Daniel Thalmann
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Swiss and Canadian computer scientist and a pioneer in Virtual humans
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Computer Science
Daniel Thalmann's Degrees
- PhD Computer Science University of Geneva
- Masters Computer Science University of Geneva
- Bachelors Mathematics University of Geneva
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Why Is Daniel Thalmann Influential?
(Suggest an Edit or Addition)According to Wikipedia, Prof. Daniel Thalmann is a Swiss and Canadian computer scientist and a pioneer in Virtual humans. He is currently Honorary Professor at EPFL, Switzerland and Director of Research Development at MIRALab Sarl in Geneva, Switzerland.
Daniel Thalmann's Published Works
Published Works
- Joint-dependent local deformations for hand animation and object grasping (1989) (530)
- Hierarchical model for real time simulation of virtual human crowds (2001) (481)
- Autonomy (1971) (414)
- A global human walking model with real-time kinematic personification (1990) (390)
- Simulation of Facial Muscle Actions Based on Rational Free Form Deformations (1992) (346)
- Dressing animated synthetic actors with complex deformable clothes (1992) (334)
- A Model of Human Crowd Behavior : Group Inter-Relationship and Collision Detection Analysis (1997) (325)
- Simulation of object and human skin formations in a grasping task (1989) (294)
- Stepping into virtual reality (2008) (285)
- Robust 3D Hand Pose Estimation in Single Depth Images: From Single-View CNN to Multi-View CNNs (2016) (255)
- Real time muscle deformations using mass-spring systems (1998) (250)
- Merging trust in collaborative filtering to alleviate data sparsity and cold start (2014) (237)
- Computer animation - theory and practice (1985) (235)
- 3D Convolutional Neural Networks for Efficient and Robust Hand Pose Estimation from Single Depth Images (2017) (232)
- A vision-based approach to behavioural animation (1990) (226)
- The Direction of Synthetic Actors in the Film Rendez-Vous a Montreal (1987) (197)
- Navigation for digital actors based on synthetic vision, memory, and learning (1995) (183)
- Modeling Objects for Interaction Tasks (1998) (174)
- Skeleton-based motion capture for robust reconstruction of human motion (2000) (171)
- A wearable system for mobility improvement of visually impaired people (2007) (164)
- Mixing virtual and real scenes in the site of ancient Pompeii (2005) (164)
- Models and Techniques in Computer Animation (2014) (164)
- Computer Animation (1990) (164)
- Real-Time Animation of Realistic Virtual Humans (1998) (161)
- Local and Global Skeleton Fitting Techniques for Optical Motion Capture (1998) (149)
- Crowd simulation for interactive virtual environments and VRtraining systems (2001) (148)
- An Integrated System for Modeling, Animating and Rendering Hair (1993) (147)
- Fully automated and stable registration for augmented reality applications (2003) (140)
- Real‐time navigating crowds: scalable simulation and rendering (2006) (135)
- Crowd Simulation (2007) (134)
- Using skeleton-based tracking to increase the reliability of optical motion capture. (2001) (133)
- Virtual Human Representation and Communication in VLNet (1997) (133)
- A Taxonomy of Networked Virtual Environments (1999) (132)
- An Informed Environment Dedicated to the Simulation of Virtual Humans in Urban Context (1999) (132)
- Using an Intermediate Skeleton and Inverse Kinematics for Motion Retargeting (2000) (131)
- Nonverbal communication interface for collaborative virtual environments (1999) (130)
- A real time anatomical converter for human motion capture (1996) (129)
- Handbook of Virtual Humans (2004) (127)
- Human shoulder modeling including scapulo-thoracic constraint and joint sinus cones (2000) (124)
- The HUMANOID Environment for Interactive Animation of Multiple Deformable Human Characters (1995) (123)
- Interactive Shape Design Using Metaballs and Splines (1995) (123)
- A navigation graph for real-time crowd animation on multilayered and uneven terrain (2005) (122)
- Avatars in Networked Virtual Environments (1999) (122)
- Fast realistic human body deformations for animation and VR applications (1996) (122)
- Complex models for animating synthetic actors (1991) (122)
- ETAF: An extended trust antecedents framework for trust prediction (2014) (120)
