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 Yiorgos L Chrysanthou

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Average citations per article8.81
Citation Count423
Publication count48
Publication years1995-2017
Available for download16
Average downloads per article304.81
Downloads (cumulative)4,877
Downloads (12 Months)348
Downloads (6 Weeks)30
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48 results found Export Results: bibtexendnoteacmrefcsv

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1 published by ACM
July 2017 SCA '17: Proceedings of the ACM SIGGRAPH / Eurographics Symposium on Computer Animation
Publisher: ACM
Bibliometrics:
Citation Count: 0
Downloads (6 Weeks): 10,   Downloads (12 Months): 101,   Downloads (Overall): 101

Full text available: PDFPDF
Motion capture technology has enabled the acquisition of high quality human motions for animating digital characters with extremely high fidelity. However, despite all the advances in motion editing and synthesis, it remains an open problem to modify pre-captured motions that are highly expressive, such as contemporary dances, for stylization and ...
Keywords: motion editing, motion synthesis, data-driven motion style transfer, character animation, computer graphics

2
January 2016 Computer Animation and Virtual Worlds: Volume 27 Issue 1, January 2016
Publisher: John Wiley and Sons Ltd.
Bibliometrics:
Citation Count: 2

Forward and Backward Reaching Inverse Kinematics FABRIK is a recent iterative inverse kinematics solver that became very popular because of its simplicity, convergence speed and control performance, especially in models with multiple end effectors. In this paper, we extend and/or adjust FABRIK to be used in problems with leaf joints ...
Keywords: FABRIK, human modelling, inverse kinematics, joint configuration, animation

3
September 2015 Computer Graphics Forum: Volume 34 Issue 6, September 2015
Publisher: The Eurographs Association & John Wiley & Sons, Ltd.
Bibliometrics:
Citation Count: 4

The increasing availability of large motion databases, in addition to advancements in motion synthesis, has made motion indexing and classification essential for better motion composition. However, in order to achieve good connectivity in motion graphs, it is important to understand human behaviour; human movement though is complex and difficult to ...
Keywords: motion analysis, H.3.1 Content Analysis and Indexing: Indexing methods-; I.3.7 Three-Dimensional Graphics and Realism: Animation, behavioural animation, emotion classification, motion capture

4 published by ACM
August 2015 Journal on Computing and Cultural Heritage (JOCCH): Volume 8 Issue 4, August 2015
Publisher: ACM
Bibliometrics:
Citation Count: 3
Downloads (6 Weeks): 9,   Downloads (12 Months): 100,   Downloads (Overall): 325

Full text available: PDFPDF
Motion capture (mocap) technology is an efficient method for digitizing art performances, and is becoming increasingly popular in the preservation and dissemination of dance performances. Although technically the captured data can be of very high quality, dancing allows stylistic variations and improvisations that cannot be easily identified. The majority of ...
Keywords: Folk dances, Laban Movement Analysis, motion capture, motion comparison, motion evaluation

5
December 2014 Computer Graphics Forum: Volume 33 Issue 8, December 2014
Publisher: The Eurographs Association & John Wiley & Sons, Ltd.
Bibliometrics:
Citation Count: 7

We present a data-driven method for the real-time synthesis of believable steering behaviours for virtual crowds. The proposed method interlinks the input examples into a structure we call the perception-action graph PAG which can be used at run-time to efficiently synthesize believable virtual crowds. A virtual character's state is encoded ...
Keywords: 2D Techniques, Behavioral Animation, I.3.7 [Computer Graphics]: Animation I.2.11 [Distributed Artificial Intelligence]: Multiagent systems, Human Simulation

6
October 2014 GCH '14: Proceedings of the Eurographics Workshop on Graphics and Cultural Heritage
Publisher: Eurographics Association
Bibliometrics:
Citation Count: 2

Motion capture techniques are becoming a popular method for digitizing folk dances for preservation and dissemination. Although technically the captured data can be of very high quality, folk dancing, in contrast to choreographed performances, allow for stylistic variations and improvisations that cannot be easily captured by the data themselves. The ...

7
October 2014 Computer Graphics Forum: Volume 33 Issue 7, October 2014
Publisher: The Eurographs Association & John Wiley & Sons, Ltd.
Bibliometrics:
Citation Count: 2

We present a novel approach for analyzing the quality of multi-agent crowd simulation algorithms. Our approach is data-driven, taking as input a set of user-defined metrics and reference training data, either synthetic or from video footage of real crowds. Given a simulation, we formulate the crowd analysis problem as an ...
Keywords: I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Animation, Categories and Subject Descriptors according to ACM CCS

8 published by ACM
November 2013 SA '13: SIGGRAPH Asia 2013 Technical Briefs
Publisher: ACM
Bibliometrics:
Citation Count: 4
Downloads (6 Weeks): 1,   Downloads (12 Months): 17,   Downloads (Overall): 244

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Recently, there has been an increasing use of pre-recorded motion capture data, making motion indexing and classification essential for animating virtual characters and synthesising different actions. In this paper, we use a variety of features that encode characteristics of motion using the Body, Effort, Shape and Space components of Laban ...
Keywords: emotional states, motion capture, Laban movement analysis, motion indexing

9 published by ACM
November 2013 MIG '13: Proceedings of Motion on Games
Publisher: ACM
Bibliometrics:
Citation Count: 7
Downloads (6 Weeks): 6,   Downloads (12 Months): 38,   Downloads (Overall): 305

