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Dive into the research topics where Andreas Aristidou is active.

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Featured researches published by Andreas Aristidou.


Graphical Models \/graphical Models and Image Processing \/computer Vision, Graphics, and Image Processing | 2011

FABRIK: A fast, iterative solver for the Inverse Kinematics problem

Andreas Aristidou; Joan Lasenby

Inverse Kinematics is defined as the problem of determining a set of appropriate joint configurations for which the end effectors move to desired positions as smoothly, rapidly, and as accurately as possible. However, many of the currently available methods suffer from high computational cost and production of unrealistic poses. In this paper, a novel heuristic method, called Forward And Backward Reaching Inverse Kinematics (FABRIK), is described and compared with some of the most popular existing methods regarding reliability, computational cost and conversion criteria. FABRIK avoids the use of rotational angles or matrices, and instead finds each joint position via locating a point on a line. Thus, it converges in few iterations, has low computational cost and produces visually realistic poses. Constraints can easily be incorporated within FABRIK and multiple chains with multiple end effectors are also supported.


international symposium on communications control and signal processing | 2010

Motion capture with constrained inverse kinematics for real-time hand tracking

Andreas Aristidou; Joan Lasenby

Articulated hand tracking systems have been commonly used in virtual reality applications, including systems with human-computer interaction or interaction with game consoles. However, building an effective real-time hand pose tracker remains challenging. In this paper, we present a simple and efficient methodology for tracking and reconstructing 3d hand poses using a markered optical motion capture system. Markers were positioned at strategic points, and an inverse kinematics solver was incorporated to fit the rest of the joints to the hand model. The model is highly constrained with rotational and orientational constraints, allowing motion only within a feasible set. The method is real-time implementable and the results are promising, even with a low frame rate.


The Visual Computer | 2013

Real-time marker prediction and CoR estimation in optical motion capture

Andreas Aristidou; Joan Lasenby

Optical motion capture systems suffer from marker occlusions resulting in loss of useful information. This paper addresses the problem of real-time joint localisation of legged skeletons in the presence of such missing data. The data is assumed to be labelled 3d marker positions from a motion capture system. An integrated framework is presented which predicts the occluded marker positions using a Variable Turn Model within an Unscented Kalman filter. Inferred information from neighbouring markers is used as observation states; these constraints are efficient, simple, and real-time implementable. This work also takes advantage of the common case that missing markers are still visible to a single camera, by combining predictions with under-determined positions, resulting in more accurate predictions. An Inverse Kinematics technique is then applied ensuring that the bone lengths remain constant over time; the system can thereby maintain a continuous data-flow. The marker and Centre of Rotation (CoR) positions can be calculated with high accuracy even in cases where markers are occluded for a long period of time. Our methodology is tested against some of the most popular methods for marker prediction and the results confirm that our approach outperforms these methods in estimating both marker and CoR positions.


international conference on bioinformatics and biomedical engineering | 2008

Real-Time Estimation of Missing Markers in Human Motion Capture

Andreas Aristidou; Jonathan Cameron; Joan Lasenby

This paper considers the problem of taking marker locations from optical motion capture data to identify and parameterise the underlying human skeleton structure and motion over time. It is concerned with real-time algorithms suitable for use within a visual feedback system. A common problem in motion capture is marker occlusion. Most current methods are only useful for offline processing or become ineffective when a significant portion of markers are missing for a long period of time. This paper presents a prediction algorithm, using a Kalman filter approach in combination with inferred information from neighbouring markers, to provide a continuous flow of data. The results are accurate and reliable even in cases where all markers on a limb are occluded, or one or two markers are not visible for a large sequence of frames. Pre-defined models are not required and skeleton fitting to this complete data can then be updated in real-time.


motion in games | 2013

Emotion Recognition for Exergames using Laban Movement Analysis

Haris Zacharatos; Christos Gatzoulis; Yiorgos Chrysanthou; Andreas Aristidou

Exergames do not have the capacity to detect whether the players are really enjoying the game-play. The games are not intelligent enough to detect significant emotional states and adapt accordingly in order to offer a better user experience for the players. We propose a set of body motion features, based on the Effort component of Laban Movement Analysis (LMA), that are used to provide sets of classifiers for emotion recognition in a game scenario for four emotional states:concentration, meditation, excitement and frustration. Experimental results show that, the system is capable of successfully recognizing the four different emotional states at a very high rate.


articulated motion and deformable objects | 2008

Predicting Missing Markers to Drive Real-Time Centre of Rotation Estimation

Andreas Aristidou; Jonathan Cameron; Joan Lasenby

This paper addresses the problem of real-time location of the joints or centres of rotation (CoR) of human skeletons in the presence of missing data. The data is assumed to be 3dmarker positions from a motion capture system. We present an integrated framework which predicts the occluded marker positions using a Kalman filter in combination with inferred information from neighbouring markers and thereby maintains a continuous data-flow. The CoR positions can be calculated with high accuracy even in cases where markers are occluded for a long period of time.