- Towards Interactive Real‐Time Crowd Behavior Simulation (2002) (120)
- VHD++ development framework: towards extendible, component based VR/AR simulation engine featuring advanced virtual character technologies (2003) (119)
- Direct 3D interaction with smart objects (1999) (119)
- Abstract muscle action procedures for human face animation (1988) (118)
- Combined Direct and Inverse Kinematic Control for Articulated Figure Motion Editing (1992) (116)
- A Hand Control and Automatic Grasping System for Synthetic Actors (1994) (116)
- Crowdbrush: interactive authoring of real-time crowd scenes (2004) (115)
- Integration of motion control techniques for virtual human and avatar real-time animation (1997) (114)
- Model-Based Referenceless Quality Metric of 3D Synthesized Images Using Local Image Description (2018) (114)
- SMILE: A Multilayered Facial Animation System (1991) (112)
- A simple but effective method to incorporate trusted neighbors in recommender systems (2012) (111)
- Real-time display of virtual humans: levels of details and impostors (2000) (109)
- Cloth Animation with Self-Collision Detection (1991) (107)
- Populating Ancient Pompeii with Crowds of Virtual Romans (2007) (106)
- Crowd modelling in collaborative virtual environments (1998) (104)
- Fully Dynamic Constrained Delaunay Triangulations (2004) (104)
- Space Discretization for Efficient Human Navigation (1998) (102)
- Anyone for Tennis? (1999) (101)
- Design and Development of a Virtual Dolphinarium for Children With Autism (2013) (99)
- Parsing the Hand in Depth Images (2014) (99)
- PCA-based walking engine using motion capture data (2004) (97)
- Crowd patches: populating large-scale virtual environments for real-time applications (2009) (96)
- Style‐Based Motion Synthesis † (2004) (96)
- An evolving system for simulating clothes on virtual actors (1996) (96)
- Immersive VR decision training: telling interactive stories featuring advanced virtual human simulation technologies (2003) (94)
- Planning collision-free reaching motions for interactive object manipulation and grasping (2008) (93)
- The benefits of third-person perspective in virtual and augmented reality? (2006) (92)
- Rendering hair using pixel blending and shadow buffers (1991) (91)
- A plastic-visco-elastic model for wrinkles in facial animation and skin aging (1994) (87)
- Virtual Human Representation and Communication in VLNET Networked Virtual Environment (1997) (86)
- 3D fingertip and palm tracking in depth image sequences (2012) (85)
- Virtual humans: thirty years of research, what next? (2005) (84)
- Artificial Life and VirtualReality (1994) (81)
- Human Motion Capture Driven by Orientation Measurements (1999) (81)
- An Adaptive Spatial Subdivision of the Object Space for Fast Collision Detection of Animated Rigid Bodies (1995) (80)
- Modelling and Motion Capture Techniques for Virtual Environments (1998) (79)
- From ratings to trust: an empirical study of implicit trust in recommender systems (2014) (79)
- An ontology of virtual humans: incorporating semantics into human shapes (2006) (78)
- A Multi-sensor Approach for Grasping and 3D Interaction (1995) (77)
- The Elastic Surface Layer Model for Animated Character Construction (1993) (77)
- A dynamic wrinkle model in facial animation and skin ageing (1995) (76)
- Interactive modeling of the human musculature (2001) (75)
- Synthetic actors in computer-generated 3D films (1990) (75)
- The Use of High-Level 3-D Graphical Types in the Mira Animation System (1983) (75)
- An Efficient and Flexible Perception Pipeline for Autonomous Agents (1999) (75)
- State-of-the-art in Computer Animation (1989) (75)
- Human–Robot Interaction by Understanding Upper Body Gestures (2014) (72)
- Evaluating Quality of Screen Content Images Via Structural Variation Analysis (2018) (71)
- A motivational model of action selection for virtual humans (2005) (71)
- Deformable Tissue Parameterized by Properties of Real Biological Tissue (2003) (70)
- Miranim: An Extensible Director-Oriented System for the Animation of Realistic Images (1985) (70)
- Synthetic Vision and Audition for Digital Actors (1995) (69)
- A behavioral interface to simulate agent-object interactions in real time (1999) (69)
- Modeling Behaviors of Interactive Objects for Real-Time Virtual Environments (2002) (68)
- A Model of Human Crowd Behavior (1997) (67)
- New trends in animation and visualization (1991) (66)
- Motion Control of Virtual Humans (1998) (66)
