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Motion capture is the process of recording the motion of a subject, processing it on a computer, and mapping it onto a virtual character.
Background
Parameterizing human motion is not just of academic interest, e.g., for studying the muscoskeletal system of humans, but has many applications in the industry. Historically, the first motion capture systems have been developed in the 1970s and 1980s to perform gait analysis in clinical settings. Today, however, sports sciences and the entertainment industry make heavy use of the technology as well. The setups are also not constrained to human gait analysis any longer. Instead, full-body motion of several humans, animals, stage props, and virtual cameras can be processed in real time.
When capturing motion, it is commonly assumed that the body or object can be decomposed into rigidly moving parts...
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References
Sutherland DH (2002) The evolution of clinical gait analysis: part II kinematics. Gait Posture 16(2):159–179
Zhou H, Hu H (2008) Human motion tracking for rehabilitation – a survey. Biomed Signal Process Control 3:1–18
Moeslund TB, Hilton A, Krüger V (2006) A survey of advances in vision-based human motion capture and analysis. Comput Vis Image Underst 104(2):90–126
Menache A (1999) Understanding motion capture for computer animation and video games. Morgan Kaufmann, San Diego
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© 2014 Springer Science+Business Media New York
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Hasler, N. (2014). Motion Capture. In: Ikeuchi, K. (eds) Computer Vision. Springer, Boston, MA. https://doi.org/10.1007/978-0-387-31439-6_21
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DOI: https://doi.org/10.1007/978-0-387-31439-6_21
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Publisher Name: Springer, Boston, MA
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Online ISBN: 978-0-387-31439-6
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