yusuke1997/dblp-id-title huggingface dataset:
Characterizing the relationship between environment layout and crowd movement using machine learning
Simulating Humans and Lower Animals
A Perceptual Study of the Relationship between Posture and Gesture for Virtual Characters
A Quantitative Methodology to Evaluate Motion-Based Animation Techniques
Appealing Virtual Humans
When a Couple Goes Together: Walk along Steering
Foldit Drug Design Game Usability Study: Comparison of Citizen and Expert Scientists
Camera Planning in Virtual Environments Using the Corridor Map Method
Populate Your Game Scene
From Geometry to Spatial Reasoning : Automatic Structuring of 3D Virtual Environments
Motion control via muscle synergies: application to throwing
Realtime Rendering of Realistic Fabric with Alternation of Deformed Anisotropy
Multi-segment foot modeling for human animation
A Velocity-Curvature Space Approach for Walking Motions Analysis
Simulating Interactions of Characters
An Iterative Approach to Build a Semantic Dataset for Facial Expression of Personality
A Tool for Extracting 3D Avatar-Ready Gesture Animations from Monocular Videos
Emotion Transfer for Hand Animation
A*mbush Family: A* Variations for Ambush Behavior and Path Diversity Generation
A Game System for Speech Rehabilitation
Real-time locomotion with character-fluid interactions
Collision detection for articulated deformable characters
Opening Doors in Motion Analysis Research
A Comparison and Evaluation of Motion Indexing Techniques
Scenario Generalization of Data-driven Imitation Models in Crowd Simulation
Subgraphs Generating Algorithm for Obtaining Set of Node-Disjoint Paths in Terrain-Based Mesh Graphs
Topology-aware Camera Control for Real-time Applications
Following behaviors: a model for computing following distances based on prediction
Light Space Cascaded Shadow Maps for Large Scale Dynamic Environments
Fin textures for real-time painterly aesthetics
The sea is your mirror
Modal Vibrations for Character Animation
Motion in Games, MIG '13, Dublin, Ireland, November 6-8, 2013
Optimal marker set for motion capture of dynamical facial expressions
An Analysis of Motion Blending Techniques
A Decision Theoretic Approach to Motion Saliency in Computer Animations
CUDA Deformers for Model Reduction
The effect of operating a virtual doppleganger in a 3D simulation
Using Optimal Control Methods to Generate Human Walking Motions
A closed-form solution for human finger positioning
Adaptation procedure for HMM-based sensor-dependent gesture recognition
A data-driven method for variation in animated smiles: extended abstract
Controller influence on self-determination versus performance in a mobile augmented reality platform game
A comparative study of navigation meshes
SwimXYZ: A large-scale dataset of synthetic swimming motions and videos
MeshGraphNetRP: Improving Generalization of GNN-based Cloth Simulation
MechVR: a physics-based proxy for locomotion and interaction in a virtual environment
Multi-resolution Clustering for Enhanced Elastic Behavior in Clustered Shape Matching
Factorized Motion Diffusion for Precise and Character-Agnostic Motion Inbetweening
Robust Marker Trajectory Repair for MOCAP using Kinematic Reference
A robust method to extract the rotational part of deformations
Social Crowd Simulation: Improving Realism with Social Rules and Gaze Behavior
Counterbalancing virtual reality induced temporal disparities of human locomotion for the manufacturing industry
Narrative-driven camera control for cinematic replay of computer games
Realtime Performance Animation Using Sparse 3D Motion Sensors
E-StopMotion: digitizing stop motion for enhanced animation and games
Navigating With a Defensive Agent: Role Switching for Human Automation Collaboration
Motion Capture for a Natural Tree in the Wind
Dog Code: Human to Quadruped Embodiment using Shared Codebooks
