Demo Data from EDBT 2026 / reviewers in the wild / expert
Igor S. Pandzic
dblp:16/5947 · also Igor Sunday Pandzic
· DBLP profile ↗
41ranked-venue papers
6as first author
3since 2021 · last 2024
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 27 · 5 first-author · 3 since 2021Artificial intelligence and machine learning · 14 · 1 first-authorHuman-computer interaction and ubiquitous computing · 7Computer networks · 3
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.
| Artificial intelligence
2 papers |
3D vision · 87% Face, body and person analysis · 11% Speech recognition and synthesis · 2% | |
| Computer graphics and multimedia
1 paper |
Geometric modeling and processing · 77% Multimedia systems and quality of experience · 23% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision › local feature descriptor
local descriptor learning |
0.4 | 1 | 2019 | Learning Local Descriptors by Optimizing the Keypoint-Correspondence Criterion: Applications to Face Matching, Learning From Unlabeled Videos and 3D-Shape Retrieval · IEEE Trans. Image Process. 2019 |
Computer vision › 3D vision
local feature descriptor |
0.4 | 1 | 2019 | Learning Local Descriptors by Optimizing the Keypoint-Correspondence Criterion: Applications to Face Matching, Learning From Unlabeled Videos and 3D-Shape Retrieval · IEEE Trans. Image Process. 2019 |
Computer vision › 3D vision › 3d shape analysis
3d shape retrieval |
0.1 | 1 | 2019 | Learning Local Descriptors by Optimizing the Keypoint-Correspondence Criterion: Applications to Face Matching, Learning From Unlabeled Videos and 3D-Shape Retrieval · IEEE Trans. Image Process. 2019 |
Computer vision › Face, body and person analysis › face recognition
face matching |
0.1 | 1 | 2019 | Learning Local Descriptors by Optimizing the Keypoint-Correspondence Criterion: Applications to Face Matching, Learning From Unlabeled Videos and 3D-Shape Retrieval · IEEE Trans. Image Process. 2019 |
Geometric modeling and processing
3d face modeling |
0.1 | 1 | 2005 | LiveMail: personalized avatars for mobile entertainment · MobiSys 2005 |
Natural language and speech › Speech recognition and synthesis
speech synthesis |
0.0 | 1 | 2005 | LiveMail: personalized avatars for mobile entertainment · MobiSys 2005 |
Methods — techniques the papers use, named apart from their topics
weakly supervised learning · 0.4hard negative mining · 0.4convolutional features · 0.4speech synthesis · 0.13d face reconstruction · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Let Me Take a Better Look: Towards Video-Based Age EstimationabstractTaking a better look at subjects of interest helps humans to improve confidence in their age estimation. Unlike still images, sequences offer spatio-temporal dynamic information that contains many cues related to age progression. A review of previous work on video-based age estimation indicates that this is an underexplored field of research. This may be caused by a lack of well-defined and publicly accessible video benchmark protocol, as well as the absence of video-oriented training data. To address the former issue, we propose a carefully designed video age estimation benchmark protocol and make it publicly available. To address the latter issue, we design a video-specific age estimation method that leverages pseudo-labeling and semi-supervised learning. Our results show that the proposed method outperforms image-based baselines on both offline and online benchmark protocols, while the online estimation stability is improved by more than 50%. Kresimir Besenic, Igor S. Pandzic, Jörgen Ahlberg |
ICPRAM | 2 |
| 2023 | Picking out the bad apples: unsupervised biometric data filtering for refined age estimation
Kresimir Besenic, Jörgen Ahlberg, Igor S. Pandzic |
Vis. Comput. | 3 |
| 2021 | Regression-based methods for face alignment: A survey
Ivan Gogic, Jörgen Ahlberg, Igor S. Pandzic |
Signal Process. | 3 |
| 2020 | Fast facial expression recognition using local binary features and shallow neural networks
Ivan Gogic, Martina Manhart, Igor S. Pandzic, Jörgen Ahlberg |
Vis. Comput. | 3 |
