Demo Data from EDBT 2026 / reviewers in the wild / expert
Steven J. Mead
dblp:08/1169
· DBLP profile ↗
5ranked-venue papers
0as first author
0since 2021 · last 2003
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5Human-computer interaction and ubiquitous computing · 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
1 paper |
Virtual and augmented reality · 87% Computer animation and physical simulation · 13% | |
| Human-computer interaction and pervasive computing
1 paper |
Collaborative and social computing · 100% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
interactive storytelling |
0.0 | 1 | 2003 | User Interaction in Mixed Reality Interactive Storytelling · ISMAR 2003 |
Virtual and augmented reality
mixed reality |
0.0 | 1 | 2003 | User Interaction in Mixed Reality Interactive Storytelling · ISMAR 2003 |
Computer animation and physical simulation
character animation |
0.0 | 1 | 2003 | User Interaction in Mixed Reality Interactive Storytelling · ISMAR 2003 |
Methods — techniques the papers use, named apart from their topics
real-time image segmentation · 0.1magic mirror model · 0.1game engine · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2003 | User Interaction in Mixed Reality Interactive StorytellingabstractIn this paper, we describe a mixed reality system based on a "magic mirror" model, in which the user's image is captured in real time by a video camera, extracted from his/her background and mixed with a 3D graphic model of a virtual image including the synthetic characters taking part in the story. The resulting image is projected on a large screen facing the user, who sees his/her own image embedded in the virtual stage with the synthetic actors. The graphic component of the mixed reality world is based on a game engine, Unreal Tournament 2003. This engine not only performs graphic rendering and character animation but incorporates a new version of our previously described storytelling engine. A single 2D camera facing the user analyses the image in real-time by segmenting the user's contours. Marc Cavazza, Olivier Martin 0001, Fred Charles, Xavier Marichal, Steven J. Mead |
ISMAR | 5 |
| 2003 | Interactive storytelling: from AI experiment to new media
Marc Cavazza, Fred Charles, Steven J. Mead |
ICEC | 3 |
| 2002 | Planning characters' behaviour in interactive storytellingabstractAbstract In this paper, we describe a method for implementing the behaviour of artificial actors in the context of interactive storytelling. We have developed a fully implemented prototype based on the Unreal Tournament™ game engine, and carried experiments with a simple sitcom‐like scenario. We discuss the central role of artificial actors in interactive storytelling and how real‐time generation of their behaviour participates in the creation of a dynamic storyline. We follow previous work describing the behaviour of artificial actors through AI planning formalisms, and adapt it to the context of narrative representation. In this context, the narrative equivalent of a character's behaviour consists of its role. The set of possible roles for a given actor is represented as a hierarchical task network (HTN). The system uses HTN planning to dynamically generate the character roles, by interleaving planning and execution, which supports dynamic interaction between actors, as well as user intervention in the unfolding plot. Finally, we present several examples of short plots and situations generated by the system from the dynamic interaction of artificial actors. Copyright © 2002 John Wiley & Sons, Ltd. Marc Cavazza, Fred Charles, Steven J. Mead |
Comput. Animat. Virtual Worlds | 3 |
| 2001 | AI-based animation for interactive storytellingabstractIn this paper, we describe a method for implementing AI-based animation of artificial actors in the context of interactive storytelling. We have developed a fully implemented prototype based on the Unreal/sup TM/ game engine and carried out experiments with a simple sitcom-like scenario. We discuss the central role of artificial actors in interactive storytelling and how real-time generation of their behaviour participates to the creation of a dynamic storyline. We follow previous work describing the behaviour of artificial actors through AI planning formalisms, and adapt it to the context of narrative representation. The set of all possible behaviours, accounting for various instantiations of a basic plot, can be represented through an AND/OR graph. A real-time variant of the AO* algorithm can be used to interleave planning and action, thus allowing characters to interact between themselves and with the user. Finally, we present several examples of short plots and situations generated by the system from the dynamic interaction of artificial actors. Marc Cavazza, Fred Charles, Steven J. Mead |
CA | 3 |
| 2001 | Virtual art galleries: a new kind of cultural objects?abstractWe describe the development of a virtual art gallery based on a game engine's technology. In the specific case of painting, the development of a virtual gallery comprises both the design of the spatial layout and the editing of high-quality textures from original images. Besides recreating the original gallery atmosphere, virtual painting galleries enable new aesthetic experiences, such as the construction of 3D installations. This ability to interact with high-resolution images should be furthered in the near future, as the next generation of game engines will support larger texture files and sophisticated mapping effects. Marc Cavazza, Steven J. Mead |
ICIP (1) | 2 |