Multi-modal data-driven motion planning and synthesis
MOF: creating an educational game on nanotechnology through simulation-driven optimization
Perception of Complex Emotional Body Language of a Virtual Character
Connecting Global and Local Agent Navigation via Topology
Proceedings of the 16th ACM SIGGRAPH Conference on Motion, Interaction and Games, MIG 2023, Rennes, France, November 15-17, 2023
Physically-Based Character Control in Low Dimensional Space
Reactive Virtual Creatures for Dexterous Physical Interactions
Computing high-quality paths in weighted regions
The Application of MPEG-4 Compliant Animation to a Modern Games Engine and Animation Framework
Interactive Modeling, Simulation and Control of Large-Scale Crowds and Traffic
Physics-based motion capture imitation with deep reinforcement learning
Coupling cloth and rigid bodies for dexterous manipulation
Physical rig for first-person, look-at cameras in video games
Estimating Cloth Elasticity Parameters From Homogenized Yarn-Level Models
Object-Centric Parallel Rigid Body Simulation With Timewarp
Realtime, Physics-Based Marker Following
Managing Simulation Level-of-Detail with the LOD Trader
Dynamic cognitive maps for agent landmark navigation in unseen environments
Dealing with Variability When Recognizing User's Performance in Natural Gesture Interfaces
Video-Based Motion Retargeting Framework between Characters with Various Skeleton Structure
Interactive Simulation of Disease Contagion in Dynamic Crowds
Assessing the Impact of Mixed Reality Immersion on Presence and Embodiment
Parallel Ripple Search - Scalable and Efficient Pathfinding for Multi-core Architectures
Why did the human cross the road?
Examining the effects of a virtual character on learning and engagement in serious games
A Real-Time System for Crowd Rendering: Parallel LOD and Texture-Preserving Approach on GPU
Emotion Recognition for Exergames using Laban Movement Analysis
Controlling Three Agents in a Quarrel: Lessons Learnt
Patch green coordinates based interactive embedded deformable model
Accurate online alignment of human motor performances
Real-Time Path Planning and Navigation for Multi-agent and Crowd Simulations
Motion Prediction for Online Gaming
Fast contact determination for intersecting deformable solids
An interactive human morphing system with self-occlusion enhancement
Heat Simulation on Meshless Crafted-Made Shapes
Towards Embodied and Situated Virtual Humans
Joint Exploration and Analysis of High-Dimensional Design-Occupancy Templates
Hybrid Path Planning for Massive Crowd Simulation on the GPU
Autonomous Digital Actors
SoftDECA: Computationally Efficient Physics-Based Facial Animations
A Generalized Exact Arbitrary Clearance Technique for Navigation Meshes
Reconstructing Motion Capture Data for Human Crowd Study
Learning Human Action Sequence Style from Video for Transfer to 3D Game Characters
Reduced marker layouts for optical motion capture of hands
Feature-Based Locomotion with Inverse Branch Kinematics
Adaptive Body, Motion and Cloth
Motion Pattern Encapsulation for Data-Driven Constraint-Based Motion Editing
Attracted by light: vision-based steering virtual characters among dark and light obstacles
(Reverse) k -nearest neighbors for moving objects
GarMatNet: A Learning-based Method for Predicting 3D Garment Mesh with Parameterized Materials
On Learning Symmetric Locomotion
Spring Rigs for Skinning
Molecular tetris: crowdsourcing molecular docking using path-planning and haptic devices
Deformation, parameterization and analysis of a single locomotion cycle
From Words to Worlds: Transforming One-line Prompts into Multi-modal Digital Stories with LLM Agents
Conveying Real-Time Ambivalent Feelings through Asymmetric Facial Expressions
Toward Believable Acting for Autonomous Animated Characters
Why Is the Creation of a Virtual Signer Challenging Computer Animation?
