategies between two athlete walkers: Understanding impaired avoidance behaviours in athletes with a previous concussion

16. Minimum predicted distance: Applying a common metric to collision avoidance strategies between children and adult walkers

17. Evaluation of the Foot Center of Pressure Estimation from Pressure Insoles during Sidestep Cuts, Runs and Walks

18. Acceptance by athletes of a virtual reality head-mounted display intended to enhance sport performance

19. Biomechanical Fidelity of Simulated Pick-and-Place Tasks: Impact of Visual and Haptic Renderings

20. Where to look at the movies : Analyzing visual attention to understand movie editing

21. Example-driven virtual cinematography by learning camera behaviors

22. Virtual Co-Embodiment: Evaluation of the Sense of Agency While Sharing the Control of a Virtual Body Among Two Individuals

23. Influence of path curvature on collision avoidance behaviour between two walkers

24. The impact of stylization on face recognition

25. An application-based characterization of dynamical distance geometry problems

26. A symmetry-based splitting strategy for discretizable distance geometry problems

27. The MusIC method: a fast and quasi-optimal solution to the muscle forces estimation problem

28. Associations between Mycobacterium tuberculosis Beijing genotype and drug resistance to four first-line drugs: a survey in China

29. Walking speed and trunk sway: Influence of an approaching person's gait pattern on collision avoidance

30. Contact Preserving Shape Transfer For Rigging-Free Motion Retargeting

31. Influence of Personality Traits and Body Awareness on the Sense of Embodiment in Virtual Reality

32. Motion-Based Prediction of Hands and Feet Contact Efforts During Asymmetric Handling Tasks

33. VR-based operating modes and metaphors for collaborative ergonomic design of industrial workstations

34. Perceptual effect of shoulder motions on crowd animations

35. Multiple Layers of Contrasted Images for Robust Feature-Based Visual Tracking

36. Pose Estimation with a Kinect for Ergonomic Studies: Evaluation of the Accuracy Using a Virtual Mannequin

37. Virtual kickervs.real goalkeeper in soccer: a way to explore goalkeeper’s performance

38. Normalized Euclidean distance matrices for human motion retargeting

39. Dynamic hand gesture recognition based on 3D pattern assembled trajectories

40. On the Exact Solution of the Distance Geometry with Interval Distances in Dimension 1

41. An Approach to Dynamical Distance Geometry

42. Comparison between line and surface mesh models to represent the rotator cuff muscle geometry in musculoskeletal models

43. Toward 'Pseudo-Haptic Avatars': Modifying the Visual Animation of Self-Avatar Can Simulate the Perception of Weight Lifting

44. A Virtual Reality Platform to Study Crowd Behaviors

45. Vision-based macroscopic pedestrian models

46. The role of interaction in virtual embodiment: Effects of the virtual hand representation

47. A Motion-based User Interface for the Control of Virtual Humans Performing Sports

48. Camera-on-rails

49. Visual Perspective and Feedback Guidance for VR Free-Throw Training

50. Going Through, Going Around: A Study on Individual Avoidance of Groups

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