Masaki Oshita

Orcid: 0000-0001-9844-7713

According to our database1, Masaki Oshita authored at least 48 papers between 2000 and 2022.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Links

On csauthors.net:

Bibliography

2022
Crowd Simulation with Feedback Based on Locomotion State.
Proceedings of the International Conference on Cyberworlds, 2022

2019
Development and evaluation of a self-training system for tennis shots with motion feature assessment and visualization.
Vis. Comput., 2019

Agent navigation using deep learning with agent space heat map for crowd simulation.
Comput. Animat. Virtual Worlds, 2019

Motion Volume: Visualization of Human Motion Manifolds.
Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry, 2019

Motion Adaptation with Cascaded Inequality Tasks.
Proceedings of the Motion, Interaction and Games, 2019

A Tangible Interface using 3D Printed Figures for Searching for Combat Motions of Two Characters.
Proceedings of the 2019 International Conference on Cyberworlds, 2019

2018
Generating hand motion from body motion based on hand pose estimation.
Comput. Animat. Virtual Worlds, 2018

Self-Training System for Tennis Shots with Motion Feature Assessment and Visualization.
Proceedings of the 2018 International Conference on Cyberworlds, 2018

2017
Lattice-guided human motion deformation for collision avoidance.
Proceedings of the Tenth International Conference on Motion in Games, 2017

Finding rules of attractive human poses using decision tree and generating novel attractive poses.
Proceedings of the Computer Graphics International Conference, 2017

Expressive Human Pose Deformation Based on the Rules of Attractive Poses.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2017

2016
Character motion synthesis by principal component analysis and motion control interface by hands.
Comput. Animat. Virtual Worlds, 2016

Simulating group formation and behaviour in dense crowd.
Proceedings of the 15th ACM SIGGRAPH Conference on Virtual-Reality Continuum and Its Applications in Industry, 2016

Making decision for the next step in dense crowd simulation using support vector machines.
Proceedings of the 15th ACM SIGGRAPH Conference on Virtual-Reality Continuum and Its Applications in Industry, 2016

2015
Key pose deformations in changing the 3D character motion style.
Proceedings of the 14th ACM SIGGRAPH International Conference on Virtual Reality Continuum and its Applications in Industry, 2015

Garment Design System Based on Body Model.
Proceedings of the International Conference on Cyberworlds, 2015

2014
Multi-touch Interface and Motion Control Model for Interactive Character Animation.
Trans. Comput. Sci., 2014

Interactive motion synthesis with optimal blending.
Comput. Animat. Virtual Worlds, 2014

Character motion control by hands and principal component analysis.
Proceedings of the 13th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry, 2014

Using motion capture for interactive motion editing.
Proceedings of the 13th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry, 2014

Generating hand motion from body motion using key hand poses.
Proceedings of the Seventh International Conference on Motion in Games, Playa Vista, CA, USA, November 06, 2014

2013
Easy-to-use authoring system for Noh (Japanese traditional) dance animation and its evaluation.
Vis. Comput., 2013

Character motion control interface with hand manipulation inspired by puppet mechanism.
Proceedings of the 12th ACM International Conference on Virtual Reality Continuum and Its Applications in Industry, 2013

Multi-Touch Interface for Character Motion Control Using Model-Based Approach.
Proceedings of the 2013 International Conference on Cyberworlds, 2013

2012
Interactive human style deformation for cyclic motions.
Proceedings of the Virtual Reality Continuum and its Applications in Industry, 2012

Real-time generation of 3D dance animation using a musical keyboard.
Proceedings of the Virtual Reality Continuum and its Applications in Industry, 2012

Easy-to-use authoring system for Noh (Japanese traditional) dance animation.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2012

Gamepad vs. touchscreen: a comparison of action selection interfaces in computer games.
Proceedings of the Workshop at SIGGRAPH Asia, 2012

Development of Easy-to-Use Authoring System for Noh (Japanese Traditional) Dance Animation.
Proceedings of the 2012 International Conference on Cyberworlds, 2012

2011
Generating Avoidance Motion Using Motion Graph.
Proceedings of the Motion in Games - 4th International Conference, 2011

Motion selection and motion parameter control using data gloves.
Proceedings of the 2011 IEEE International Games Innovation Conference, 2011

2010
Generating animation from natural language texts and semantic analysis for motion search and scheduling.
Vis. Comput., 2010

Data glove-based interface for real-time character motion control.
Proceedings of the ACM SIGGRAPH ASIA 2010 Posters, Seoul, Republic of Korea, December 15, 2010

Automatic Learning of Gesture Recognition Model Using SOM and SVM.
Proceedings of the Advances in Visual Computing - 6th International Symposium, 2010

2009
Generating Animation from Natural Language Texts and Framework of Motion Database.
Proceedings of the 2009 International Conference on CyberWorlds, 2009

Sketch-Based Interface for Crowd Animation.
Proceedings of the Smart Graphics, 9th International Symposium, SG 2009, Salamanca, 2009

Artist-Oriented Real-Time Skin Deformation Using Dynamic Patterns.
Proceedings of the Arts and Technology - First International Conference, 2009

2008
Smart Motion Synthesis.
Comput. Graph. Forum, 2008

Real-time motion control by data gloves.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2008

2007
Real-time hair simulation on GPU with a dynamic wisp model.
Comput. Animat. Virtual Worlds, 2007

2006
Motion-capture-based avatar control framework in third-person view virtual environments.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2006

2005
Motion control with strokes.
Comput. Animat. Virtual Worlds, 2005

Pen-to-mime: Pen-based interactive control of a human figure.
Comput. Graph., 2005

2004
Pen-to-mime: A Pen-Based Interface for Interactive Control of A Human Figure.
Proceedings of the 1st Eurographics Workshop on Sketch-Based Interfaces and Modeling, 2004

2002
A dynamic motion control middleware for computer games.
Proceedings of the 29th International Conference on Computer Graphics and Interactive Techniques, 2002

2001
A Dynamic Motion Control Technique for Human-like Articulated Figures.
Comput. Graph. Forum, 2001

Real-time cloth simulation with sparse particles and curved faces.
Proceedings of the Fourteenth Conference on Computer Animation, 2001

2000
Motion Tracking with Dynamic Simulation.
Proceedings of the Eurographics Workshop on Computer Animation and Simulation 2000, 2000


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