Space-time sculpting of liquid animation
BehaveRT: A GPU-Based Library for Autonomous Characters
ProbTalk3D: Non-Deterministic Emotion Controllable Speech-Driven 3D Facial Animation Synthesis Using VQ-VAE
Fast Projective Skinning
ESPEFs: Exponential Spring Potential Energy Functions for Simulating Deformable Objects
Enhancing the Behavior of Virtual Characters with Long Term Planning, Failure Anticipation and Opportunism
Building a Character Animation System
VR Natural Walking in Impossible Spaces
Active Geometry for Game Characters
The Q*bird Level Designer: User-assisted procedural level design in augmented reality
Evaluating the Physical Realism of Character Animations Using Musculoskeletal Models
Expressive Gait Synthesis Using PCA and Gaussian Modeling
Adult2Child: dynamic scaling laws to create child-like motion
Study comparing video-based characters and 3D-based characters on mobile devices for chat
Eye movement synthesis with 1/ f pink noise
Real-time finger tracking using active motion capture: a neural network approach robust to occlusions
Twisting, Tearing and Flicking Effects in String Animations
A Social Distancing Index: Evaluating Navigational Policies on Human Proximity using Crowd Simulations
Avatar Tracking Control with Featherstone's Algorithm and Newton-Euler Formulation for Inverse Dynamics
3D hair model from small set of images
Parametric Control of Captured Mesh Sequences for Real-Time Animation
Rethinking NPC intelligence: a new reputation system
Planning Plausible Human Animation with Environment-Aware Motion Sampling
Robust online motion capture labeling of finger markers
Simulating visual geometry
Autonomous Multi-agents in Flexible Flock Formation
Influence of animated reality mixing techniques on user experience
ConJac: Large Steps in Dynamic Simulation
Automated staging for virtual cinematography
Scalable Precomputed Search Trees
MIG '20: Motion, Interaction and Games, Virtual Event, SC, USA, October 16-18, 2020
GPGPU-accelerated construction of high-resolution generalized voronoi diagrams and navigation meshes
Improving Brain Memory through Gaming Using Hand Clenching and Spreading
Proceedings of the 9th International Conference on Motion in Games, MIG 2016, Burlingame, California, USA, October 10-12, 2016
A Simple Method for Real-Time Metal Shell Simulation
Automatic Generation of Suboptimal NavMeshes
Steering Behaviors for Autonomous Cameras
Human action recognition via skeletal and depth based feature fusion
Real-time gait control for partially immersed bipeds
Proceedings of the 11th Annual International Conference on Motion, Interaction, and Games, MIG 2018, Limassol, Cyprus, November 08-10, 2018
The Influence of Step Length to Step Frequency Ratio on the Perception of Virtual Walking Motions
Real-Time Conversational Gaze Synthesis for Avatars
Toward Simulating Realistic Pursuit-Evasion Using a Roadmap-Based Approach
Parameterized Animated Activities
Characterizing and optimizing game level difficulty
Perceiving attitudes expressed through nonverbal behaviors in immersive virtual environments
An Efficient Energy Transfer Inverse Kinematics Solution
Procedural Sound Generation for Soft Bodies in Video Games
Virtual cinematography using optimization and temporal smoothing
Practical and Scalable Transmission of Segmented Video Sequences to Multiple Players Using H.264
Real-time Computational Cinematographic Editing for Broadcasting of Volumetric-captured events: an Application to Ultimate Fighting
Strain limiting for clustered shape matching
Parameterizing Behavior Trees
Ballistic motion planning for jumping superheroes
Perception of Motion Variations in Large-Scale Virtual Human Crowds
ReGAIL: Toward Agile Character Control From a Single Reference Motion
Many-Core Architecture Oriented Parallel Algorithm Design for Computer Animation
PSM: Parametric Saliency Maps for Autonomous Pedestrians
Motion in Games - 4th International Conference, MIG 2011, Edinburgh, UK, November 13-15, 2011. Proceedings
