Talking bodies: Sensitivity to desynchronization of conversations
ACM Transactions on Applied Perception (TAP)
CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Variety Is the Spice of (Virtual) Life
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Seeing is believing: body motion dominates in multisensory conversations
ACM SIGGRAPH 2010 papers
Simulating the local behaviour of small pedestrian groups
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Simulating believable crowd and group behaviors
ACM SIGGRAPH ASIA 2010 Courses
Level of detail AI for virtual characters in games and simulation
MIG'10 Proceedings of the Third international conference on Motion in games
When a couple goes together: walk along steering
MIG'11 Proceedings of the 4th international conference on Motion in Games
Event-Centric control for background agents
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
Modeling Agent Social Joint Actions via Micro and Macro Coordination Strategies
WI-IAT '12 Proceedings of the The 2012 IEEE/WIC/ACM International Joint Conferences on Web Intelligence and Intelligent Agent Technology - Volume 02
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
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In a proposed methodology for modeling dynamic crowd scenarios, a video corpus informs the modeling process, after which the resultant animations undergo perception-based evaluation. The aim is to improve the crowd's visual plausibility rather than the simulation's correctness. A real-life crowd animation system demonstrates the methodology's practical application.