- Sentiment analysis of informal textual communication in cyberspace (2010) (66)
- A Case Study on Human Upper Limb Modelling for Dynamic Simulation. (1999) (66)
- A paradigm for controlling virtual humans in urban environment simulations (2000) (65)
- Real-Time 3D Hand Pose Estimation with 3D Convolutional Neural Networks (2019) (64)
- Avatar Markup Language (2002) (64)
- Wearable Obstacle Detection System for visually impaired People (2005) (64)
- A Flexible Architecture for Virtual Humans in Networked Collaborative Virtual Environments (1997) (64)
- Planning with Smart Objects (2005) (62)
- Planar arrangement of high-dimensional biomedical data sets by isomap coordinates (2003) (62)
- Multi-finger manipulation of virtual objects (1996) (61)
- Quantifying Effects of Exposure to the Third and First-Person Perspectives in Virtual-Reality-Based Training (2010) (60)
- Realistic Deformation of Human Body Shapes (2000) (60)
- A robust approach for the control of the center of mass with inverse kinetics (1996) (60)
- Populating virtual environments with crowds (2006) (59)
- Real-time navigating crowds: scalable simulation and rendering: Research Articles (2006) (58)
- Sculpting with the `ball and mouse' metaphor (1991) (57)
- A behavioral animation system for autonomous actors personified by emotions (1998) (56)
- The magic wand (2003) (56)
- Model-based hand pose estimation via spatial-temporal hand parsing and 3D fingertip localization (2013) (56)
- The Role of Virtual Humans in Virtual Environment Technology and Interfaces, In: Frontiers of Human-Centred Computing (1999) (55)
- Path finding for human motion in virtual environments (2000) (55)
- Semantics-based representation of virtual environments (2005) (54)
- Crowds of Moving Objects: Navigation Planning and Simulation (2007) (54)
- Autonomous Virtual Actors Based on Virtual Sensors (1997) (54)
- Realistic Avatars and Autonomous Virtual Humans in VLNET Networked Virtual Environments (1998) (53)
- Image Synthesis Theory and Practice (1988) (53)
- A model of nonverbal communication and interpersonal relationship between virtual actors (1996) (52)
- A framework for rapid evaluation of prototypes with augmented reality (2000) (52)
- Modeling and deformation of the human body using an anatomically-based approach (1998) (52)
- An ontology of virtual humans (2007) (52)
- Goal-oriented design and correction of articulated figure motion with the TRACK system (1994) (51)
- VHD: a system for directing real-time virtual actors (1999) (50)
- Inverse Kinetics for Center of Mass Position Control and Posture Optimization (1994) (50)
- VB2: an architecture for interaction in synthetic worlds (1993) (50)
- Complex Character Positioning Based on a Compatible Flow Model of Multiple Supports (1997) (49)
- Simulating gaze attention behaviors for crowds (2009) (49)
- Human body deformations using joint-dependent local operators and finite-element theory (1991) (47)
- Real-time facial interaction (1994) (47)
- Physically-based interactive camera motion control using 3D input devices (1991) (47)
- Robust 3D Hand Pose Estimation From Single Depth Images Using Multi-View CNNs (2018) (46)
- Interactive computer animation (1996) (46)
- Steering a Virtual Crowd Based on a Semantically Augmented Navigation Graph (2005) (46)
- Local and Global Skeleton Fitting Techniques for Optical Motion Capture , Modeling and Motion Capture Techniques for Virtual Environments (1998) (46)
- Head Mounted Wind (2007) (45)
- New Trends in Computer Graphics (1988) (44)
- Challenges in Crowd Simulation (2009) (44)
- Interacting with Virtual Humans through Body Actions (1998) (44)
- An object-oriented methodology using dynamic variables for animation and scientific visualization (1990) (44)
- Using physiological measures for emotional assessment: A computer-aided tool for cognitive and behavioural therapy (2004) (44)
- Human Body Modeling and Motion Analysis From Video Sequences (1998) (43)
- Scientific visualization and graphics simulation (1990) (43)
- Robust on-line adaptive footplant detection and enforcement for locomotion (2006) (42)
- Planning Collision‐Free Reaching Motions for Interactive Object Manipulation and Grasping (2003) (42)
- Sensor-based synthetic actors in a tennis game simulation (1997) (42)
- Computer Animation and Simulation ’97 (1997) (41)
- Digital actors for interactive television (1995) (41)
