EDBT 2026 Demo / reviewers in the wild / expert
Jose Luis Ponton
dblp:329/6201
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10ranked-venue papers
7as first author
10since 2021 · last 2026
0000-0001-6576-4528ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 9 · 6 first-author · 9 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 3 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Step2Motion: Locomotion Reconstruction from Pressure Sensing InsolesabstractAbstract Human motion is fundamentally driven by continuous physical interaction with the environment. Whether walking, running, or simply standing, the forces exchanged between our feet and the ground provide crucial insights for understanding and reconstructing human movement. Recent advances in wearable insole devices offer a compelling solution for capturing these forces in diverse, real‐world scenarios. Sensor insoles pose no constraint on the users' motion (unlike mocap suits) and are unaffected by line‐of‐sight limitations (in contrast to optical systems). These qualities make sensor insoles an ideal choice for robust, unconstrained motion capture, particularly in outdoor environments. Surprisingly, leveraging these devices with recent motion reconstruction methods remains largely unexplored. Aiming to fill this gap, we present Step2Motion , the first approach to reconstruct human locomotion from multi‐modal insole sensors. Our method utilizes pressure and inertial data—accelerations and angular rates—captured by the insoles to reconstruct human motion. We evaluate the effectiveness of our approach across a range of experiments to show its versatility for diverse locomotion styles, from simple ones like walking or jogging up to moving sideways, on tiptoes, slightly crouching, or dancing. The complete source code, trained model, data, and supplementary material used in this paper can be found at: https://vcai.mpi-inf.mpg.de/projects/Step2Motion/ Jose Luis Ponton, Eduardo Alvarado, Lin Geng Foo, Nuria Pelechano, Carlos Andújar, Marc Habermann |
Comput. Graph. Forum | 1 |
| 2026 | STyMo: Fast and Controllable Few-Shot Motion Style TransferabstractSupporting a wide variety of motion styles is critical for creating diverse virtual characters, but current methods either require large stylized datasets or pre-trained models that cannot generalize beyond their training distribution. We present STyMo, a few-shot approach that learns motion style from only seconds of paired data and trains in one to two minutes. Our key insight is to decompose style into two components: a static component capturing time-invariant posture, and a temporal component capturing frame-wise dynamics. This decomposition yields an interpretable system where posture intensity, temporal exaggeration, and per-body-region style can be adjusted at runtime. Furthermore, the reduction in required training data and computation time structurally permits an iterative authoring workflow. To ensure robustness on arbitrary inputs, we further introduce a stylizability gate that automatically prevents artifacts on out-of-distribution motions. We demonstrate results across diverse motion styles, from subtle emotional variations to exaggerated character archetypes, and release our processed paired dataset to facilitate future research. The source code used in this paper can be found at: https://github.com/facebookresearch/STyMo Jose Luis Ponton, Alexander W. Winkler, Ladislav Kavan, Yuting Ye, Petr Kadlecek |
ACM Trans. Graph. | 1 |
| 2026 | Monkey See, Monkey Break? Study of Rule-Breaking Imitation in Virtual CrowdsabstractRule-breaking behaviors, such as jaywalking or skipping queues, are common in crowds but difficult to study in real-world settings due to limited control and observability. Virtual reality (VR) provides a controlled alternative, but its validity depends on whether VR elicits realistic rule-breaking behavior. We conducted a VR study with 65 participants navigating a virtual city with four scenarios differing in social norms: walking on grass, crossing outside a crosswalk, jaywalking at a red light, and skipping a line. In each scenario, the proportion of rule-breaking virtual characters was manipulated (0%, 25%, 50%). Participants' movements and gaze were recorded to assess behavior and attention. Results showed higher rule-breaking as the number of violators increased, except in the low-stakes crossing scenario. Rule-breakers attended more to violating characters, whereas rule-followers focused on compliant ones. Participants cited efficiency, safety, and social norms as key factors guiding their decisions. Overall, VR reproduced natural patterns of social compliance and noncompliance, supporting its use for studying rule-breaking and applications in crowd simulation, urban design, safety training, and immersive media. Kexiang Huang, Tairan Yin, Jose Luis Ponton, Ruida Tang, Reiya Itatani, Oscar Argudo, Nuria Pelechano |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2025 | DragPoser: Motion Reconstruction from Variable Sparse Tracking Signals via Latent Space OptimizationabstractAbstract High‐quality motion reconstruction that follows the user's movements can be achieved by high‐end mocap systems with many sensors. However, obtaining such animation quality with fewer input devices is gaining popularity as it brings mocap closer to the general public. The main challenges