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Exergames do not have the capacity to detect whether the players are really enjoying the game-play. The games are not intelligent enough to detect significant emotional states and adapt accordingly in order to offer a better user experience for the players. We propose a set of body motion features, based ...
Keywords: Exergames, Emotion recognition, Laban Movement Analysis

10
October 2012 EuroMed'12: Proceedings of the 4th international conference on Progress in Cultural Heritage Preservation
Publisher: Springer-Verlag
Bibliometrics:
Citation Count: 3

In this article an initiative to preserve the Cypriot folk dance heritage is reported. The project aims to create a publicly accessible digital archive of folk dances that does not only include video recordings, commonly used to document dance performances. In addition to rare video material held by local cultural ...
Keywords: motion capture, digitization, educational games, folk dances

11
October 2012 EuroMed'12: Proceedings of the 4th international conference on Progress in Cultural Heritage Preservation
Publisher: Springer-Verlag
Bibliometrics:
Citation Count: 1

This paper presents the first stages of a larger project concerning the study and realization of a 3D interactive environment of everyday life in 19th century Nicosia. The presented study involves the recreation of the built urban environment (i.e. the architecture of the city) based on historic and archival information ...
Keywords: architecture, urban, land registry, 3D reconstruction, built environment, procedural modeling

12
October 2012 International Journal of Gaming and Computer-Mediated Simulations: Volume 4 Issue 4, October 2012
Publisher: IGI Global
Bibliometrics:
Citation Count: 1

The concept and methods of user experience UX are gaining momentum in the game industry. Designers and educational practitioners aim to provide rich and effective user experience through serious educational games. Nevertheless several phenomena that delineate the complex issue of UX in serious gaming remain unexplored. This empirical study sheds ...
Keywords: User Experience, Attractiveness, Game Design, Game-Based Learning, Serious Games

13 published by ACM
December 2011 SA '11: SIGGRAPH Asia 2011 Posters
Publisher: ACM
Bibliometrics:
Citation Count: 1
Downloads (6 Weeks): 0,   Downloads (12 Months): 9,   Downloads (Overall): 143

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Large resolution High Dynamic Range (HDR) textures/images are becoming common in computer graphics applications. However, it is still a prohibitive task to perform on them a filtering step such as tone mapping in real-time. We introduce a novel technique called Selective Tone Mapper (STM) for accelerating the tone mapping step ...
Keywords: HDR video, real-time, selective tone mapper, high dynamic range (HDR)

14
October 2011 Integrated Computer-Aided Engineering: Volume 18 Issue 4, October 2011
Publisher: IOS Press
Bibliometrics:
Citation Count: 5

The visualization system of large-scale crowd simulations should scale up with both the number of visuals views of the virtual world and the number of agents displayed in each visual. Otherwise, we could have large scale crowd simulations where only a small percentage of the population is displayed. Several approaches ...

15
November 2010 MIG'10: Proceedings of the Third international conference on Motion in games
Publisher: Springer-Verlag
Bibliometrics:
Citation Count: 2

Crowd steering algorithms generally use empirically selected stimuli to determine when and how an agent should react. These stimuli consist of information from the environment that potentially influence behavior such as an agent's visual perception, its neighboring agents state and actions, locations of nearby obstacles, etc. The various different approaches, ...

16
November 2010 EuroMed'10: Proceedings of the Third international conference on Digital heritage
Publisher: Springer-Verlag
Bibliometrics:
Citation Count: 3

Museums research new ways to offer positive experience to the visitors and encourage them to return, using modern communication and learning tools. To the effect, technologically advanced interactive ICT systems, are placed in modern-day museums. In this paper we describe and compare six different types of museum exhibits, one traditional ...
Keywords: interaction, video projection, augmented reality, comparative study, multi-touch table, museum

17
November 2009 MIG '09: Proceedings of the 2nd International Workshop on Motion in Games
Publisher: Springer-Verlag
Bibliometrics:
Citation Count: 9

There are various techniques for simulating crowds, however, in most cases the quality of the simulation is measured by examining its "look-and-feel". Even if the aggregate movement of the crowd looks natural from afar, the behaviors of individuals might look odd when examined more closely. In this paper we present ...

18 published by ACM
August 2009 SCA '09: Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Publisher: ACM
Bibliometrics:
Citation Count: 18
Downloads (6 Weeks): 0,   Downloads (12 Months): 11,   Downloads (Overall): 396

Full text available: PDFPDF
In this paper we present a data-driven approach for fitting behaviors to simulated pedestrian crowds. Our method annotates agent trajectories, generated by any crowd simulator, with action-tags. The aggregate effect of animating the agents according to the tagged trajectories enhances the impression that the agents are interacting with one another ...

19
November 2008 Motion in Games: First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008. Revised Papers
Publisher: Springer-Verlag
Bibliometrics:
Citation Count: 2

Realistic simulation of virtual characters is essential in many applications and particularly in computer games. Having a realistic simulation of an agent is a complex matter since there are many different ways in which the real equivalent would have responded in real life. In addition a human viewer is very ...

20
July 2008 VIS '08: Proceedings of the 2008 International Conference Visualisation
Publisher: IEEE Computer Society
Bibliometrics:
Citation Count: 0

This paper describes a face-muscle model system capable ofemoting avatars in a variety of applications. The presented model produces dynamically changing facial expressions on computer generated faces, using mathematically modeled muscle deformations. The muscle model used to distort sets of vertices in a 3D space, is independent of the geometric ...
Keywords: Visualization Tools, Facial Animation, Muscle-Models, Synthetic Facial Expressions



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