Program

Nov. 16 (Mon.) Nov. 17 (Tue.) Nov. 18 (Wed.)
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
15:00-16:00 Session #2
16:00-16:30 break
16:30-17:00 break Game panel
17:00-18:00 Session #3
18:00-18:30
18:30–
9:30-10:30 – Keynote Talk #1
Humans are not walking, they are rolling! The objective of the talk is to give sense to this obscure statement. Indeed, the wheel may be a plausible model of bipedal walking. We report on preliminary results developed along three perspectives combining biomechanics, neurophysiology and robotics. From a motion capture data basis of human walkers we first identify the center of mass (CoM) as a geometric center from which the motions of the feet are organized. Then we show how rimless wheels that model most passive walkers are better controlled when equipped with a stabilized mass on top of them. CoM and head play complementary roles that define what we call the Yoyo-Man.
11:00-12:30 – Session #1: Character animation and motion-capture
Chair: –
Reduced Marker Layouts for Optical Motion Capture of Hands
Matthias Schröder, Jonathan Maycock and Mario Botsch
Adaptation Procedure for HMM-Based Sensor-Dependent Gesture Recognition
Sohaib Laraba, Joëlle Tilmanne and Thierry Dutoit
Segmenting Motion Capture Data Using a Qualitative Analysis
Durell Bouchard and Norman Badler
Optimal Marker Set for Motion Capture of Facial Dynamical Expressions
Clément Reverdy, Sylvie Gibet and Caroline Larboulette
Deep Signatures for Indexing and Retrieval in Large Motion Databases
Yingying Wang and Michael Neff

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14:00-15:00 – Keynote Talk #2
“Art challenges technology, and technology inspires the art.” These are the words John Lasseter used to describe his experience as an artist working with the technology leaders at Pixar three decades ago to pioneer what we know today as computer-generated animation. At the heart of this statement lies the idea that technology and art, when joined together, hold a unique and promising potential to amplify creativity. This very concept forms the central vision of the Animation and Games group at Disney Research Zurich. In this keynote talk, I will share our experiences as researchers working with Disney artists on technology to amplify creativity, including several tough challenges that art has given us, as well as a few successes in which we could inspire the art. Attendees can expect examples of recent research advances in animation, simulation, stylization, and, in Disney style, a little bit of singing.
15:00-16:30 – Session #2: Character animation
Chair: –
Eye Movement Synthesis with 1/f Pink Noise
Andrew Duchowski, Sophie Joerg, Aubrey Lawson, Takumi Bolte, Lech Swirski and Krzysztof Krejtz
Avatar Reshaping and Automatic Rigging Using a Deformable Model
Andrew Feng, Dan Casas and Ari Shapiro
Motion Control via Muscle Synergies: Application to Throwing
Ana Lucia Cruz Ruiz, Charles Pontonnier, Jonathan Levy and Georges Dumont
A Closed-Form Solution for Human Finger Positioning
Roel Duits, A. Frank van der Stappen and Arjan Egges

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17:00-18:30 – Session #3: Crowds
Chair: –
DAVIS: Density-Adaptive Synthetic-Vision Based Steering for Virtual Crowds
Rowan Hughes, Jan Ondrej and John Dingliana
An Analysis of Manoeuvring in Dense Crowds
Sybren A. Stüvel, Arjan Egges, Frank van der Stappen and Thijs de Goeij
Evaluating and Optimizing Level of Service for Crowd Evacuations
Brandon Haworth, Muhammad Usman, Glen Berseth, Mubbasir Kapadia and Petros Faloutsos
ACCLMesh: Curvature-Based Navigation Mesh Generation
Glen Berseth, Mubbasir Kapadia and Petros Faloutsos

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18:30- – The “Wine & Cheese” poster session
Chair: –
A Generic Multi-Level Framework for Agent Navigation
Wouter van Toll, Norman Jaklin and Roland Geraerts
Virtual worlds’ influences on our mental balance and physical health: a survey with philosophical approaches
Maria Christoforou and Despina Michael
Autonomous Positioning of Avatars at a Guided Virtual Educational Trip
Fons Kuijk
Statistical Framework for Animation synthesis of Laughter
Yu Ding and Catherine Pelachaud
Gaze Shifts and Navigation in Virtual Environments: Towards a Prediction Model
Alessandro Canossa and Jeremy Badler
A Model to Compute People Disturbance in Crowds
Cliceres Mack Dal Bianco, Adriana Braun, Jovani Brasil and Soraia Raupp Musse
Simulated Postural Sway for the Improvement of Depth Perception in Pre-Generated Virtual Reality Panoramas
Matthew Bett
Recognizing Emotional Expressiveness in Raw 3D Body Motion Data
Haris Zacharatos, Christos Gatzoulis, Anargyros Chatzitofis and Yiorgos Chrysanthou
Study of Nine People in a Hallway
Claudio Pedica, Karl Kristinsson and Hannes Högni Vilhjálmsson
Dynamic Hierarchical Search on the GPU
Francisco Garcia, Norman Badler and Mubbasir Kapadia
Improving crowd behaviour for emergency simulation using game-captured data
Marco Castorina and Eike Falk Anderson
A New and Simple Method for Balance Quantification
Venustiano Soancatl
Autonomous gaze animation for socially interactive virtual characters during multiparty interactions
Zerrin Yumak and Arjan Egges
Immersive scale-one movement analysis in the CAVE
Eray Molla, Christian Arevalo and Ronan Boulic
Towards Free Stepping Behavior Characterization
Ronan Boulic, Utku Evci, Eray Molla and Phanindra Pisupati
Heirarchical Pathfinding for Navigation Meshes (HNA*)
Carlos Fuentes and Nuria Pelechano

