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Moshe Mahler

dblp:36/8321 · DBLP profile ↗
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14ranked-venue papers
1as first author
2since 2021 · last 2026
0009-0001-4004-3158ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 1 since 2021Human-computer interaction and ubiquitous computing · 5 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 2

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
6 papers
Computer animation and physical simulation · 88% Visual content generation and editing · 6% Visualization and visual analytics · 2%
Human-computer interaction and pervasive computing
3 papers
Collaborative and social computing · 46% Design research and methods · 41% User interface design and tools · 8%
Software engineering, system software, and programming languages
1 paper
Empirical software engineering · 100%

Topics — the 7 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › creative work
creative practice
1.012026
Toolset Action Coding System: A Generalized Method for Tool Measurement · CHI 2026
Computer animation and physical simulation
character animation
0.722023
Contact Edit: Artist Tools for Intuitive Modeling of Hand-Object Interactions · ACM Trans. Graph. 2023
A deep learning approach for generalized speech animation · ACM Trans. Graph. 2017
Computer animation and physical simulation
contact modeling
0.712023
Contact Edit: Artist Tools for Intuitive Modeling of Hand-Object Interactions · ACM Trans. Graph. 2023
Computer animation and physical simulation › facial animation
speech-driven facial animation
0.312017
A deep learning approach for generalized speech animation · ACM Trans. Graph. 2017
Computer animation and physical simulation
cloth simulation
0.212015
A perceptual control space for garment simulation · ACM Trans. Graph. 2015
Interaction techniques and input › spatial interaction
handheld projector interaction
0.112011
SideBySide: ad-hoc multi-user interaction with handheld projectors · UIST 2011
Geometric modeling and processing
shape representation
0.012012
Three-dimensional proxies for hand-drawn characters · ACM Trans. Graph. 2012

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

iterative refinement · 2.0interviews · 2.0field study · 2.0triangulated surface manipulation · 1.3isometry-preserving operations · 1.3sliding window predictor · 0.3deep learning · 0.3device-mounted cameras · 0.2perceptual experiment · 0.2multi-dimensional sub-space regression · 0.2generative model · 0.2data-driven modeling · 0.2physical simulation · 0.1infrared fiducial markers · 0.1
YearPublicationVenuePosition
2026 Toolset Action Coding System: A Generalized Method for Tool Measurement
abstract
The evolution of artist toolsets has created opportunities for new media and industrial growth. As these tools evolve, clear advantages of digital media emerge. Still, many digital toolsets grow further apart from their traditional predecessors, developing highly technical workflows and unfamiliar interfaces. With no standard language or classification system across artist toolsets, the measurement of these various paradigms becomes convoluted. Moreover, it is unclear how augmenting production pipelines affects the practitioner workflow within a professional studio. This paper presents a generalized approach to measuring artist tools through data collection, field studies, interviews, and an iterative refinement process. We define a broad category of creative practice known as the ‘sculptural process’ and introduce a taxonomy for a technical coding system. Our findings indicate an obstruction of artist processes for professionals in digital media, particularly 3D, exposing a significant gap between traditional and digital media. These measurements create a foundation to reinforce artist-driven design in human-computer interaction.
Moshe Mahler, Jodi Forlizzi
CHI1
2023 Contact Edit: Artist Tools for Intuitive Modeling of Hand-Object Interactions
abstract
Posing high-contact interactions is challenging and time-consuming, with hand-object interactions being especially difficult due to the large number of degrees of freedom (DOF) of the hand and the fact that humans are experts at judging hand poses. This paper addresses this challenge by elevating contact areas to first-class primitives. We provide end-to-end art-directable (EAD) tools to model interactions based on contact areas, directly manipulate contact areas, and compute corresponding poses automatically. To make these operations intuitive and fast, we present a novel axis-based contact model that supports real-time approximately isometry-preserving operations on triangulated surfaces, permits movement between surfaces, and is both robust and scalable to large areas. We show that use of our contact model facilitates high quality posing even for unconstrained, high-DOF custom rigs intended for traditional keyframe-based animation pipelines. We additionally evaluate our approach with comparisons to prior art, ablation studies, user studies, qualitative assessments, and extensions to full-body interaction.
