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Nick Sohre

dblp:188/1270 · also Nicholas Sohre · DBLP profile ↗
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6ranked-venue papers
3as first author
0since 2021 · last 2020
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-authorArtificial intelligence and machine learning · 3 · 3 first-authorHuman-computer interaction and ubiquitous computing · 1

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
4 papers
Computer animation and physical simulation · 64% Virtual and augmented reality · 20% Multimedia analysis and retrieval · 17%
Human-computer interaction and pervasive computing
1 paper
Human-robot interaction · 50% Immersive interaction · 50%
Artificial intelligence
2 papers
Motion planning and robot control · 70% Generative modeling · 30%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
crowd simulation
0.622018
Crowd space: a predictive crowd analysis technique · ACM Trans. Graph. 2018
Implicit crowds: optimization integrator for robust crowd simulation · ACM Trans. Graph. 2017
Virtual and augmented reality
immersive interaction
0.412019
An Augmented Reality Motion Planning Interface for Robotics · VR 2019
Immersive interaction › augmented reality interaction
augmented reality interface
0.412019
An Augmented Reality Motion Planning Interface for Robotics · VR 2019
Human-robot interaction › human-robot interface
robot control interface
0.412019
An Augmented Reality Motion Planning Interface for Robotics · VR 2019
Multimedia analysis and retrieval › video surveillance
crowd analysis
0.312018
Crowd space: a predictive crowd analysis technique · ACM Trans. Graph. 2018
Computer animation and physical simulation
facial animation
0.312018
PVL: A Framework for Navigating the Precision-Variety Trade-Off in Automated Animation of Smiles · AAAI 2018
Computer animation and physical simulation › time integration
implicit time integration
0.312017
Implicit crowds: optimization integrator for robust crowd simulation · ACM Trans. Graph. 2017
Robotics › Motion planning and robot control
motion planning
0.112019
An Augmented Reality Motion Planning Interface for Robotics · VR 2019
Robotics › Motion planning and robot control
path planning
0.112019
An Augmented Reality Motion Planning Interface for Robotics · VR 2019

Methods — techniques the papers use, named apart from their topics

demonstration · 1.1augmented reality · 1.1precision-variety trade-off · 0.7automated animation · 0.7trajectory data analysis · 0.3manifold learning · 0.3optimization-based integration · 0.3energy-based formulation · 0.3
YearPublicationVenuePosition
2020 SPNets: Human-like Navigation Behaviors with Uncertain Goals
abstract
Most path planning techniques use exact, global information of the environment to make optimal or near-optimal plans. In contrast, humans navigate using only local information, which they must augment with their understanding of typical building layouts to guess what lies ahead, while integrating what they have seen already to form mental representations of building structure. Here, we propose Scene Planning Networks (SPNets), a neural network based approach for formulating the long-range navigation problem as a series of local decisions similar to what humans face when navigating. Agents navigating using SPNets build additive neural representations of previous observations to understand local obstacle structure, and use a network-based planning approach to plan the next steps towards a fuzzy goal region. Our approach reproduces several important aspects of human behavior that are not captured by either full global planning or simple local heuristics.
Nick Sohre, Stephen J. Guy
MIG1
2019 An Augmented Reality Motion Planning Interface for Robotics
abstract
With recent advances in hardware technology, autonomous robots are increasingly present in research activities outside of robotics, performing a multitude of tasks such as image capture and sample collection. However, user interfaces for task-oriented robots have not kept pace with hardware breakthroughs. Current planning and control interfaces for robots are not intuitive and often place a large cognitive burden on those who are not highly trained in their use. Augmented reality (AR) has also seen major advances in recent years. This demonstration illustrates an initial system design for an AR user interface for path planning with robotics.
Courtney Hutton, Nick Sohre, Bobby Davis, Stephen J. Guy, Evan A. Suma
VR2
2018 PVL: A Framework for Navigating the Precision-Variety Trade-Off in Automated Animation of Smiles
Nick Sohre, Moses Adeagbo, Nathaniel Helwig, Sofia Lyford-Pike, Stephen J. Guy
AAAI1
2018 Crowd space: a predictive crowd analysis technique
abstract
Over the last two decades there has been a proliferation of methods for simulating crowds of humans. As the number of different methods and their complexity increases, it becomes increasingly unrealistic to expect researchers and users to keep up with all the possible options and trade-offs. We therefore see the need for tools that can facilitate both domain experts and non-expert users of crowd simulation in making high-level decisions about the best simulation methods to use in different scenarios. In this paper, we leverage trajectory data from human crowds and machine learning techniques to learn a manifold which captures representative local navigation scenarios that humans encounter in real life. We show the applicability of this manifold in crowd research, including analyzing trends in simulation accuracy, and creating automated systems to assist in choosing an appropriate simulation method for a given scenario.
Ioannis Karamouzas, Nick Sohre, Stephen J. Guy
ACM Trans. Graph.2
2017 Implicit crowds: optimization integrator for robust crowd simulation
abstract
Large multi-agent systems such as crowds involve inter-agent interactions that are typically anticipatory in nature, depending strongly on both the positions and the velocities of agents. We show how the nonlinear, anticipatory forces seen in multi-agent systems can be made compatible with recent work on energy-based formulations in physics-based animation, and propose a simple and effective optimization-based integration scheme for implicit integration of such systems. We apply this approach to crowd simulation by using a state-of-the-art model derived from a recent analysis of human crowd data, and adapting it to our framework. Our approach provides, for the first time, guaranteed collision-free motion while simultaneously maintaining high-quality collective behavior in a way that is insensitive to simulation parameters such as time step size and crowd density. These benefits are demonstrated through simulation results on various challenging scenarios and validation against real-world crowd data.
Ioannis Karamouzas, Nick Sohre, Rahul Narain, Stephen J. Guy
ACM Trans. Graph.2
2016 A data-driven method for variation in animated smiles: extended abstract
abstract
Animated digital characters play an important role in virtual experiences. In this work, we utilize data from a large scale user study as training data for a generative model for producing a variety of animated smiles. Our method involves a four stage process that samples a variety of facial expressions, and annotates them with perceived happiness from the user study. The expressions are then transformed into a standardized space and used by a non-parametric classifier to predict happiness of new smiles.
Nick Sohre, Stephen J. Guy
MIG1