Applying Affect Recognition in Serious Games: The PlayMancer Project
Following a Group of Targets in Large Environments
HeapCraft: interactive data exploration and visualization tools for understanding and influencing player behavior in Minecraft
Real-time Hair Simulation on Mobile Device
A Semantic Navigation Model for Video Games
Designing Hand-held Controller-based Handshake Interaction in Social VR and Metaverse
Roadmap-Based Level Clearing of Buildings
Design and evaluation of a sketch-based gesture animation tool
Learning Crowd Steering Behaviors from Examples
Pattern-guided simulations of immersed rigid bodies
Natural User Interface for Physics-Based Character Animation
Motion planning with rigid-body dynamics for generalized traveling salesman tours
Long Term Real Trajectory Reuse through Region Goal Satisfaction
Camera-on-rails: automated computation of constrained camera paths
Deep Integration of Physical Humanoid Control and Crowd Navigation
Generating Emotionally Expressive Look-At Animation
A Practical and Configurable Lip Sync Method for Games
Treating Phobias with Computer Games
Correcting motion distortions in time-of-flight imaging
Motion, Interaction and Games, MIG 2019, Newcastle upon Tyne, UK, October 28-30, 2019
Lattice-guided human motion deformation for collision avoidance
Proceedings of the Seventh International Conference on Motion in Games, Playa Vista, CA, USA, November 06 - 08, 2014
Burning Paper: Simulation at the Fiber's Level
An event-centric approach to authoring stories in crowds
FaceDiffuser: Speech-Driven 3D Facial Animation Synthesis Using Diffusion
Capturing Close Interactions with Objects Using a Magnetic Motion Capture System and a RGBD Sensor
Crowd appearance affects player performance in game combat scenarios
Enhancements to Model-reduced Fluid Simulation
Parallelized Incomplete Poisson Preconditioner in Cloth Simulation
Eye Thought You Were Sick! Exploring Eye Behaviors for Cybersickness Detection in VR
Fast Motion Retrieval with the Distance Input Space
Surface based motion retargeting by preserving spatial relationship
DAVIS: density-adaptive synthetic-vision based steering for virtual crowds
Towards realistic walk path simulation of single subjects: presenting a probabilistic motion planning algorithm
Separating a walkable environment into layers
Facial retargeting using neural networks
An interactive staging-and-shooting solver for virtual cinematography
Whole-Body Locomotion, Manipulation and Reaching for Humanoids
Deep signatures for indexing and retrieval in large motion databases
Full-body behavioral path planning in cluttered environments
Data Based Steering of Virtual Human Using a Velocity-Space Approach
Interactive spatial analytics for human-aware building design
LocoTest: Deploying and Evaluating Physics-Based Locomotion on Multiple Simulation Platforms
Two-Character Motion Control: Challenge and Promise
Walk This Way: A Lightweight, Data-Driven Walking Synthesis Algorithm
Stealthy path planning against dynamic observers
Simulating Formations of Non-holonomic Systems with Control Limits along Curvilinear Coordinates
Reclustering for large plasticity in clustered shape matching
CAROSA: A Tool for Authoring NPCs
XPBD: position-based simulation of compliant constrained dynamics
Automatic Hand-Over Animation using Principle Component Analysis
Singularity Free Parametrization of Human Limbs
Emulating Foveated Path Tracing
Physical Simulation of Balance Recovery after a Push
An Event-Centric Planning Approach for Dynamic Real-Time Narrative
Introducing postural variability improves the distribution of muscular loads during mid-air gestural interaction
Learning High-Risk High-Precision Motion Control
Inverse kinematics problems with exact Hessian matrices
Volume Maps: An Implicit Boundary Representation for SPH
Dynamic Balancing and Walking for Real-Time 3D Characters
Identifying Indoor Navigation Landmarks Using a Hierarchical Multi-Criteria Decision Framework
Motion Modeling: Can We Get Rid of Motion Capture?