Arjun Lakshmipathy, Nicole Feng, Yu Xi Lee, Moshe Mahler, Nancy S. Pollard
ACM Trans. Graph.4
2020 Adult2child: Motion Style Transfer using CycleGANs
abstract
Child characters are commonly seen in leading roles in top-selling video games. Previous studies have shown that child motions are perceptually and stylistically different from those of adults. Creating motion for these characters by motion capturing children is uniquely challenging because of confusion, lack of patience and regulations. Retargeting adult motion, which is much easier to record, onto child skeletons, does not capture the stylistic differences. In this paper, we propose that style translation is an effective way to transform adult motion capture data to the style of child motion. Our method is based on CycleGAN, which allows training on a relatively small number of sequences of child and adult motions that do not even need to be temporally aligned. Our adult2child network converts short sequences of motions called motion words from one domain to the other. The network was trained using a motion capture database collected by our team containing 23 locomotion and exercise motions. We conducted a perception study to evaluate the success of style translation algorithms, including our algorithm and recently presented style translation neural networks. Results show that the translated adult motions are recognized as child motions significantly more often than adult motions.
Yuzhu Dong, Andreas Aristidou, Ariel Shamir, Moshe Mahler, Eakta Jain
MIG4
2018 Story Albums: Creating Fictional Stories From Personal Photograph Sets
abstract
Abstract We present a method for the automatic creation of fictional storybooks based on personal photographs. Unlike previous attempts that summarize such collections by picking salient or diverse photos, or creating personal literal narratives, we focus on the creation of fictional stories. This provides new value to users, as well as an engaging way for people (especially children) to experience their own photographs. We use a graph model to represent an artist‐generated story, where each node is a ‘frame’, akin to frames in comics or storyboards. A node is described by story elements, comprising actors, location, supporting objects and time. The edges in the graph encode connections between these elements and provide the discourse of the story. Based on this construction, we develop a constraint satisfaction algorithm for one‐to‐one assignment of nodes to photographs. Once each node is assigned to a photograph, a visual depiction of the story can be generated in different styles using various templates. We show results of several fictional visual stories created from different personal photo sets and in different styles.
Oz Radiano, Yonatan Graber, Moshe Mahler, Leonid Sigal, Arik Shamir
Comput. Graph. Forum3
2017 A deep learning approach for generalized speech animation
abstract
We introduce a simple and effective deep learning approach to automatically generate natural looking speech animation that synchronizes to input speech. Our approach uses a sliding window predictor that learns arbitrary nonlinear mappings from phoneme label input sequences to mouth movements in a way that accurately captures natural motion and visual coarticulation effects. Our deep learning approach enjoys several attractive properties: it runs in real-time, requires minimal parameter tuning, generalizes well to novel input speech sequences, is easily edited to create stylized and emotional speech, and is compatible with existing animation retargeting approaches. One important focus of our work is to develop an effective approach for speech animation that can be easily integrated into existing production pipelines. We provide a detailed description of our end-to-end approach, including machine learning design decisions. Generalized speech animation results are demonstrated over a wide range of animation clips on a variety of characters and voices, including singing and foreign language input. Our approach can also generate on-demand speech animation in real-time from user speech input.
Sarah L. Taylor, Yisong Yue, Moshe Mahler, James Krahe, Anastasio Garcia Rodriguez, Jessica K. Hodgins, Iain A. Matthews
ACM Trans. Graph.4
2016 Designing Animated Characters for Children of Different Ages
abstract
Animated characters are commonly used in children's television, movies, and applications. Artists seek to create characters that maximally engage their audiences and tailor these characters carefully. In order to examine the relationship between stylistic elements of animated characters and the target ages of their audiences, we performed a series of qualitative and quantitative studies. By using existing media, we determined that characters created for younger children have larger head height, larger eye height, and rounder eyes than those created for older children. However, we found no systematic differences by age when we had children express preferences for existing characters or create their own characters. These results suggest that current artistic trends do not accurately reflect the character design preferences of children.
