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Taku Komura: [Publications] [Author Rank by year] [Co-authors] [Prefers] [Cites] [Cited by]

Publications of Author

  1. 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]
  2. 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]
  3. 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]
  4. Taku Komura, Yoshihisa Shinagawa
    Motion Conversion based on the Musculoskeletal System. [Citation Graph (0, 0)][DBLP]
    Graphics Interface, 2001, pp:27-36 [Conf]
  5. 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]
  6. Howard Leung, Taku Komura
    Web-Based Handwriting Education with Animated Virtual Teacher. [Citation Graph (0, 0)][DBLP]
    ICWL, 2004, pp:293-300 [Conf]
  7. 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]
  8. 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]
  9. 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]
  10. 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]
  11. Taku Komura, Howard Leung, James Kuffner
    Animating reactive motions for biped locomotion. [Citation Graph (0, 0)][DBLP]
    VRST, 2004, pp:32-40 [Conf]
  12. 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]
  13. 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]
  14. 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]
  15. 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]
  16. 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]
  17. 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]
  18. 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]
  19. 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]

  20. Stepping Motion for a Human-like Character to Maintain Balance against Large Perturbations. [Citation Graph (, )][DBLP]


  21. Automatic Panel Extraction of Color Comic Images. [Citation Graph (, )][DBLP]


  22. Wrestle Alone : Creating Tangled Motions of Multiple Avatars from Individually Captured Motions. [Citation Graph (, )][DBLP]


  23. Simulating interactions of avatars in high dimensional state space. [Citation Graph (, )][DBLP]


  24. Interactive control of physically-valid aerial motion: application to VR training system for gymnasts. [Citation Graph (, )][DBLP]


  25. Simulating competitive interactions using singly captured motions. [Citation Graph (, )][DBLP]


  26. Finding repetitive patterns in 3D human motion captured data. [Citation Graph (, )][DBLP]


  27. Simulating Interactions of Characters. [Citation Graph (, )][DBLP]


  28. From Motion Capture to Real-Time Character Animation. [Citation Graph (, )][DBLP]


  29. Real-Time Character Control for Wrestling Games. [Citation Graph (, )][DBLP]


  30. Character Motion Synthesis by Topology Coordinates. [Citation Graph (, )][DBLP]


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