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8:30-9:30 – Keynote Talk #3
Recent years have seen the emergence of game technology that involves and requires its users to be engaged through their body. In addition, studies in psychology have shown that our body expressions affect our emotional state, our cognitive abilities and our attitude towards the environment around us. This has generated an increased interest in understanding and exploiting this modality to automatically recognize, respond to and regulate users’ affective experience. In the first part of my talk, I will report on our studies aimed at understanding how body expressions and body movement can be used to modulate user experience in games and physical activity in real-life situations such as walking and physical rehabilitation. Then, I’ll discuss how emotional states can be automatically detected from body expressions, including muscle activity and touch behaviour. Examples from games and physical rehabilitation will be presented.
9:30-10:45 – Session #4: Planning
Chair: –
Automated Interactive Narrative Synthesis using Dramatic Theory
Carlos Antonio Dominguez, Yuya Ichimura and Mubbasir Kapadia
RT-RRT*: A Real-Time Path Planning Algorithm Based On RRT*
Kourosh Naderi, Joose Rajamäki and Perttu Hämäläinen
Multi-Modal Data-Driven Motion Planning and Synthesis
Mentar Mahmudi and Marcelo Kallmann

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11:15-12:30 – Session #5: Simulation
Chair: –
Interactive Arbitrarily Detailed Cutting of Thin Sheets
Pierre-Luc Manteaux, Wei-Lun Sun, François Faure, Marie-Paule Cani and James F. O’Brien
Pattern-Guided Simulations of Immersed Rigid Bodies
Haoran Xie and Kazunori Miyata
Interactive procedural simulation of paper tearing with sound
Thibault Lejemble, Amélie Fondevilla, Nicolas Durin, Thibault Blanc-Beyne, Camille Schreck, Pierre-Luc Manteaux, Paul G. Kry and Marie-Paule Cani
Camera-on-rails: Automated Computation of Constrained Camera Paths
Quentin Galvane, Marc Christie, Christophe Lino and Rémi Ronfard

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14:00-16:00 – Session #6: Taking control
Chair: –
The Sea Is Your Mirror
Marc Parenthoën, Fred Murie and Flavien Thery
Crowd Art: Density and Flow Based Crowd Motion Design
Kevin Jordao, Panayiotis Charalambous, Marc Christie, Julien Pettre and Marie-Paule Cani
Real-time gait control for partially immersed bipeds
Samuel Carensac, Nicolas Pronost and Saida Bouakaz
Robust Balance Shift Control with Posture Optimization
Zumra Kavafoglu, Ersan Kavafoglu and Arjan Egges
Carpet Unrolling Descriptors for Character Control On Uneven Terrain
Mark Miller, Daniel Holden, Rami Al-Ashqar, Christophe Dubach, Kenny Mitchell and Taku Komura

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16:30-18:30 – Game Panel
Title: Games meet Academia
This “Games meet Academia” panel aims at stimulating an active debate between practitioners and researchers alike, in an effort to bridge the gap between advanced research and development in computer games, and fundamental research in interactive computer animation.
Participants:
Alex Champandard (AIGameDev)
Xiaomao Wu (Smartisense Gmbh, former Crytek)
Bob Sumner (Disney Research Zurich)
8:30-9:30 – Keynote Talk #4

In this talk, you’ll learn about the fast progress being made in Artificial Intelligence in the games industry, and see how this is impacting challenging problems like animation and movement. What exactly is motion matching and why is it only possible now? How can machine learning help and why are developers ready for new techniques? Alex will explain all this and more in a forward looking presentation.

9:30-10:15 – Session #7: Collisions
Chair: –
Clustering and Collision Detection for Clustered Shape Matching
Ben Jones, April Martin, Josh Levine, Tamar Shinar and Adam Bargteil
Fast Contact Determination for Intersecting Deformable Solids
Oscar Civit-Flores and Antonio Susín
Collision Detection for Articulated Deformable Characters
Nadine Abu Rumman, Marco Schaerf and Dominique Bechmann

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11:00-12:30 – Session #8: Realism, aesthetics, visualization and registration
Chair: –
Animation Realism Affects Perceived Character Appeal of a Self-Virtual Face
Elena Kokkinara and Rachel McDonnell
Fin Textures for Real-Time Painterly Aesthetics
Nicolas Imhof, Antoine Milliez, Flurin Jenal, Rene Bauer, Markus Gross and Robert W. Sumner
HeapCraft: Interactive Data Exploration and Visualization Tools for Understanding and Influencing Player Behavior in Minecraft
Stephan Müller, Barbara Solenthaler, Mubbasir Kapadia, Seth Frey, Severin Klingler, Richard Mann, Robert W. Sumner and Markus Gross
Automatic and Adaptable Registration of Live RGBD Video Streams
Afsaneh Rafighi, Sahand Seifi and Oscar Meruvia-Pastor

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