ACM Journal on Computing and Cultural Heritage | 2015

Folk Dance Evaluation Using Laban Movement Analysis

Andreas Aristidou; Efstathios Stavrakis; Panayiotis Charalambous; Yiorgos Chrysanthou; Stephania Loizidou Himona

Motion capture (mocap) technology is an efficient method for digitizing art performances, and is becoming increasingly popular in the preservation and dissemination of dance performances. Although technically the captured data can be of very high quality, dancing allows stylistic variations and improvisations that cannot be easily identified. The majority of motion analysis algorithms are based on ad-hoc quantitative metrics, thus do not usually provide insights on style qualities of a performance. In this work, we present a framework based on the principles of Laban Movement Analysis (LMA) that aims to identify style qualities in dance motions. The proposed algorithm uses a feature space that aims to capture the four LMA components (Body, Effort, Shape, Space), and can be subsequently used for motion comparison and evaluation. We have designed and implemented a prototype virtual reality simulator for teaching folk dances in which users can preview dance segments performed by a 3D avatar and repeat them. The user’s movements are captured and compared to the folk dance template motions; then, intuitive feedback is provided to the user based on the LMA components. The results demonstrate the effectiveness of our system, opening new horizons for automatic motion and dance evaluation processes.


Computer Graphics Forum | 2015

Emotion Analysis and Classification: Understanding the Performers' Emotions Using the LMA Entities

Andreas Aristidou; Panayiotis Charalambous; Yiorgos Chrysanthou

The increasing availability of large motion databases, in addition to advancements in motion synthesis, has made motion indexing and classification essential for better motion composition. However, in order to achieve good connectivity in motion graphs, it is important to understand human behaviour; human movement though is complex and difficult to completely describe. In this paper, we investigate the similarities between various emotional states with regards to the arousal and valence of the Russells circumplex model. We use a variety of features that encode, in addition to the raw geometry, stylistic characteristics of motion based on Laban Movement Analysis (LMA). Motion capture data from acted dance performances were used for training and classification purposes. The experimental results show that the proposed features can partially extract the LMA components, providing a representative space for indexing and classification of dance movements with regards to the emotion. This work contributes to the understanding of human behaviour and actions, providing insights on how people express emotional states using their body, while the proposed features can be used as complement to the standard motion similarity, synthesis and classification methods.


Computer Animation and Virtual Worlds | 2016

Continuous body emotion recognition system during theater performances

Simon Sénécal; Louis Cuel; Andreas Aristidou; Nadia Magnenat-Thalmann

Understanding emotional human behavior in its multimodal and continuous aspect is necessary for studying human machine interaction and creating constituent social agents. As a first step, we propose a system for continuous emotional behavior recognition expressed by people during communication based on their gesture and their whole body dynamical motion. The features used to classify the motion are inspired by the Laban Movement Analysis entities and are mapped onto the well‐known Russell Circumplex Model . We choose a specific case study that corresponds to an ideal case of multimodal behavior that emphasizes the body motion expression: theater performance. Using a trained neural network and annotated data, our system is able to describe the motion behavior as trajectories on the Russell Circumplex Model diagram during theater performances over time. This work contributes to the understanding of human behavior and expression and is a first step through a complete continuous emotion recognition system whose next step will be adding facial expressions. Copyright


Computer Animation and Virtual Worlds | 2016

Extending FABRIK with model constraints

Andreas Aristidou; Yiorgos Chrysanthou; Joan Lasenby

Forward and Backward Reaching Inverse Kinematics (FABRIK) is a recent iterative inverse kinematics solver that became very popular because of its simplicity, convergence speed and control performance, especially in models with multiple end effectors. In this paper, we extend and/or adjust FABRIK to be used in problems with leaf joints and closed‐loop chains and to control a fixed inter‐joint distance in a kinetic chain with unsteady data. In addition, we provide optimisation solutions when the target is unreachable and a proof of convergence when a solution is available. We also present various techniques for constraining anthropometric and robotic joint models using FABRIK and provide clarifications and solutions to many questions raised since the first publication of FABRIK. Finally, a human‐like model that has been structured hierarchically and sequentially using FABRIK is presented, utilising most of the suggested joint models; it can efficiently trace targets in real time, without oscillations or discontinuities, verifying the effectiveness of FABRIK. Copyright

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Joan Lasenby

University of Cambridge

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Ariel Shamir

Interdisciplinary Center Herzliya

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