All Stories

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