- Anatomic modeling of deformable human bodies (2000) (41)
- Using Virtual Reality Techniques in the Animation Process (1993) (41)
- The animation of autonomous actors based on production rules (1996) (41)
- Design, transformation and animation of human faces (2005) (41)
- Hair animation with collision detection (1993) (41)
- A Coherent Locomotion Engine Extrapolating Beyond Experimental Data (2004) (40)
- Animated Impostors for Real-Time Display of Numerous Virtual Humans (1998) (40)
- Playing Games Through the Virtual Life Network (1996) (40)
- Guiding and Interacting with Virtual Crowds in Real-time (1999) (40)
- An Anatomic Human Body For Motion Capture (1998) (40)
- A high-level architecture for believable social agents (2000) (39)
- Human skin deformation from cross-sections (1994) (39)
- 3D Interactive Topological Modeling using Visible Human Dataset (1996) (39)
- Handbook of Virtual Humans: Magnenat-Thalma/Handbook of Virtual Humans (2006) (38)
- Modeling human bodies from video sequences (1998) (38)
- From sentence to emotion: a real-time three-dimensional graphics metaphor of emotions extracted from text (2010) (38)
- Emotional face expression profiles supported by virtual human ontology (2006) (38)
- AR in Hand: Egocentric Palm Pose Tracking and Gesture Recognition for Augmented Reality Applications (2015) (38)
- Unique Character Instances for Crowds (2009) (37)
- Versatile walk engine (2004) (37)
- Crowd simulation for virtual heritage (2002) (37)
- Creating Realistic Three-Dimensional Human Shape Characters for Computer-Generated Films (1991) (37)
- Star-Vertices: A Compact Representation for Planar Meshes with Adjacency Information (2001) (37)
- ACE: A Platform for the Real Time Simulation of Virtual Human Agents (2000) (37)
- Real-time crowd motion planning (2008) (35)
- A seamless shape for HANIM compliant bodies (1999) (35)
- Semantic Virtual Environments with Adaptive Multimodal Interfaces (2005) (35)
- Integrating Behavioural Animation Techniques (2001) (35)
- LIFEPLUS: Revival of life in ancient Pompeii, Virtual Systems and Multimedia (2002) (35)
- Virtual Humans’ Behaviour: Individuals, Groups, and Crowds (2000) (34)
- Evaluation of a geometry-based knee joint compared to a planar knee joint (2011) (34)
- An interactive tool for the design of human free walking trajectories (1992) (34)
- An artificial life environment for autonomous virtual agents with multi‐sensorial and multi‐perceptive features (2004) (34)
- Real-time Shader Rendering for Crowds in Virtual Heritage (2005) (34)
- Virtual reality as a therapeutic tool in the confines of social anxiety disorder treatment (2006) (34)
- Haptic feedback in mixed-reality environment (2007) (33)
- Two Approaches to Scripting Character Animation (2002) (33)
- A Stable Real-Time AR Framework for Training and Planning in Industrial Environments (2004) (33)
- Non-verbal speech cues as objective measures for negative symptoms in patients with schizophrenia (2019) (32)
- Human-virtual human interaction by upper body gesture understanding (2013) (32)
- Crowdbrush: interactive authoring of real-time crowd scenes (2005) (32)
- Real-Time Scalable Motion Planning for Crowds (2007) (32)
- Mixing virtual and real scenes in the site of ancient Pompeii: Research Articles (2005) (32)
- Emotional Body Expression Parameters In Virtual Human Ontology (2006) (32)
- A Rule-Based Interactive Behavioral Animation System for Humanoids (1999) (32)
- Accurate and Efficient Approximation of Clothoids Using Bézier Curves for Path Planning (2017) (32)
- A Behavioral Model for Real Time Simulation of Virtual Human Crowds (2001) (32)
- Towards Natural Communication in Networked Collaborative Virtual Environments (1996) (32)
- Resolving Ambiguous Hand Pose Predictions by Exploiting Part Correlations (2015) (32)
- A robust approach for the center of mass position control with inverse kinetics (1996) (32)
- A general algorithms for 3-D shape interpolation in a facet-based representation (1989) (31)
- VLNET: A Networked Multimedia 3D Environment with Virtual Humans (1995) (31)
- The mobile animator: interactive character animation in collaborative virtual environments (2004) (31)
- Improving user comfort in haptic virtual environments through gravity compensation (2005) (30)
- An integrated perception for autonomous virtual agents: active and predictive perception (2006) (30)