| 2019 | Learning Local Descriptors by Optimizing the Keypoint-Correspondence Criterion: Applications to Face Matching, Learning From Unlabeled Videos and 3D-Shape RetrievalabstractCurrent best local descriptors are learned on a large data set of matching and non-matching keypoint pairs. However, data of this kind are not always available, since the detailed keypoint correspondences can be hard to establish. On the other hand, we can often obtain labels for pairs of keypoint bags. For example, keypoint bags extracted from two images of the same object under different views form a matching pair, and keypoint bags extracted from images of different objects form a non-matching pair. On average, matching pairs should contain more corresponding keypoints than non-matching pairs. We describe an end-to-end differentiable architecture that enables the learning of local keypoint descriptors from such weakly labeled data. In addition, we discuss how to improve the method by incorporating the procedure of mining hard negatives. We also show how our approach can be used to learn convolutional features from unlabeled video signals and 3D models. Nenad Markus, Igor S. Pandzic, Jörgen Ahlberg |
IEEE Trans. Image Process. | 2 |
| 2018 | Memory-efficient Global Refinement of Decision-Tree Ensembles and its Application to Face Alignment
Nenad Markus, Ivan Gogic, Igor S. Pandzic, Jörgen Ahlberg |
BMVC | 3 |
| 2018 | Interactive Mixed Brushing: Integrated Text and Visual Based Data ExplorationabstractLinking and brushing is an essential technique for interactive data exploration and analysis that leverages coordinated multiple views to identify, select, and combine data points of interest. We propose to augment this technique by directly exploring data space using textual queries. Textual and visual queries are freely combined and modified during the data exploration process. Visual queries are used to refine the results of textual queries and vice versa. This mixed brushing integrates procedural, textual, and visual based data exploration to provide a unified approach to brushing. We also propose an interface --- the Text Query Browser View, that allows users to specify and edit data queries as well as to browse the data query history. Further, we argue why an interactive, on-demand, data aggregation and derivation is necessary, and we provide a flexible mechanism that supports it. We have implemented the proposed approach within an existing visualization tool using a client-server architecture. The approach was illustrated and evaluated using two example data sets. Michael Beham, Denis Gracanin, Silvana Podaras, Rainer Splechtna, Katja Bühler, Igor S. Pandzic, Kresimir Matkovic |
CGI | 6 |
| 2018 | Cross-table linking and brushing: interactive visual analysis of multiple tabular data sets
Rainer Splechtna, Michael Beham, Denis Gracanin, Maria Luján Ganuza, Katja Bühler, Igor S. Pandzic, Kresimir Matkovic |
Vis. Comput. | 6 |
| 2016 | Learning local descriptors by optimizing the keypoint-correspondence criterionabstractCurrent best local descriptors are learned on a large dataset of matching and non-matching keypoint pairs. However, data of this kind is not always available since detailed keypoint correspondences can be hard to establish. On the other hand, we can often obtain labels for pairs of keypoint bags. For example, keypoint bags extracted from two images of the same object under different views form a matching pair, and keypoint bags extracted from images of different objects form a non-matching pair. On average, matching pairs should contain more corresponding keypoints than non-matching pairs. We describe an end-to-end differentiable architecture that enables the learning of local keypoint descriptors from such weakly-labeled data. Nenad Markus, Igor S. Pandzic, Jörgen Ahlberg |
ICPR | 2 |
| 2015 | Fast Rendering of Image Mosaics and ASCII ArtabstractAbstract An image mosaic is an assembly of a large number of small images, usually called tiles, taken from a specific dictionary/codebook. When viewed as a whole, the appearance of a single large image emerges, i.e. each tile approximates a small block of pixels. ASCII art is a related (and older) graphic design technique for producing images from printable characters. Although automatic procedures for both of these visualization schemes have been studied in the past, some are computationally heavy and cannot offer real‐time and interactive performance. We propose an algorithm able to reproduce the quality of existing non‐photorealistic rendering techniques, in particular ASCII art and image mosaics, obtaining large performance speed‐ups. The basic idea is to partition the input image into a rectangular grid and use a decision tree to assign a tile from a pre‐determined codebook to each cell. Our implementation can process video streams from webcams in real time and it is suitable for modestly equipped devices. We evaluate our technique by generating the renderings of a variety of images and videos, with good results. The source code of our engine is publicly available. Nenad Markus, Marco Fratarcangeli, Igor S. Pandzic, Jörgen Ahlberg |
