
Andreas Aristidou- PhD
- Professor (Associate) at University of Cyprus
Andreas Aristidou
- PhD
- Professor (Associate) at University of Cyprus
About
69
Publications
141,460
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2,453
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Introduction
Andreas Aristidou is an Associate Professor at the University of Cyprus, and a Research Fellow at the CYENS Centre of Excellence with special interest in computer graphics. He specializes in character animation (analysis, classification, and synthesis) and motion capture, where he uses techniques like machine learning and generative AI models to create virtual humans. His work also extends to digital heritage, VR/AR/MR environments, and the application of Conformal Geometric Algebra in graphics.
Current institution
Additional affiliations
January 2020 - present
CYENS Centre of Excellence
Position
- Senior Fellow Researcher
February 2016 - June 2018
Editor roles
Education
April 2007 - April 2011
October 2005 - September 2006
September 2001 - September 2005
Publications
Publications (69)
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 no...
Inverse kinematics (IK) is the use of kinematic equations to determine the joint parameters of a manipulator so that the end effector moves to a desired position; IK can be applied in many areas, including robotics, engineering, computer graphics and video games. In this survey, we present a comprehensive review of the IK problem and the solutions...
Many analysis tasks for human motion rely on high-level similarity between sequences of motions, that are not an exact matches in joint angles, timing, or ordering of actions. Even the same movements performed by the same person can vary in duration and speed. Similar motions are characterized by similar sets of actions that appear frequently. In t...
We introduce MotioNet, a deep neural network that directly reconstructs the motion of a 3D human skeleton from monocular video.While previous methods rely on either rigging or inverse kinematics (IK) to associate a consistent skeleton with temporally coherent joint rotations, our method is the first data-driven approach that directly outputs a kine...
Accurate and reliable human motion reconstruction is crucial for creating natural interactions of full-body avatars in Virtual Reality (VR) and entertainment applications. As the Metaverse and social applications gain popularity, users are seeking cost-effective solutions to create full-body animations that are comparable in quality to those produc...
Simulating believable crowds for applications like movies or games is challenging due to the many components that comprise a realistic outcome. Users typically need to manually tune a large number of simulation parameters until they reach the desired results. We introduce MPACT, a framework that leverages image‐based encoding to convert unlabelled...
The level of realism in virtual crowds is strongly affected by the presence of diverse crowd behaviors. In real life, we can observe various scenarios, ranging from pedestrians moving on a shopping street, people talking in static groups, or wandering around in a public park. Most of the existing systems optimize for specific behaviors such as goal...
High‐quality motion reconstruction that follows the user's movements can be achieved by high‐end mocap systems with many sensors. However, obtaining such animation quality with fewer input devices is gaining popularity as it brings mocap closer to the general public. The main challenges include the loss of end‐effector accuracy in learning‐based ap...
Musical instrument performances are multimodal creative art forms that integrate audiovisual elements, resulting from musicians' interactions with instruments through body movements, finger actions, and facial expressions. Digitizing such performances for archiving, streaming, analysis, or synthesis requires capturing every element that shapes the...
The study of animals’ activity and behavior in the wild is an extremely challenging task. Although tri‐axial accelerometers are invaluable for behavioral analyses, their use is more frequent in large charismatic endotherms with limited application in ectotherms. The scarce utilization of this methodology on small‐size reptiles is focused on animals...
Underwater cultural heritage sites, spanning from submerged settlements to ancient ports and shipwrecks, captivate researchers and the public, providing insight into civilizations along coastlines and riverbanks. However, their accessibility and exploration are hindered by the sea’s physical barrier. Virtual Reality (VR) offers a transformative sol...
Folk dances, integral components of intangible cultural heritage (ICH), are both fleeting and fragile. However, with the rapid advancement of computer vision techniques, there arises an opportunity to document and safeguard these cultural expressions for future generations. This study aims to identify the distinctive dance sequences and characteris...
The rapid technological advancements and the widespread adoption of the internet have diminished the role of the physical library as a main information resource. As the Metaverse is evolving, a revolutionary change is anticipated in how social relationships are perceived, within an educational context. It is therefore necessary for libraries to upg...
Driven by recent advancements in Extended Reality (XR), the hype around the Metaverse, and real‐time computer graphics, the transformation of the performing arts, particularly in digitizing and visualizing musical experiences, is an ever‐evolving landscape. This transformation offers significant potential in promoting inclusivity, fostering creativ...
High-quality motion reconstruction that follows the user's movements can be achieved by high-end mocap systems with many sensors. However, obtaining such animation quality with fewer input devices is gaining popularity as it brings mocap closer to the general public. The main challenges include the loss of end-effector accuracy in learning-based ap...