- YaQ: An Architecture for Real-Time Navigation and Rendering of Varied Crowds (2009) (30)
- Advanced virtual reality technologies for surveillance and security applications (2006) (29)
- The Making of a 3D-Printed, Cable-Driven, Single-Model, Lightweight Humanoid Robotic Hand (2017) (29)
- Mental Vision: A Computer Graphics Teaching Platform (2006) (29)
- Efficient collision detection within deforming spherical sliding contact (2007) (29)
- Proposition of a modular I2C-based wearable architecture (2010) (29)
- Computer Animation for Virtual Humans (1998) (29)
- A case study of a virtual audience in a reconstruction of an ancient Roman odeon in Aphrodisias (2004) (28)
- Construction of animation models out of captured data (2002) (28)
- The Foundations to Build a Virtual Human Society (2001) (28)
- Augmented reality for real and virtual humans (2000) (28)
- User Interface for Fashion Design (1993) (28)
- Conducting a virtual orchestra (2004) (27)
- Virtual Reality in Cognitive Behavioral Therapy : a preliminary study on Social Anxiety Disorder (2002) (27)
- Believable Virtual Characters in Human-Computer Dialogs (2011) (27)
- Emerging Web Graphics Standards and Technologies (2003) (27)
- Use of virtual reality as therapeutic tool for behavioural exposure in the ambit of social anxiety disorder treatment (2006) (27)
- Leveraging prior ratings for recommender systems in e-commerce (2014) (26)
- An Affective Model of Action Selection for Virtual Humans (2005) (26)
- Virtual human life simulation and database: why and how (1999) (26)
- An animation interface designed for motion capture (1997) (26)
- Tools for populating cultural heritage environments with interactive virtual humans, open digital cultural heritage systems (2008) (26)
- Virtual worlds and multimedia (1993) (26)
- Three-dimensional garment design and animation: a new design tool for the garment industry (1992) (26)
- Musculoskeletal Simulation Model Generation from MRI Data Sets and Motion Capture Data (2009) (26)
- Controlling Virtual Humans Using PDAs (2003) (25)
- Real-time virtual humans in AR sites (2004) (25)
- One Step Towards Virtual Human Management for Urban Environment Simulation (1998) (25)
- Level of Autonomy for Virtual Human Agents (1999) (25)
- Multi-Finger Haptic Rendering of Deformable Objects (2004) (25)
- Reviving the Roman Odeon of Aphrodisias: Dynamic Animation and Variety Control of Crowds in Virtual Heritage (2005) (25)
- Penetration depth method—novel real‐time strategy for evaluating femoroacetabular impingement (2010) (25)
- Virtual Humanoids: Let Them be Autonomous without Losing Control (2000) (25)
- Crowd and group animation (2005) (24)
- Fast Human Body Deformations for Animation and VR Applications (1994) (24)
- Three-Dimensional Computer Animation: More an Evolution Than a Motion Problem (1985) (24)
- Real-time animation and motion capture in Web human director (WHD) (2000) (24)
- Non-verbal speech analysis of interviews with schizophrenic patients (2016) (24)
- Two-handed Haptic Manipulation for CAD and VR Applications (2010) (23)
- Virtual sensors: a key tool for the artificial life of virtual actors (1995) (23)
- Towards virtual humans in medicine: a prospective view. (1994) (23)
- PM₂.₅ Monitoring: Use Information Abundance Measurement and Wide and Deep Learning (2021) (23)
- Improved third-person perspective: a solution reducing occlusion of the 3PP? (2008) (23)
- Vibro-Tactile Interface for Enhancing Piloting Abilities During Long Term Flight (2006) (23)
- Stable real-time interaction between virtual humans and real scenes (2003) (23)
- MHaptic : a Haptic Manipulation Library for Generic Virtual Environments (2007) (23)
- An Indexed Bibliography on Computer Animation (1985) (23)
- Telerehabilitation: controlling haptic virtual environments through handheld interfaces (2004) (22)
- Pro-actively Interactive Evolution for Computer Animation (1999) (22)
- From synthesis to analysis: fitting human animation models to image data (1999) (22)
- Fast collision detection methods for joint surfaces. (2009) (22)
- Interactive Scenario Immersion: Health Emergency Decision Training in JUST Project (2002) (22)
- Interaction Between Real and Virtual Humans: Playing Checkers (2000) (22)
- Animation Control with Dynamics (1989) (22)
- An immersive multi-agent system for interactive applications (2013) (22)
- Immersive vehicle simulators for prototyping, training and ergonomics (2003) (22)