Comput. Graph. Forum | 3 |
| 2014 | Eye pupil localization with an ensemble of randomized trees
Nenad Markus, Miroslav Frljak, Igor S. Pandzic, Jörgen Ahlberg, Robert Forchheimer |
Pattern Recognit. | 3 |
| 2011 | Multimodal behavior realization for embodied conversational agents
Aleksandra Cerekovic, Igor S. Pandzic |
Multim. Tools Appl. | 2 |
| 2011 | On creating multimodal virtual humans - real time speech driven facial gesturing
Goranka Zoric, Robert Forchheimer, Igor S. Pandzic |
Multim. Tools Appl. | 3 |
| 2010 | State of the Art in Example-Based Motion Synthesis for Virtual Characters in Interactive ApplicationsabstractAbstract Animated virtual human characters are a common feature in interactive graphical applications, such as computer and video games, online virtual worlds and simulations. Due to dynamic nature of such applications, character animation must be responsive and controllable in addition to looking as realistic and natural as possible. Though procedural and physics‐based animation provide a great amount of control over motion, they still look too unnatural to be of use in all but a few specific scenarios, which is why interactive applications nowadays still rely mainly on recorded and hand‐crafted motion clips. The challenge faced by animation system designers is to dynamically synthesize new, controllable motion by concatenating short motion segments into sequences of different actions or by parametrically blending clips that correspond to different variants of the same logical action. In this article, we provide an overview of research in the field of example‐based motion synthesis for interactive applications. We present methods for automated creation of supporting data structures for motion synthesis and describe how they can be employed at run‐time to generate motion that accurately accomplishes tasks specified by the AI or human user. Tomislav Pejsa, Igor S. Pandzic |
Comput. Graph. Forum | 2 |
| 2009 | RealActor: Character Animation and Multimodal Behavior Realization System
Aleksandra Cerekovic, Tomislav Pejsa, Igor S. Pandzic |
IVA | 3 |
| 2009 | The Lessons Learned in Developing Multi-user Attentive Quiz Agents
Hung-Hsuan Huang, Takuya Furukawa, Hiroki Ohashi, Aleksandra Cerekovic, Yuji Yamaoka, Igor S. Pandzic, Yukiko I. Nakano, Toyoaki Nishida |
IVA | 6 |
| 2008 | Automatic lip synchronization by speech signal analysis
Goranka Zoric, Aleksandra Cerekovic, Igor S. Pandzic |
INTERSPEECH | 3 |
| 2008 | Towards Realistic Real Time Speech-Driven Facial Animation
Aleksandra Cerekovic, Goranka Zoric, Karlo Smid, Igor S. Pandzic |
IVA | 4 |
| 2008 | Towards Natural Head Movement of Autonomous Speaker Agent
Marko Brkic, Karlo Smid, Tomislav Pejsa, Igor S. Pandzic |
KES (2) | 4 |
| 2008 | Virtual Humans: From Researcher's Fascination to Mass-Market Technology
Igor S. Pandzic |
KES (1) | 1 |
| 2007 | Towards a Multicultural ECA Tour Guide System
Aleksandra Cerekovic, Hung-Hsuan Huang, Igor S. Pandzic, Yukiko I. Nakano, Toyoaki Nishida |
IVA | 3 |
| 2007 | A Script Driven Multimodal Embodied Conversational Agent Based on a Generic Framework
Hung-Hsuan Huang, Aleksandra Cerekovic, Igor S. Pandzic, Yukiko I. Nakano, Toyoaki Nishida |
IVA | 3 |
| 2007 | A Quiz Game Console Based on a Generic Embodied Conversational Agent Framework
Hung-Hsuan Huang, Taku Inoue, Aleksandra Cerekovic, Igor S. Pandzic, Yukiko I. Nakano, Toyoaki Nishida |
IVA | 4 |
| 2006 | [HUGE]: Universal Architecture for Statistically Based HUman GEsturing
Karlo Smid, Goranka Zoric, Igor S. Pandzic |
IVA | 3 |
| 2006 | Toward a Universal Platform for Integrating Embodied Conversational Agent Components
