Demo Data from EDBT 2026 / reviewers in the wild / expert
M. Seetha Ramaiah
dblp:166/5815
· DBLP profile ↗
1ranked-venue papers
1as first author
0since 2021 · last 2013
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author
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 |
Computer animation and physical simulation · 87% Virtual and augmented reality · 13% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
character animation |
0.2 | 1 | 2013 | Head motion animation using avatar gaze space · VR 2013 |
Computer animation and physical simulation
head motion generation |
0.2 | 1 | 2013 | Head motion animation using avatar gaze space · VR 2013 |
Virtual and augmented reality › avatar
avatar animation |
0.0 | 1 | 2013 | Head motion animation using avatar gaze space · VR 2013 |
Methods — techniques the papers use, named apart from their topics
nonlinear dimensionality reduction · 0.2gaze space · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2013 | Head motion animation using avatar gaze spaceabstractAnimation plays a key role in adding realism to any graphical environment. In this work we present a technique for animating multiple avatars in a virtual environment designed to support remote collaboration between distributed work teams in which users are represented by avatars. There will be long periods of time when the user is not actively controlling the avatar and working on his official task. We need to animate his avatar with a `working-at-desk' animation that should be non-looping and sufficiently random for a single avatar as well as between multiple avatars to appear realistic. We present a technique for generating multiple head motions using (a) nonlinear dimensionality reduction and (b) gaze space images to control the motion. Our technique can automatically generate long sequences of motion without any user intervention. We present results from synthetic data. M. Seetha Ramaiah, Ankit Vijay, Geetika Sharma, Amitabha Mukerjee |
VR | 1 |