- An architecture to guide crowds using a rule-based behavior system (1999) (22)
- Autonomous Virtual Agents Learning a Cognitive Model and Evolving (2005) (21)
- Virtual Humans for Representing Participants in Immersive Virtual Environments (1995) (21)
- A dead-reckoning technique for streaming virtual human animation (1999) (21)
- Consistent Grasping Interactions with Virtual Actors Based on the Multi-sensor Hand Model (1995) (21)
- Context Aware Human-Robot and Human-Agent Interaction (2015) (21)
- Within-crowd immersive evaluation of collision avoidance behaviors (2012) (21)
- Design and implementation of abstract graphical data types (1979) (21)
- Towards Autonomous, Perceptive, and Intelligent Virtual Actors (1999) (21)
- Interactive low‐dimensional human motion synthesis by combining motion models and PIK (2007) (21)
- Guiding and Interacting with Virtual Crowds (1999) (21)
- A graphical pascal extension based on graphical types (1981) (20)
- CYBEREMOTIONS - Collective Emotions in Cyberspace (2011) (20)
- Sharing Attractions on the Net with VPark (2001) (20)
- Asymmetrical Facial Expressions based on an Advanced Interpretation of Two-dimensional Russells Emotional Model (2010) (20)
- A configuration space approach for efficient animation of human figures (1997) (20)
- Participant, User-Guided and Autonomous Actors in the Virtual Life Network VLNET (1995) (20)
- Behavioural animation of virtual humans: what kind of laws and rules ? (2002) (20)
- Interactive low-dimensional human motion synthesis by combining motion models and PIK (2007) (20)
- Towards real time virtual human life simulations (2001) (20)
- Crowd Simulation, Second Edition (2013) (20)
- Lowering the cost of virtual human rendering with structured animated impostors (1999) (19)
- Real-time interactions with virtual agents driven by human action identification (1997) (19)
- Modelling Facial Communication Between an Animator and a Synthetic Actor in Real Time (1993) (19)
- Mediators: Virtual Interfaces with Haptic Feedback (2004) (19)
- From Individual Human Agents to Crowds (2000) (19)
- Tournament selection for browsing temporal signals (2000) (19)
- Evaluation of Gaze Tracking Technology for Social Interaction in Virtual Environments (2004) (19)
- Programming behaviors with local perception and smart objects: an approach to solve autonomous agents tasks (2001) (18)
- Interaction between real and virtual humans in augmented reality (1997) (18)
- Challenges for the Research in Virtual Humans (2000) (18)
- Learnable behavioural model for autonomous virtual agents: low-level learning (2006) (18)
- Creating and Animating the Virtual World (1992) (18)
- Hough Forest With Optimized Leaves for Global Hand Pose Estimation With Arbitrary Postures (2019) (18)
- Behavioural Animation of Autonomous Virtual Agents Helped by Reinforcement Learning (2003) (18)
- Complex models for visualizing synthetic actors (1991) (18)
- Deformable Surfaces using Physically Based Particle Systems (1995) (18)
- Virtual input devices based on motion capture and collision detection (1999) (18)
- Human free-walking model for a real-time interactive design of gaits (1990) (18)
- An Event-Based Architecture to Manage Virtual Human Non-Verbal Communication in 3D Chatting Environment (2012) (17)
- An architecture for immersive evaluation of complex human tasks (1999) (17)
- Full-Body Avatar Control with Environment Awareness (2009) (17)
- Automatic derivation of curved human walking trajectories from synthetic vision (1994) (17)
- Animation based on the interaction of L-systems with vector force fields (1992) (17)
- Virtual Life Network: A Body-Centered Networked Virtual Environment (1997) (17)
- GPGPU computation and visualization of three-dimensional cellular automata (2010) (17)
- A Virtual Reality System for the Training of Volunteers Involved in Health Emergency Situations (2003) (17)
- Motion Control: From Keyframe to Task-Level Animation (1989) (17)
- The Evolution of a 3D System for Simulating Deformable Clothes on Virtual Actors (1998) (17)
- 3D interactive free form deformations for facial expressions (1993) (16)
- Magic wand and the Enigma of the Sphinx (2004) (16)
- Construction and Animation of a Synthetic Actress (1988) (16)
- Simulation of individual spontaneous reactive behavior (2008) (16)
- Introduction: Creating Artificial Life in Virtual Reality (1994) (16)
- Computer-Generated Images (1985) (16)