Elizabeth J. Carter, Moshe Mahler, Maryyann Landlord, Kyna McIntosh, Jessica K. Hodgins
IDC2
2016 Line-Drawing Video Stylization
abstract
Abstract We present a method to automatically convert videos and CG animations to stylized animated line drawings. Using a data‐driven approach, the animated drawings can follow the sketching style of a specific artist. Given an input video, we first extract edges from the video frames and vectorize them to curves. The curves are matched to strokes from an artist's library, while following the artist's stroke distribution and characteristics. The key challenge in this process is to match the large number of curves in the frames over time, despite topological and geometric changes, allowing to maintain temporal coherence in the output animation. We solve this problem using constrained optimization to build correspondences between tracked points and create smooth sheets over time. These sheets are then replaced with strokes from the artist's database to render the final animation. We evaluate our tracking algorithm on various examples and show stylized animation results based on various artists.
N. Ben-Zvi, José Bento 0001, Moshe Mahler, Jessica K. Hodgins, Ariel Shamir
Comput. Graph. Forum3
2015 A perceptual control space for garment simulation
abstract
We present a perceptual control space for simulation of cloth that works with any physical simulator, treating it as a black box. The perceptual control space provides intuitive, art-directable control over the simulation behavior based on a learned mapping from common descriptors for cloth ( e.g. , flowiness, softness) to the parameters of the simulation. To learn the mapping, we perform a series of perceptual experiments in which the simulation parameters are varied and participants assess the values of the common terms of the cloth on a scale. A multi-dimensional sub-space regression is performed on the results to build a perceptual generative model over the simulator parameters. We evaluate the perceptual control space by demonstrating that the generative model does in fact create simulated clothing that is rated by participants as having the expected properties. We also show that this perceptual control space generalizes to garments and motions not in the original experiments.
Leonid Sigal, Moshe Mahler, Spencer Diaz, Kyna McIntosh, Elizabeth J. Carter, Timothy Richards, Jessica K. Hodgins
ACM Trans. Graph.2
2013 Unpleasantness of animated characters corresponds to increased viewer attention to faces
abstract
Animated characters are frequently used in television programs, movies, and video games, but relatively little is known about how their characteristics affect attention and viewer opinions. We used eyetracking and questionnaires to examine the role of visual complexity and animation style on viewing patterns and ratings of video-recorded and animated movie clips. We created videos of an actress performing and describing a series of actions with blocks. Of the videos, one set included regular HD recordings of the actress. The remaining video sets were animated using motion capture data from that actress for three characters: realistic, cartoon, and robot. Increased facial looking time correlated with unpleasantness ratings for individual characters and clips, determining that animation styles have an effect on both viewing patterns and audience members' subjective opinions of characters. In addition, the method described in this paper can expand future research on character animation.
Elizabeth J. Carter, Moshe Mahler, Jessica K. Hodgins
SAP2
2013 HideOut: mobile projector interaction with tangible objects and surfaces
abstract
HideOut is a mobile projector-based system that enables new applications and interaction techniques with tangible objects and surfaces. HideOut uses a device mounted camera to detect hidden markers applied with infrared-absorbing ink. The obtrusive appearance of fiducial markers is avoided and the hidden marker surface doubles as a functional projection surface. We present example applications that demonstrate a wide range of interaction scenarios, including media navigation tools, interactive storytelling applications, and mobile games. We explore the design space enabled by the HideOut system and describe the hidden marker prototyping process. HideOut brings tangible objects to life for interaction with the physical world around us.