The recent state of VR technology enables users to have quick and easy access to multiple VR functionalities, prompting researchers to explore various aspects of user experiences in virtual environments. In this work, we study alternative means of user communication in collaborative virtual environments (CVEs). We are especially interested in how u...
Virtual reality (VR) has recently seen significant development in interaction with computers and the visualization of information. More and more people are using virtual and immersive technologies in their daily lives, especially for entertainment, fitness, and socializing purposes. This paper presents a qualitative evaluation of a large sample of...
Non-playable characters (NPCs) play a crucial role in enhancing immersion in video games. However, traditional NPC behaviors are often hard-coded using methods such as Finite State Machines, Decision and Behavior trees. This has a few limitations; namely, it is quite difficult to implement complex cooperative behaviors and secondly this makes it ea...
In this paper, we follow a data-centric philosophy and propose a novel motion annotation method based on the inherent representativeness of motion data in a given dataset. Specifically, we propose a Representation-based Representativeness Ranking R3 method that ranks all motion data in a given dataset according to their representativeness in a lear...
Professional dance is characterized by high impulsiveness, elegance, and aesthetic beauty. In order to reach the desired professionalism, it requires years of long and exhausting practice, good physicalcondition, musicality, but also, a good understanding of choreography. Capturing dance motions and transferring them to digital avatars is commonly...
Data‐driven skeletal animation relies on the existence of a suitable learning scheme, which can capture the rich context of motion. However, commonly used motion representations often fail to accurately encode the full articulation of motion, or present artifacts. In this work, we address the fundamental problem of finding a robust pose representat...
With the technological advancements and the widespread adoption of the internet, the physical library has lost its role as the main resource of information. As the Metaverse is becoming more and more apparent, a revolutionary change is expected in how we understand social relationships and consequently, education. It is therefore necessary for libr...
Data-driven character animation techniques rely on the existence of a properly established model of motion, capable of describing its rich context. However, commonly used motion representations often fail to accurately encode the full articulation of motion, or present artifacts. In this work, we address the fundamental problem of finding a robust...
In this paper we design and develop a 3D virtual museum with holistic metadata documentation and a variety of reptile behaviors and movements. First, we reconstruct the reptiles mesh in high resolution, and then create its rigged/skinned digital counterpart. We acquire the movement of two subjects using an optical motion capture system, acceleromet...
Folk dancing is a key aspect of intangible cultural heritage that often reflects the socio-cultural and political influences prevailing in different periods and nations; each dance produces a meaning, a story with the help of music, costumes and dance moves. It has been transmitted from generation to generation, and to different countries, mainly d...
Synthesizing human motion with a global structure, such as a choreography, is a challenging task. Existing methods tend to concentrate on local smooth pose transitions and neglect the global context or the theme of the motion. In this work, we present a music-driven motion synthesis framework that generates long-term sequences of human motions whic...
Synthesizing human motion with a global structure, such as a choreography, is a challenging task. Existing methods tend to concentrate on local smooth pose transitions and neglect the global context or the theme of the motion. In this work, we present a music-driven motion synthesis framework that generates long-term sequences of human motions whic...
In this paper, we have designed and developed a virtual dance museum to provide the technological tools that allow for widely educating the public, most specifically the youngest generations, about the story, costumes, music, and history of our dances. The holistic documentation of our intangible cultural heritage creations is a critical necessity...
We introduce MotioNet, a deep neural network that directly reconstructs the motion of a 3D human skeleton from monocular video. While previous methods rely on either rigging or inverse kinematics (IK) to associate a consistent skeleton with temporally coherent joint rotations, our method is the first data-driven approach that directly outputs a kin...
Child characters are commonly seen in leading roles in top-selling video games. Previous studies have shown that child motions are perceptually and stylistically different from those of adults. Creating motion for these characters by motion capturing children is uniquely challenging because of confusion, lack of patience and regulations. Retargetin...
Learning couple dance such as salsa is challenging as it requires to understand and assimilate all the dance skills (guidance, rhythm, style) correctly. Salsa is traditionally learned by attending a dancing class with a teacher and practice with a partner, the difficulty to access such classes though, and the variability of dance environment can im...
Folk dances often reflect the socio-cultural influences prevailing in different periods and nations; each dance produces a meaning, a story with the help of music, costumes and dance moves. However, dances have no borders; they have been transmitted from generation to generation, along different countries, mainly due to movements of people carrying...
Synthesizing human motions from existing motion capture data is the approach of choice in most applications requiring high- quality visual results. Usually to synthesize motion, short motion segments are concatenated into longer sequences by finding transitions at points where character poses are similar. If similarity is only a measure of posture...
Motion capture sequences may contain erroneous data, especially when the motion is complex or performers are interacting closely and occlusions are frequent. Common practice is to have specialists visually detect the abnormalities and fix them manually. In this paper, we present a method to automatically analyze and fix motion capture sequences by...