- A Fast Method for Finding Range of Motion in the Human Joints (2007) (16)
- Motion Control in Animation, Simulation and Visualization * (1989) (16)
- Learning a Unified Blind Image Quality Metric via On-Line and Off-Line Big Training Instances (2020) (16)
- Action Semantics in Smart Objects (2005) (16)
- Individualized reaction movements for virtual humans (2006) (16)
- Sculpting With the “ Ball & Mouse ” Metaphor (1998) (16)
- Unique Instances for Crowds (2008) (16)
- Towards Configurable Motion Capture with Prioritized Inverse Kinematics (2004) (16)
- Special Cinematographic Effects with Virtual Movie Cameras (1986) (15)
- Anthropomorphism of Artificial Agents: A Comparative Survey of Expressive Design and Motion of Virtual Characters and Social Robots (2012) (15)
- Bridging Geometry and Semantics for Object Manipulation and Grasping (2005) (15)
- Robust tracking and segmentation of human motion in an image sequence (2003) (15)
- Consistent Grasping in Virtual Environments based on the Interactive Grasping Automata (1995) (15)
- Increasing the feeling of social presence by incorporating realistic interactions in multi-party VR (2018) (15)
- Subactor Data Types as Hierarchical Procedural Models for Computer Animation (1985) (15)
- Motor functions in the VLNET body-centered networked virtual environment (1996) (15)
- Artificial Intelligence in Three‐Dimensional Computer Animation (1986) (15)
- Position control of the center of mass for articulated figures in multiple support (1995) (14)
- Evaluation and visualization of stress and strain on soft biological tissues in contact (2004) (14)
- An NVC Emotional Model for Conversational Virtual Humans in a 3D Chatting Environment (2012) (14)
- Mediators: virtual haptic interfaces for tele-operated robots (2004) (14)
- Integrating Age Attributes to Virtual Human Locomotion (2003) (14)
- Wearable mixed reality system In less than 1 pound (2006) (14)
- The virtual human as a multimodal interface (2000) (14)
- Animating virtual actors in real environments (1997) (14)
- MotionLab: A Matlab Toolbox for Extracting and Processing Experimental Motion Capture Data for Neuromuscular Simulations (2009) (14)
- Groups and crowd simulation (2005) (14)
- Controlling and Efficient coding of MPEG-4 Compliant Avatars (1999) (14)
- Accurate on-line avatar control with collision anticipation (2007) (14)
- Natural activation for gesture recognition systems (2011) (13)
- Chloe@University: an indoor, mobile mixed reality guidance system (2007) (13)
- Communicating with Virtual Worlds (1993) (13)
- Modeling of contact deformations between a synthetic human and its environment (1991) (13)
- The Use of Finite Element Theory for Simulating Object and Human Body Deformations and Contacts (1989) (13)
- Versatile Tuning of Humanoid Agent Activity (2000) (13)
- Emotional face expression profiles supported by virtual human ontology: Research Articles (2006) (13)
- A versatile navigation interface for virtual humans in collaborative virtual environments (1997) (13)
- Efficient Muscle Shape Deformation (2000) (13)
- An evaluation of spatial presence, social presence, and interactions with various 3D displays (2016) (13)
- Human Modeling and Animation (1990) (13)
- On scaling strategies for the full-body postural control of virtual mannequins (2009) (13)
- A MPEG-4 virtual human animation engine for interactive web based applications (2002) (13)
- A User Study of a Humanoid Robot as a Social Mediator for Two-Person Conversations (2020) (13)
- An adaptive spatial sub-division of the object space for fast collision of ani-mated rigid bodies (1995) (13)
- Virtual hand interactions with 3D world (1997) (13)
- An action selection process to simulate the human behavior in virtual humans with real personality (2011) (13)
- Robotics methods for task-level and behavioral animation (1990) (13)
- Eye contact as trigger for modification of virtual character behavior (2008) (13)
- Virtual Reality in Cognitive Behavioral Therapy : a Study on Social Anxiety Disorder (2002) (12)
- The complexity of testing a motivational model of action selection for virtual humans (2004) (12)
- Research issues in the foundations of visualization (1994) (12)
- An Indexed Bibliography on Image Synthesis (1987) (12)
- Reflex Movements for a Virtual Human: A Biology Inspired Approach (2004) (12)
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