Hung-Hsuan Huang, Tsuyoshi Masuda, Aleksandra Cerekovic, Kateryna Tarasenko, Igor S. Pandzic, Yukiko I. Nakano, Toyoaki Nishida |
KES (2) | 5 |
| 2006 | Real-time language independent lip synchronization method using a genetic algorithm
Goranka Zoric, Igor S. Pandzic |
Signal Process. | 2 |
| 2005 | A Real-Time Lip SYNC System Using a Genetic Algorithm for Automatic Neural Network ConfigurationabstractIn this paper we present a new method for mapping a natural speech to the lip shape animation in the real time. The speech signal, represented by MFCC vectors, is classified into viseme classes using neural networks. The topology of neural networks is automatically configured using genetic algorithms. This eliminates the need for tedious manual neural network design by trial and error and considerably improves the viseme classification results. This method is suitable for real-time and offline applications Goranka Zoric, Igor S. Pandzic |
ICME | 2 |
| 2005 | LiveMail: personalized avatars for mobile entertainmentabstractLiveMail is a prototype system that allows mobile subscribers to communicate using personalized 3D face models created from images taken by their phone cameras. The user takes a snapshot of someone's face - a friend, famous person, themselves, even a pet - using the mobile phone's camera. After a quick manipulation on the phone, a 3D model of that face is created and can be animated simply by typing in some text. Speech and appropriate animation of the face are created automatically by speech synthesis. Animations can be sent to others as real 3D animated messages or as short videos in MMS. They can be used as fun messages, greeting cards etc. The system is based on a client/server communication model. The clients are mobile devices or web clients so messages can be created, sent and received on the mobile phone or on a web page. The client has a user interface that allows the user to input a facial image and place a simple mask on it to mark the main features. The client then sends this data to a server that builds a personalized face model. The client also provides an interface that lets the user request the creation of animated messages using speech synthesis. It is planned to have several versions of the client: Symbian, midlet-based, web-based, wap-based, etc. The server is responsible for sending messages adjusted to the capabilities of the receiving platform. The server, Symbian client, midlet-based client and the web client have been implemented as prototypes. We present the system architecture and the experience gained building LiveMail. Miran Mosmondor, Tomislav Kosutic, Igor S. Pandzic |
MobiSys | 3 |
| 2003 | Trends in networked collaborative virtual environments
Chris Joslin, Igor S. Pandzic, Nadia Magnenat-Thalmann |
Comput. Commun. | 2 |
| 2003 | Facial motion cloning
Igor S. Pandzic |
Graph. Model. | 1 |
| 2002 | Conversational Virtual Character for the WebabstractTalking virtual characters are graphical simulations of real or imaginary persons capable of human-like behaviour, most importantly talking and gesturing. Coupled with artificial intelligence (AI) techniques, the virtual characters are expected to represent the ultimate abstraction of a human-computer interface, the one where the computer looks, talks and acts like a human. Such an interface would include audio/video analysis and synthesis techniques combined with AI, dialogue management and a vast knowledge base in order to be able to respond quasi-intelligently to the users by: speech, gesture and even mood. While this goal lies further on in the future, we present an architecture that reaches towards it, at the same time aiming for a possibility of practical applications in the nearer future. Our architecture is aimed specifically at the Web. It involves a talking virtual character capable of involving in a fairly meaningful conversation with the user who types in the input. Karlo Smid, Igor S. Pandzic |
CA | 2 |
