Nov. 16 (Mon.) | Nov. 17 (Tue.) | Nov. 18 (Wed.) | |
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8:30-9:00 | Registration | Keynote Talk #3 |
Keynote Talk #4 |
9:00-9:30 | Opening | ||
9:30-10:00 | Keynote Talk #1 |
Session #4 |
Session #7 |
10:00-10:30 | |||
10:30-11:00 | break | break | break |
11:00-12:00 | Session #1 |
Session #5 |
Session #8 |
12:00-12:30 | |||
12:30-14:00 | LUNCH | LUNCH | Closing remarks |
14:00-15:00 | Keynote Talk #2 |
Session #6 |
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15:00-16:00 | Session #2 |
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16:00-16:30 | break | ||
16:30-17:00 | break | Game panel |
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17:00-18:00 | Session #3 |
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18:00-18:30 | |||
18:30– | “Wine and Cheese” Poster session |
Social event |
Program
9:30-10:30 – Keynote Talk #1
Speaker: Jean-Paul Laumont (LAAS CNRS FRANCE)
Title: The Yoyo-Man
11:00-12:30 – Session #1: Character animation and motion-capture
Chair: –
Reduced Marker Layouts for Optical Motion Capture of Hands
Adaptation Procedure for HMM-Based Sensor-Dependent Gesture Recognition
Segmenting Motion Capture Data Using a Qualitative Analysis
Optimal Marker Set for Motion Capture of Facial Dynamical Expressions
Deep Signatures for Indexing and Retrieval in Large Motion Databases
14:00-15:00 – Keynote Talk #2
15:00-16:30 – Session #2: Character animation
Chair: –
Eye Movement Synthesis with 1/f Pink Noise
Avatar Reshaping and Automatic Rigging Using a Deformable Model
Motion Control via Muscle Synergies: Application to Throwing
A Closed-Form Solution for Human Finger Positioning
17:00-18:30 – Session #3: Crowds
Chair: –
DAVIS: Density-Adaptive Synthetic-Vision Based Steering for Virtual Crowds
An Analysis of Manoeuvring in Dense Crowds
Evaluating and Optimizing Level of Service for Crowd Evacuations
ACCLMesh: Curvature-Based Navigation Mesh Generation
18:30- – The “Wine & Cheese” poster session
Chair: –
A Generic Multi-Level Framework for Agent Navigation
Virtual worlds’ influences on our mental balance and physical health: a survey with philosophical approaches
Autonomous Positioning of Avatars at a Guided Virtual Educational Trip
Statistical Framework for Animation synthesis of Laughter
Gaze Shifts and Navigation in Virtual Environments: Towards a Prediction Model
A Model to Compute People Disturbance in Crowds
Simulated Postural Sway for the Improvement of Depth Perception in Pre-Generated Virtual Reality Panoramas
Recognizing Emotional Expressiveness in Raw 3D Body Motion Data
Study of Nine People in a Hallway
Dynamic Hierarchical Search on the GPU
Improving crowd behaviour for emergency simulation using game-captured data
A New and Simple Method for Balance Quantification
Autonomous gaze animation for socially interactive virtual characters during multiparty interactions
Immersive scale-one movement analysis in the CAVE
Towards Free Stepping Behavior Characterization
Heirarchical Pathfinding for Navigation Meshes (HNA*)
8:30-9:30 – Keynote Talk #3
9:30-10:45 – Session #4: Planning
Chair: –
Automated Interactive Narrative Synthesis using Dramatic Theory
RT-RRT*: A Real-Time Path Planning Algorithm Based On RRT*
Multi-Modal Data-Driven Motion Planning and Synthesis
11:15-12:30 – Session #5: Simulation
Chair: –
Interactive Arbitrarily Detailed Cutting of Thin Sheets
Pattern-Guided Simulations of Immersed Rigid Bodies
Interactive procedural simulation of paper tearing with sound
Camera-on-rails: Automated Computation of Constrained Camera Paths
14:00-16:00 – Session #6: Taking control
Chair: –
The Sea Is Your Mirror
Crowd Art: Density and Flow Based Crowd Motion Design
Real-time gait control for partially immersed bipeds
Robust Balance Shift Control with Posture Optimization
Carpet Unrolling Descriptors for Character Control On Uneven Terrain
16:30-18:30 – Game Panel
Title: Games meet Academia
8:30-9:30 – Keynote Talk #4
9:30-10:15 – Session #7: Collisions
Chair: –
Clustering and Collision Detection for Clustered Shape Matching
Fast Contact Determination for Intersecting Deformable Solids
Collision Detection for Articulated Deformable Characters
11:00-12:30 – Session #8: Realism, aesthetics, visualization and registration
Chair: –
Animation Realism Affects Perceived Character Appeal of a Self-Virtual Face
Fin Textures for Real-Time Painterly Aesthetics
HeapCraft: Interactive Data Exploration and Visualization Tools for Understanding and Influencing Player Behavior in Minecraft
Automatic and Adaptable Registration of Live RGBD Video Streams