Karl D. D. Willis, Takaaki Shiratori, Moshe Mahler
TEI3
2013 Style and abstraction in portrait sketching
abstract
We use a data-driven approach to study both style and abstraction in sketching of a human face. We gather and analyze data from a number of artists as they sketch a human face from a reference photograph. To achieve different levels of abstraction in the sketches, decreasing time limits were imposed -- from four and a half minutes to fifteen seconds. We analyzed the data at two levels: strokes and geometric shape. In each, we create a model that captures both the style of the different artists and the process of abstraction. These models are then used for a portrait sketch synthesis application. Starting from a novel face photograph, we can synthesize a sketch in the various artistic styles and in different levels of abstraction.
Itamar Berger, Ariel Shamir, Moshe Mahler, Elizabeth J. Carter, Jessica K. Hodgins
ACM Trans. Graph.3
2012 Three-dimensional proxies for hand-drawn characters
abstract
Drawing shapes by hand and manipulating computer-generated objects are the two dominant forms of animation. Though each medium has its own advantages, the techniques developed for one medium are not easily leveraged in the other medium because hand animation is two-dimensional, and inferring the third dimension is mathematically ambiguous. A second challenge is that the character is a consistent three-dimensional (3D) object in computer animation while hand animators introduce geometric inconsistencies in the two-dimensional (2D) shapes to better convey a character's emotional state and personality. In this work, we identify 3D proxies to connect hand-drawn animation and 3D computer animation. We present an integrated approach to generate three levels of 3D proxies: single-points, polygonal shapes, and a full joint hierarchy. We demonstrate how this approach enables one medium to take advantage of techniques developed for the other; for example, 3D physical simulation is used to create clothes for a hand-animated character, and a traditionally trained animator is able to influence the performance of a 3D character while drawing with paper and pencil.
Eakta Jain, Yaser Sheikh, Moshe Mahler, Jessica K. Hodgins
ACM Trans. Graph.3
2011 SideBySide: ad-hoc multi-user interaction with handheld projectors
abstract
We introduce SideBySide, a system designed for ad-hoc multi-user interaction with handheld projectors. SideBySide uses device-mounted cameras and hybrid visible/infrared light projectors to track multiple independent projected images in relation to one another. This is accomplished by projecting invisible fiducial markers in the near-infrared spectrum. Our system is completely self-contained and can be deployed as a handheld device without instrumentation of the environment. We present the design and implementation of our system including a hybrid handheld projector to project visible and infrared light, and techniques for tracking projected fiducial markers that move and overlap. We introduce a range of example applications that demonstrate the applicability of our system to real-world scenarios such as mobile content exchange, gaming, and education.
Karl D. D. Willis, Ivan Poupyrev, Scott E. Hudson, Moshe Mahler
UIST4
2010 The saliency of anomalies in animated human characters
abstract
Virtual characters are much in demand for animated movies, games, and other applications. Rapid advances in performance capture and advanced rendering techniques have allowed the movie industry in particular to create characters that appear very human-like. However, with these new capabilities has come the realization that such characters are yet not quite “right.” One possible hypothesis is that these virtual humans fall into an “Uncanny Valley”, where the viewer's emotional response is repulsion or rejection, rather than the empathy or emotional engagement that their creators had hoped for. To explore these issues, we created three animated vignettes of an arguing couple with detailed motion for the face, eyes, hair, and body. In a set of perceptual experiments, we explore the relative importance of different anomalies using two different methods: a questionnaire to determine the emotional response to the full-length vignettes, with and without facial motion and audio; and a 2AFC (two alternative forced choice) task to compare the performance of a virtual “actor” in short clips (extracts from the vignettes) depicting a range of different facial and body anomalies. We found that the facial anomalies are particularly salient, even when very significant body animation anomalies are present.
Jessica K. Hodgins, Sophie Jörg, Carol O'Sullivan, Sang Il Park, Moshe Mahler
ACM Trans. Appl. Percept.5