| 1999 | Subjective evaluation of animated talking facesabstractComputer simulation of human faces has been an active research area for a long time, resulting in a multitude of facial models and several animation systems. Current interest for this technology is clearly shown by its inclusion in the MPEG-4 standard. However, it is less clear what the actual applications of facial animation (FA) will be. We have therefore undertaken experiments on 190 subjects in order to explore the benefits of FA. Part of the experiment was aimed at exploring the objective benefits, i.e., to see if FA can help users to perform certain tasks more accurately or efficiently. The other part of the experiment was aimed at more subjective benefits, like raising the level of appeal to the user, gaining more users interest, filling in the waiting times for server access so the users do not get bored. We present the experiment design and the results, The results show that FA aids users in understanding spoken numbers in noisy conditions (error rates drop from 16% to 8%); that it can make waiting times more acceptable to the user; and that it makes services more attractive to the users. Jörn Ostermann, David R. Millen, Igor S. Pandzic |
MMSP | 3 |
| 1999 | User evaluation: Synthetic talking faces for interactive services
Igor S. Pandzic, Jörn Ostermann, David R. Millen |
Vis. Comput. | 1 |
| 1998 | Facial Deformations for MPEG-4abstractThe new MPEG-4 standard, scheduled to become an International Standard in February 1999, will include support not only for natural video and audio, but also for synthetic graphics and sounds. In particular, representation of human faces and bodies will be supported. In the current draft specification of the standard, facial animation parameters (FAPs) and facial definition parameters (FDPs) are defined. FAPs are used to control facial animation at extremely low bit rates (approx. 2 kbit/s). FDPs are used to define the shape of the face by deforming a generic facial model or by supplying a substitute model. We present algorithms to interpret the part of FDPs dealing with the deformation of a generic facial model, leading to a personalisation of the model. The implementation starts from a generic model, which is deformed in order to fit the input parameters. The input parameters must include the facial feature points, and may optionally include texture coordinates and a calibration face model. We apply a cylindrical projection to the generic face in order to interpolate any missing feature points and to fit the texture, if supplied. Then we use the Dirichlet free-form deformation interpolation method to deform the generic head according to the set of feature points. If the calibration face model is present, the fitting method is based on cylindrical projection matching and barycentric coordinates to interpolate the non-feature points. Marc Escher, Igor S. Pandzic, Nadia Magnenat-Thalmann |
CA | 2 |
| 1998 | Autonomous Actors in Networked Collaborative Virtual EnvironmentsabstractIntroducing seemingly autonomous virtual beings into virtual environments to co-habit and collaborate with us is a continuous challenge and source of interest. Latest proof of human excitement for virtual life is the current worldwide craze for electronic pets that must be fed and cared for lest they develop a bad character or die. Even more interesting is the inclusion of autonomous actors in networked collaborative virtual environments (NCVEs). They provide a meeting place for people from different geographical locations and virtual beings. In NCVEs one doesn't see correspondents, only their graphical representations in the virtual world, which is the same as for the virtual ones-therefore the communication with virtual beings can come naturally. There is no single solution to the simulation of autonomous behavior. This is an ongoing research topic. Therefore it is interesting to provide an open NCVE system for easy interfacing with various implementations of autonomous behavior. In this way, the system can serve as an application platform with existing algorithms, as well as a research testbed for new autonomous behavior algorithms. The paper studies the requirements for such an open interface and, based on this study, presents an implementation within the Virtual Life Network (VLNET) system. Results are presented in terms of two case studies. A simple one implementing a dumb servant character and a more complex one connecting VLNET with the autonomous agent program Eliza (Weizenbaum, 1966). Igor S. Pandzic, Tolga K. Çapin, Elwin Lee, Nadia Magnenat-Thalmann, Daniel Thalmann |
MMM | 1 |
