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Taku Komura:
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Publications of Author
- Wai-Chun Lam, Feng Zou, Taku Komura
Motion editing with data glove. [Citation Graph (0, 0)][DBLP] Advances in Computer Entertainment Technology, 2004, pp:337-342 [Conf]
- Taku Komura, Atsushi Kuroda, Shunsuke Kudoh, Chiew-Lan Tai, Yoshihisa Shinagawa
An inverse kinematics method for 3D figures with motion data. [Citation Graph (0, 0)][DBLP] Computer Graphics International, 2003, pp:266-271 [Conf]
- Taku Komura, Yoshihisa Shinagawa, Tosiyasu L. Kunii
An Inverse Kinematics Method Based on Muscle Dynamics. [Citation Graph (0, 0)][DBLP] Computer Graphics International, 2001, pp:15-22 [Conf]
- Taku Komura, Yoshihisa Shinagawa
Motion Conversion based on the Musculoskeletal System. [Citation Graph (0, 0)][DBLP] Graphics Interface, 2001, pp:27-36 [Conf]
- Taku Komura, Beta Lam, Rynson W. H. Lau, Howard Leung
e-Learning Martial Arts. [Citation Graph (0, 0)][DBLP] ICWL, 2006, pp:239-248 [Conf]
- Howard Leung, Taku Komura
Web-Based Handwriting Education with Animated Virtual Teacher. [Citation Graph (0, 0)][DBLP] ICWL, 2004, pp:293-300 [Conf]
- Frederick W. B. Li, Becky Siu, Rynson W. H. Lau, Taku Komura
Real-Time Adaptive Human Motions for Web-Based Training. [Citation Graph (0, 0)][DBLP] ICWL, 2005, pp:256-266 [Conf]
- Taku Komura, Atsushi Kuroda, Yoshihisa Shinagawa
NiceMeetVR: facing professional baseball pitchers in the virtual batting cage. [Citation Graph (0, 0)][DBLP] SAC, 2002, pp:1060-1065 [Conf]
- Masaki Hilaga, Yoshihisa Shinagawa, Taku Komura, Tosiyasu L. Kunii
Topology matching for fully automatic similarity estimation of 3D shapes. [Citation Graph (0, 0)][DBLP] SIGGRAPH, 2001, pp:203-212 [Conf]
- Edmond S. L. Ho, Taku Komura, Rynson W. H. Lau
Computing inverse kinematics with linear programming. [Citation Graph (0, 0)][DBLP] VRST, 2005, pp:163-166 [Conf]
- Taku Komura, Howard Leung, James Kuffner
Animating reactive motions for biped locomotion. [Citation Graph (0, 0)][DBLP] VRST, 2004, pp:32-40 [Conf]
- Yoshinori Maekawa, Takuya Oda, Taku Komura, Yoshihisa Shinagawa
Learning system for human motion characters of traditional arts. [Citation Graph (0, 0)][DBLP] VRST, 2006, pp:169-172 [Conf]
- Taku Komura, Yoshihisa Shinagawa, Tosiyasu L. Kunii
A Muscle-based Feed-forward Controller of the Human Body. [Citation Graph (0, 0)][DBLP] Comput. Graph. Forum, 1997, v:16, n:3, pp:165-176 [Journal]
- Taku Komura, Yoshihisa Shinagawa, Tosiyasu L. Kunii
Calculation and visualization of the dynamic ability of the human body. [Citation Graph (0, 0)][DBLP] Journal of Visualization and Computer Animation, 1999, v:10, n:2, pp:57-78 [Journal]
- Taku Komura, Edmond S. L. Ho, Rynson W. H. Lau
Animating reactive motion using momentum-based inverse kinematics. [Citation Graph (0, 0)][DBLP] Journal of Visualization and Computer Animation, 2005, v:16, n:3-4, pp:213-223 [Journal]
- Taku Komura, Wai-Chun Lam
Real-time locomotion control by sensing gloves. [Citation Graph (0, 0)][DBLP] Journal of Visualization and Computer Animation, 2006, v:17, n:5, pp:513-525 [Journal]
- Shunsuke Kudoh, Taku Komura, Katsushi Ikeuchi
Modeling and generating whole body motion of balance maintenance. [Citation Graph (0, 0)][DBLP] Systems and Computers in Japan, 2006, v:37, n:13, pp:11-19 [Journal]
- Taku Komura, Yoshihisa Shinagawa, Tosiyasu L. Kunii
Creating and retargetting motion by the musculoskeletal human body model. [Citation Graph (0, 0)][DBLP] The Visual Computer, 2000, v:16, n:5, pp:254-270 [Journal]
- Taku Komura, Howard Leung, Shunsuke Kudoh, James Kuffner
A Feedback Controller for Biped Humanoids that Can Counteract Large Perturbations During Gait. [Citation Graph (0, 0)][DBLP] ICRA, 2005, pp:1989-1995 [Conf]
Stepping Motion for a Human-like Character to Maintain Balance against Large Perturbations. [Citation Graph (, )][DBLP]
Automatic Panel Extraction of Color Comic Images. [Citation Graph (, )][DBLP]
Wrestle Alone : Creating Tangled Motions of Multiple Avatars from Individually Captured Motions. [Citation Graph (, )][DBLP]
Simulating interactions of avatars in high dimensional state space. [Citation Graph (, )][DBLP]
Interactive control of physically-valid aerial motion: application to VR training system for gymnasts. [Citation Graph (, )][DBLP]
Simulating competitive interactions using singly captured motions. [Citation Graph (, )][DBLP]
Finding repetitive patterns in 3D human motion captured data. [Citation Graph (, )][DBLP]
Simulating Interactions of Characters. [Citation Graph (, )][DBLP]
From Motion Capture to Real-Time Character Animation. [Citation Graph (, )][DBLP]
Real-Time Character Control for Wrestling Games. [Citation Graph (, )][DBLP]
Character Motion Synthesis by Topology Coordinates. [Citation Graph (, )][DBLP]
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