All Stories

  1. From Far and Near: Perceptual Evaluation of Crowd Representations Across Levels of Detail
  2. Understanding the Impact of Visual and Kinematic Information on the Perception of Physicality Errors
  3. State of the Art in Telepresence (Part 1)
  4. Eye on the Ball: The effect of visual cue on virtual throwing
  5. FauxThrow: Exploring the Effects of Incorrect Point of Release in Throwing Motions
  6. State of the art in telepresence
  7. State of the art in telepresence
  8. Real-time labeling of non-rigid motion capture marker sets
  9. Mimebot—Investigating the Expressibility of Non-Verbal Communication Across Agent Embodiments
  10. Trending Paths: A New Semantic-Level Metric for Comparing Simulated and Real Crowd Data
  11. Judging crowds’ size by ear and by eye in virtual reality
  12. FrankenFolk
  13. Multisensory aversive stimuli differentially modulate negative feelings in near and far space
  14. Walk the talk: coordinating gesture with locomotion for conversational characters
  15. Familiar environments enhance object and spatial memory in both younger and older adults
  16. Strutting Hero, Sneaking Villain
  17. The Perception of Lighting Inconsistencies in Composite Outdoor Scenes
  18. Auditory-visual virtual environment for the treatment of fear of crowds
  19. Generating and ranking diverse multi-character interactions
  20. Perceptual evaluation of cardboarding in 3D content visualization
  21. Perceptual Evaluation of Motion Editing for Realistic Throwing Animations
  22. Evaluating the distinctiveness and attractiveness of human motions on realistic virtual bodies
  23. Effects of ageing and sound on perceived timing of human interactions
  24. Perception and prediction of social intentions from human body motion
  25. Push it real
  26. Evaluating observers' sensitivity to errors in human and physical throws
  27. Crowd Light: Evaluating the Perceived Fidelity of Illuminated Dynamic Scenes
  28. Perceptually plausible formations for virtual conversers
  29. Sleight of hand
  30. Insitu
  31. Insitu
  32. CG&A—Past and Future Themes
  33. Metropolis: Multisensory Simulation of a Populated City
  34. Perceiving human motion variety
  35. Perception of simplification artifacts for animated characters
  36. Perceptual effects of scene context and viewpoint for virtual pedestrian crowds
  37. Perceptual evaluation of footskate cleanup
  38. Symmetry hybrids
  39. Simulating believable crowd and group behaviors
  40. Perceptual evaluation of human animation timewarping
  41. Seeing is believing
  42. The saliency of anomalies in animated human characters
  43. A genetic-fuzzy system for optimising agent steering
  44. Movements and voices affect perceived sex of virtual conversers
  45. Perceptually validated global/local deformations
  46. The perception of finger motions
  47. SCA 2006 Symposium
  48. Perceiving emotion in crowds: the role of dynamic body postures on the perception of emotion in crowded scenes
  49. Handling occluders in transitions from panoramic images
  50. Guest editorial
  51. Animating Quadrupeds: Methods and Applications
  52. Talking bodies
  53. Realistic human body movement for emotional expressiveness
  54. Investigating the role of body shape on the perception of emotion
  55. Effect of scenario on perceptual sensitivity to errors in animation
  56. Eye-catching crowds
  57. Guest Editors' Introduction: Virtual Populace
  58. A perceptual approach to trimming and tuning unstructured lumigraphs
  59. Automatic linearization of nonlinear skinning
  60. CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds
  61. Evaluating the effect of motion and body shape on the perceived sex of virtual characters
  62. Human perception of quadruped motion
  63. Towards the Big Picture: Enriching 3D Models with Information Visualisation and Vice Versa
  64. Variety Is the Spice of (Virtual) Life
  65. Geometric skinning with approximate dual quaternion blending
  66. Clone attack! Perception of crowd variety
  67. Evaluating the emotional content of human motions on real and virtual characters
  68. Effect of scenario on perceptual sensitivity to errors in animation
  69. Eye-tracking dynamic scenes with humans and animals
  70. Perceptual evaluation of cartoon physics
  71. Perceptual evaluation of position and orientation context rules for pedestrian formations
  72. Polypostors
  73. A perceptual approach to trimming unstructured lumigraphs
  74. Virtual shapers & movers
  75. Skinning arbitrary deformations
  76. Approximate collision response using closest feature maps
  77. Interruptible collision detection for deformable objects
  78. A scalable and reconfigurable shared-memory graphics architecture
  79. Efficient collision detection for spherical blend skinning
  80. Perceptual Evaluation of Impostor Representations for Virtual Humans and Buildings
  81. Collisions and Attention
  82. Predicting and Evaluating Saliency for Simplified Polygonal Models
  83. A framework for comparing task performance in real and virtual scenes
  84. Real-time interactive volumetric animation of the heart's electrical cycle from automatically synchronized ECG
  85. Adaptive medial-axis approximation for sphere-tree construction
  86. Evaluating the visual fidelity of physically based animations
  87. Evaluating the visual fidelity of physically based animations
  88. Attention-driven eye gaze and blinking for virtual humans
  89. Distributed mobile multi-user urban simulation
  90. Eye-Movements and Interactive Graphics
  91. Levels of Detail for Crowds and Groups
  92. Synthetic Vision and Memory for Autonomous Virtual Humans
  93. Collisions and perception
  94. Bottom-up visual attention for virtual human animation