| 1997 | A versatile navigation interface for virtual humans in collaborative virtual environmentsabstractNavigation within the scope of a Networked Collaborative Virtual Environment (NCVE) using an articulated body representation is mores complex then just moving the viewpoint based on user input.In such context, navigation englobes problems such as mapping of user's actions on the embodiment and body constraints in addition to the usual ones such as universal support for different devices and global motion constraints.We take a broader look at the problems, clasify them and present a solution for navigation in NCVEs.Basic navigation involves using some input device to control walk-through or fly-through motion.In the context Igor S. Pandzic, Tolga K. Çapin, Nadia Magnenat-Thalmann, Daniel Thalmann |
VRST | 1 |
| 1997 | A Flexible Architecture for Virtual Humans in Networked Collaborative Virtual EnvironmentsabstractComplex virtual human representation provides more natural interaction and communication among participants in networked virtual environments, hence it is expected to increase the sense of being together within the same virtual world. We present a flexible framework for the integration of virtual humans in networked collaborative virtual environments. A modular architecture allows flexible representation and control of the virtual humans, whether they are controlled by a physical user using all sorts of tracking and other devices, or by an intelligent control program turning them into autonomous actors. The modularity of the system allows for fairly easy extensions and integration with new techniques making it interesting also as a testbed for various domains from “classic” VR to psychological experiments. We present results in terms of functionalities, example applications and measurements of performance and network traffic with an increasing number of participants in the simulation. Igor S. Pandzic, Tolga K. Çapin, Elwin Lee, Nadia Magnenat-Thalmann, Daniel Thalmann |
Comput. Graph. Forum | 1 |
| 1997 | Sharing VLNET worlds on the Web
Daniel Thalmann, Christian Babski, Tolga K. Çapin, Nadia Magnenat-Thalmann, Igor S. Pandzic |
Comput. Networks ISDN Syst. | 5 |
| 1997 | MPEG-4: Audio/video and synthetic graphics/audio for mixed media
Peter K. Doenges, Tolga K. Çapin, Fabio Lavagetto, Jörn Ostermann, Igor S. Pandzic, Eric Petajan |
Signal Process. Image Commun. | 5 |
| 1996 | Synthetic and hybrid imaging in the HUMANOID and VIDAS projectsabstractThe research activity in natural/synthetic image processing and representation reported in this paper, initiated under the Esprit project HUMANOID and currently continued under the ACTS project VIDAS, concerns the application of virtual reality methodologies to interpersonal audio/video communication. The 3D videophone scene is modeled in video (the talker's face) and in audio (the talker's speech) so that natural data can be efficiently mixed with synthetic data and adapted onto deformable parameterized structures. Robust image analysis/synthesis tools are necessary to extract the visual primitives associated to the talker's face and to adapt them onto suitable modeling structures (wire-frames). Image/speech analysis performed at the transmitter provides suitable audio/video parameters which are encoded and used at the receiver to synthesize the corresponding facial expressions together with synchronized lip movements. Fabio Lavagetto, Igor S. Pandzic, Prem Kumar Kalra, Nadia Magnenat-Thalmann |
ICIP (3) | 2 |
| 1995 | The HUMANOID Environment for Interactive Animation of Multiple Deformable Human CharactersabstractAbstract We describe the HUMANOID environment dedicated to human modeling and animation for general multimedia, VR, and CAD applications integrating virtual humans. We present the design of the system and the integration of the various features: generic modeling of a large class of entities with the BODY data structure, realistic skin deformation for body and hands, facial animation, collision detection, integrated motion control and parallelization of computation intensive tasks. Ronan Boulic, Tolga K. Çapin, Zhiyong Huang 0001, Prem Kumar Kalra, B. Linterrnann, Nadia Magnenat-Thalmann, Laurent Moccozet, Tom Molet, Igor S. Pandzic, Kurt Saar, Alfred A. Schmitt, Jianhua Shen, Daniel Thalmann |
Comput. Graph. Forum | 9 |