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Rafael Blanco

dblp:07/11223 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2022
—ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Visualization and visual analytics · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computational social science and digital humanities · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics › information visualization › metadata visualization
data quality visualization
0.612022
Do You Believe Your (Social Media) Data? A Personal Story on Location Data Biases, Errors, and Plausibility as Well as Their Visualization · IEEE Trans. Vis. Comput. Graph. 2022
Computational social science and digital humanities
social media analysis
0.212022
Do You Believe Your (Social Media) Data? A Personal Story on Location Data Biases, Errors, and Plausibility as Well as Their Visualization · IEEE Trans. Vis. Comput. Graph. 2022
YearPublicationVenuePosition
2022 Authoring Virtual Crowds: A Survey
abstract
Abstract Recent advancements in crowd simulation unravel a wide range of functionalities for virtual agents, delivering highly‐realistic, natural virtual crowds. Such systems are of particular importance to a variety of applications in fields such as: entertainment (e.g., movies, computer games); architectural and urban planning; and simulations for sports and training. However, providing their capabilities to untrained users necessitates the development of authoring frameworks. Authoring virtual crowds is a complex and multi‐level task, varying from assuming control and assisting users to realise their creative intents, to delivering intuitive and easy to use interfaces, facilitating such control. In this paper, we present a categorisation of the authorable crowd simulation components, ranging from high‐level behaviours and path‐planning to local movements, as well as animation and visualisation. We provide a review of the most relevant methods in each area, emphasising the amount and nature of influence that the users have over the final result. Moreover, we discuss the currently available authoring tools (e.g., graphical user interfaces, drag‐and‐drop), identifying the trends of early and recent work. Finally, we suggest promising directions for future research that mainly stem from the rise of learning‐based methods, and the need for a unified authoring framework.
Marilena Lemonari, Rafael Blanco, Panayiotis Charalambous, Nuria Pelechano, Marios N. Avraamides, Julien Pettré, Yiorgos Chrysanthou
Comput. Graph. Forum2
2022 Do You Believe Your (Social Media) Data? A Personal Story on Location Data Biases, Errors, and Plausibility as Well as Their Visualization
Tobias Isenberg 0001, Zujany Salazar, Rafael Blanco, Catherine Plaisant
IEEE Trans. Vis. Comput. Graph.3