include the loss of end‐effector accuracy in learning‐based approaches, or the lack of naturalness and smoothness in IK‐based solutions. In addition, such systems are often finely tuned to a specific number of trackers and are highly sensitive to missing data, e.g., in scenarios where a sensor is occluded or malfunctions. In response to these challenges, we introduce DragPoser, a novel deep‐learning‐based motion reconstruction system that accurately represents hard and dynamic constraints, attaining real‐time high end‐effectors position accuracy. This is achieved through a pose optimization process within a structured latent space. Our system requires only one‐time training on a large human motion dataset, and then constraints can be dynamically defined as losses, while the pose is iteratively refined by computing the gradients of these losses within the latent space. To further enhance our approach, we incorporate a Temporal Predictor network, which employs a Transformer architecture to directly encode temporality within the latent space. This network ensures the pose optimization is confined to the manifold of valid poses and also leverages past pose data to predict temporally coherent poses. Results demonstrate that DragPoser surpasses both IK‐based and the latest data‐driven methods in achieving precise end‐effector positioning, while it produces natural poses and temporally coherent motion. In addition, our system showcases robustness against on‐the‐fly constraint modifications, and exhibits adaptability to various input configurations and changes. The complete source code, trained model, animation databases, and supplementary material used in this paper can be found at https://upc-virvig.github.io/DragPoser Jose Luis Ponton, Eduard Pujol, Andreas Aristidou, Carlos Andújar, Nuria Pelechano |
Comput. Graph. Forum | 1 |
| 2025 | Environment-aware Motion MatchingabstractInteractive applications demand believable characters that respond naturally to dynamic environments. Traditional character animation techniques often struggle to handle arbitrary situations, leading to a growing trend of dynamically selecting motion-captured animations based on predefined features. While Motion Matching has proven effective for locomotion by aligning to target trajectories, animating environment interactions and crowd behaviors remains challenging due to the need to consider surrounding elements. Existing approaches often involve manual setup or lack the naturalism of motion capture. Furthermore, in crowd animation, body animation is frequently treated as a separate process from trajectory planning, leading to inconsistencies between body pose and root motion. To address these limitations, we present Environment-aware Motion Matching , a novel real-time system for full-body character animation that dynamically adapts to obstacles and other agents, emphasizing the bidirectional relationship between pose and trajectory. In a preprocessing step, we extract shape, pose, and trajectory features from a motion capture database. At runtime, we perform an efficient search that matches user input and current pose while penalizing collisions with a dynamic environment. Our method allows characters to naturally adjust their pose and trajectory to navigate crowded scenes. Jose Luis Ponton, Sheldon Andrews, Carlos Andújar, Nuria Pelechano |
ACM Trans. Graph. | 1 |
| 2024 | Stretch your reach: Studying Self-Avatar and Controller Misalignment in Virtual Reality InteractionabstractImmersive Virtual Reality typically requires a head-mounted display (HMD) to visualize the environment and hand-held controllers to interact with the virtual objects. Recently, many applications display full-body avatars to represent the user and animate the arms to follow the controllers. Embodiment is higher when the self-avatar movements align correctly with the user. However, having a full-body self-avatar following the user’s movements can be challenging due to the disparities between the virtual body and the user’s body. This can lead to misalignments in the hand position that can be noticeable when interacting with virtual objects. In this work, we propose five different interaction modes to allow the user to interact with virtual objects despite the self-avatar and controller misalignment and study their influence on embodiment, proprioception, preference, and task performance. We modify aspects such as whether the virtual controllers are rendered, whether controllers are rendered in their real physical location or attached to the user’s hand, and whether stretching the avatar arms to always reach the real controllers. We evaluate the interaction modes both quantitatively (performance metrics) and qualitatively (embodiment, proprioception, and user preference questionnaires). Our results show that the stretching arms solution, which provides body continuity and guarantees that the virtual hands or controllers are in the correct location, offers the best results in embodiment, user preference, proprioception, and performance. Also, rendering the controller does not have an effect on either embodiment or user preference. Jose Luis Ponton, Reza Keshavarz, Alejandro Beacco, Nuria Pelechano |
CHI | 1 |