Integrated Analytic and Linearized Inverse Kinematics for Precise Full Body Interactions
Adult2child: Motion Style Transfer using CycleGANs
Watch Out! Modelling Pedestrians with Egocentric Distractions
Motion in Games, Second International Workshop, MIG 2009, Zeist, The Netherlands, November 21-24, 2009. Proceedings
Computational Design and Motion Control for Characters in the Real World
KINDLING: a game platform for crowd-sourcing fire evacuation data
Audiovisual Inputs for Learning Robust, Real-time Facial Animation with Lip Sync
Low Dimensional Motor Skill Learning Using Coactivation
Crowd art: density and flow based crowd motion design
Confluence: visualizing social physics for interactive narrative
Automatic Hand-Over Animation for Free-Hand Motions from Low Resolution Input
A pilot study of comparison gesture analysis in motion driven video games
Interactive detailed cutting of thin sheets
A VR Game-based System for Multimodal Emotion Data Collection
Multi-layer skin simulation with adaptive constraints
Impact of Self-Contacts on Perceived Pose Equivalences
Visibility Transition Planning for Dynamic Camera Control
A Constraint-based Formulation of Stable Neo-Hookean Materials
Improvements to hierarchical pathfinding for navigation meshes
SPNets: Human-like Navigation Behaviors with Uncertain Goals
What's Next? The New Era of Autonomous Virtual Humans
Learning to Locomote: Understanding How Environment Design Matters for Deep Reinforcement Learning
Real-time Diverse Motion In-betweening with Space-time Control
Animation realism affects perceived character appeal of a self-virtual face
Injury Assessment for Physics-Based Characters
Animation Synthesis Triggered by Vocal Mimics
Real-Time Space-Time Blending with Improved User Control
Generating hand motion from body motion using key hand poses
The Effects of Virtual Character's Intelligence and Task's Complexity during an Immersive Jigsaw Puzzle Co-solving Task
TwisterForge: controllable and efficient animation of virtual tornadoes
Real-Time Hair Simulation with Segment-Based Head Collision
Modeling Physically Simulated Characters with Motion Networks
Evaluating perceived trust from procedurally animated gaze
Knowledge-Based Probability Maps for Covert Pathfinding
Busy beeway: a game for testing human-automation collaboration for navigation
Level of Detail AI for Virtual Characters in Games and Simulation
Adaptive Distributed Simulation of Fluids and Rigid Bodies
Users' locomotor behavior in collaborative virtual reality
Time Reversal and Simulation Merging for Target-Driven Fluid Animation
Walker Speed Adaptation in Gait Synthesis
Acting the part: the role of gesture on avatar identity
Interactive Viewpoint Exploration for Constructing View-Dependent Models
Skills-in-a-Box: Towards Abstract Models of Motor Skills
Computing shortest path maps with GPU shaders
RT-RRT*: a real-time path planning algorithm based on RRT
Prior-less 3D Human Shape Reconstruction with an Earth Mover's Distance Informed CNN
Following a Large Unpredictable Group of Targets among Obstacles
Pose Control in Dynamic Conditions
Motion in Games, First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008. Revised Papers
MUNCH: Modelling Unique 'N Controllable Heads
Virtual Humans: Evolving with Common Sense
Exploiting Motion Capture to Enhance Avoidance Behaviour in Games
A Unified Constraint Framework for Physical Animation of Articulated Rigid Bodies
Design of Experience and Flow in Movement-Based Interaction
Planning and Synthesizing Superhero Motions
Watch Out! A Framework for Evaluating Steering Behaviors
A Creative Game Design and Programming App
Automatic Construction of Coarse, High-Quality Tetrahedralizations that Enclose and Approximate Surfaces for Animation
An interactive motion analysis framework for diagnosing and rectifying potential injuries caused through resistance training
Proceedings of the Tenth International Conference on Motion in Games, MIG 2017, Barcelona, Spain, November 08 - 10, 2017
Automatic and adaptable registration of live RGBD video streams
Implicit and Parametric Avatar Pose and Shape Estimation From a Single Frontal Image of a Clothed Human
Robust balance shift control with posture optimization
A Predictive Collision Avoidance Model for Pedestrian Simulation
CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds
Simulated motion blur does not improve player experience in racing game
Real-Time Interactive Character Animation by Parallelization of Genetic Algorithms
Learning Robust and Scalable Motion Matching with Lipschitz Continuity and Sparse Mixture of Experts
Angular Momentum Control in Coordinated Behaviors
Catching and Throwing Control of a Physically Simulated Hand
Data Driven Evaluation of Crowds
Clustering and collision detection for clustered shape matching
Energy-Based Pose Unfolding and Interpolation for 3D Articulated Characters
Scalable and Robust Shepherding via Deformable Shapes
Prediction in social path following
Collaborative Storytelling with Large-scale Neural Language Models
Populations with Purpose
Perception of Approach and Reach in Combined Interaction Tasks
3D Car Shape Reconstruction from a Single Sketch Image
Environmental Effect on Egress Simulation
A perceptual evaluation of social interaction with emotes and real-time facial motion capture
Collision Avoidance between Avatars of Real and Virtual Individuals
Physics based virtual cutting using j-integral method for gaming applications
Navigation Queries from Triangular Meshes
Real-Time Character Control for Wrestling Games
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games, MIG 2015, Paris, France, November 16-18, 2015
Effect of Avatar Clothing and User Personality on Group Dynamics in Virtual Reality
Avatar reshaping and automatic rigging using a deformable model
Agent script generation using descriptive text documents
Ego-Interaction: Visual Hand-Object Pose Correction for VR Experiences
Automatic depiction of onomatopoeia in animation considering physical phenomena
Spatial Awareness in Full-Body Immersive Interactions: Where Do We Stand?
Reducing Memory Requirements for Diverse Animated Crowds
Motion analysis and classification of salsa dance using music-related motion features
Projective fluids
Player Exploration Patterns in Interactive Molecular Docking with Electrostatic Visual Cues
Trade-offs between responsiveness and naturalness for player characters
Data-driven autocompletion for keyframe animation
Beyond basic emotions: expressive virtual actors with social attitudes
S2M-Net: Speech Driven Three-party Conversational Motion Synthesis Networks
PuppetPhone: puppeteering virtual characters using a smartphone
Human character balancing motion generation based on a double inverted pendulum model
A Comparative Review of Reactive Behaviour Models as Proposed in Computer Graphics and Cognitive Sciences
A Crowd Modeling Framework for Socially Plausible Animation Behaviors
Self-Imitation Learning of Locomotion Movements through Termination Curriculum
Space-Time Planning in Dynamic Environments with Unknown Evolution
High fidelity simulation of corotational linear FEM for incompressible materials
Motion Parameterization with Inverse Blending
Improving blendshape performance for crowds with GPU and GPGPU techniques
Social presence and place illusion are affected by photorealism in embodied VR
From Motion Capture to Real-Time Character Animation
Objective Evaluation Metric for Motion Generative Models: Validating Fréchet Motion Distance on Foot Skating and Over-smoothing Artifacts
A physics-based juggling simulation using reinforcement learning
A Mobile Game for Crowdsourced Molecular Docking Pathways
Proximity Queries for Crowd Simulation Using Truncated Voronoi Diagrams
Adaptive Physics-Inspired Facial Animation
Realtime Performance-Based Facial Avatars for Immersive Gameplay
Automatic Sign Dance Synthesis from Gesture-based Sign Language
Efficient collision detection for example-based deformable bodies
Global Momentum Preservation for Position-based Dynamics
SkillVis: a visualization tool for boxing skill assessment
Player Dominance Adjustment Motion Gaming AI for Health Promotion
Gestural motion editing using mobile devices
Psycho-physical Crowds
Exploring Mid-air Gestural Interfaces for Children with ADHD
Learning a Continuous Control of Motion Style from Natural Examples
Learning Gait Emotions Using Affective and Deep Features
Detecting 3D Position and Orientation of a Wii Remote Using Webcams
Motion in Games - 5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012. Proceedings