Articulated hand tracking systems have been commonly used in virtual reality applications, including systems with human–computer interaction or interaction with game consoles; hand pose estimation has various other applications comprising sign language recognition and animation synthesis. The advanced technological achievements in motion capture ov...
Motion capture technology has enabled the acquisition of high quality human motions for animating digital characters with extremely high fidelity. However, despite all the advances in motion editing and synthesis, it remains an open problem to modify pre-captured motions that are highly expressive, such as contemporary dances, for stylization and e...
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 m...
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-lo...
Η τεχνολογία motion capture (mocap) είναι μια αποτελεσματική μέθοδος τρισδιάστατης (3Δ) ψηφιακής καταγραφής κίνησης, και η χρήση της αυξάνεται ολοένα και περισσότερο στον τομέα της διατήρησης και διάδοσης της Άυλης Πολιτιστικής Κληρονομιάς (ΑΠΚ). Αν και τα δεδομένα που καταγράφονται μπορούν από τεχνικής άποψης να είναι πολύ υψηλής ποιότητας, στην π...
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 m...
Over the last few years, recent advances in user interface and mobile computing, introduce the ability to create new experiences that enhance the way we acquire, interact and display information within the world that surrounds us with virtual characters [1], [2]. Virtual Reality (VR) is a 3D computer simulated environment that gives the user the ex...
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...
Motion capture (mocap) technology is an efficient method for digitizing art-performances, and it is becoming a popular method for the preservation and dissemination of dances. However, stylistic variations of human motion are difficult to measure and cannot be directly extracted from the motion capture data itself. In this work, we present a framew...
Motion capture techniques are becoming a popular method for digitizing folk dances for preservation and dis-semination. Although technically the captured data can be of very high quality, folk dancing, in contrast to choreographed performances, allow for stylistic variations and improvisations that cannot be easily captured by the data themselves....
Cultural Heritage Cyprus has a long and rich history of dance tradition which unfortunately, year after year, tends to be forgotten; thus, it is our duty to help documenting and disseminating our dance heritage to the younger generations. In this work, we aim to preserve the Cypriot folk dance heritage, creating a state-of-the-art publicly accessib...
There has been an increasing use of pre-recorded motion capture data for animating virtual characters and synthesising different actions; it is although a necessity to establish a resultful method for indexing, classifying and retrieving motion. In this paper, we propose a method that can automatically extract motion qualities from dance performanc...
Recently, there has been an increasing use of pre-recorded motion capture data, making motion indexing and classification essential for animating virtual characters and synthesising different actions. In this paper, we use a variety of features that encode characteristics of motion using the Body, Effort, Shape and Space components of Laban Movemen...
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 pro- pose a set of body motion features, based on the Effort component of Laban Movement...
Optical motion capture systems suffer from marker occlusions resulting in loss of useful information. This technical report addresses the problem of real-time joint localisation of human skeletons in the presence of such missing data; at least three markers are placed at strategic positions on each limb segment. The data is assumed to be labelled 3...
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 whi...
In this article an initiative to preserve the Cypriot folk dance heritage is reported. The project aims to create a publicly accessible digital archive of folk dances that does not only include video recordings, commonly used to document dance performances. In addition to rare video material held by local cultural institutions, state-of-the-art mot...
This paper describes a novel iterative Inverse Kinematics (IK) solver, FABRIK, that is implemented using Conformal Geometric Algebra (CGA). FABRIK uses a forward and backward iterative approach, finding each joint position via locating a point on a line. We use the IK of a human hand as an example of implementation where a constrained version of FA...
This thesis focuses on the problem of determining appropriate skeletal configurations for which a virtual animated character moves to desired positions as smoothly, rapidly, and as accurately as possible. During the last decades, several methods and techniques, sophisticated or heuristic, have been presented to produce smooth and natural solutions...
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 3...
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 3...
Inverse Kinematics (IK) 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. During the last decades, several methods and techniques, sophisticated or heuristic, have been presented to produce fast and realistic s...
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 3d marker positions from a motion capture system. We present an integrated framework which predicts the occluded marker positions
using a Kalman filter in combination with in...
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 metho...
This report considers the problem of using 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. The algorithms presented require 3 markers on each limb segment and can be...
An architecture system and a method for tracking people are presented for sports applications. The system's input is video data from static camera of a stadium and the output is the real world, real-time positions of the players during a sport event. This output can be used for low-bandwidth match play animations for web or wireless display, and fo...
This work studies the problem of violence detection in audio data, which can be used for automated content rating. We employ some popular frame-level audio features both from the time and frequency domain. Afterwards, several statistics of the calculated feature sequences are fed as input to a Support Vector Machine classifier, which decides about...