| 2024 | Exploring the Role of Expected Collision Feedback in Crowded Virtual EnvironmentsabstractAn increasing number of virtual reality applications require environments that emulate real-world conditions. These environments often involve dynamic virtual humans showing realistic behaviors. Understanding user perception and navigation among these virtual agents is key for designing realistic and effective environments featuring groups of virtual humans. While collision risk significantly influences human locomotion in the real world, this risk is largely absent in virtual settings. This paper studies the impact of the expected collision feedback on user perception and interaction with virtual crowds. We examine the effectiveness of commonly used collision feedback techniques (auditory cues and tactile vibrations) as well as inducing participants to expect that a physical bump with a real person might occur, as if some virtual humans actually correspond to real persons embodied into them and sharing the same physical space. Our results indicate that the expected collision feedback significantly influences both participant behavior—encompassing global navigation and local movements—and subjective perceptions of presence and copresence. Specifically, the introduction of a perceived risk of actual collision was found to significantly impact global navigation strategies and increase the sense of presence. Auditory cues had a similar effect on global navigation and additionally enhanced the sense of copresence. In contrast, vibrotactile feedback was primarily effective in influencing local movements. Haoran Yun, Jose Luis Ponton, Alejandro Beacco, Carlos Andújar, Nuria Pelechano |
VR | 2 |
| 2024 | SparsePoser: Real-time Full-body Motion Reconstruction from Sparse DataabstractAccurate and reliable human motion reconstruction is crucial for creating natural interactions of full-body avatars in Virtual Reality (VR) and entertainment applications. As the Metaverse and social applications gain popularity, users are seeking cost-effective solutions to create full-body animations that are comparable in quality to those produced by commercial motion capture systems. In order to provide affordable solutions though, it is important to minimize the number of sensors attached to the subject’s body. Unfortunately, reconstructing the full-body pose from sparse data is a heavily under-determined problem. Some studies that use IMU sensors face challenges in reconstructing the pose due to positional drift and ambiguity of the poses. In recent years, some mainstream VR systems have released 6-degree-of-freedom (6-DoF) tracking devices providing positional and rotational information. Nevertheless, most solutions for reconstructing full-body poses rely on traditional inverse kinematics (IK) solutions, which often produce non-continuous and unnatural poses. In this article, we introduce SparsePoser, a novel deep learning-based solution for reconstructing a full-body pose from a reduced set of six tracking devices. Our system incorporates a convolutional-based autoencoder that synthesizes high-quality continuous human poses by learning the human motion manifold from motion capture data. Then, we employ a learned IK component, made of multiple lightweight feed-forward neural networks, to adjust the hands and feet toward the corresponding trackers. We extensively evaluate our method on publicly available motion capture datasets and with real-time live demos. We show that our method outperforms state-of-the-art techniques using IMU sensors or 6-DoF tracking devices, and can be used for users with different body dimensions and proportions. Jose Luis Ponton, Haoran Yun, Andreas Aristidou, Carlos Andújar, Nuria Pelechano |
ACM Trans. Graph. | 1 |
| 2023 | Animation Fidelity in Self-Avatars: Impact on User Performance and Sense of AgencyabstractThe use of self-avatars is gaining popularity thanks to affordable VR headsets. Unfortunately, mainstream VR devices often use a small number of trackers and provide low-accuracy animations. Previous studies have shown that the Sense of Embodiment, and in particular the Sense of Agency, depends on the extent to which the avatar's movements mimic the user's movements. However, few works study such effect for tasks requiring a precise interaction with the environment, i.e., tasks that require accurate manipulation, precise foot stepping, or correct body poses. In these cases, users are likely to notice inconsistencies between their self-avatars and their actual pose. In this paper, we study the impact of the animation fidelity of the user avatar on a variety of tasks that focus on arm movement, leg movement and body posture. We compare three different animation techniques: two of them using Inverse Kinematics to reconstruct the pose from sparse input (6 trackers), and a third one using a professional motion capture system with 17 inertial sensors. We evaluate these animation techniques both quantitatively (completion time, unintentional collisions, pose accuracy) and qualitatively (Sense of Embodiment). Our results show that the animation quality affects the Sense of Embodiment. Inertial-based MoCap performs significantly better in mimicking body poses. Surprisingly, IK-based solutions using fewer sensors outperformed MoCap in tasks requiring accurate positioning, which we attribute to the higher latency and the positional drift that causes errors at the end-effectors, which are more noticeable in contact areas such as the feet. Haoran Yun, Jose Luis Ponton, Carlos Andújar, Nuria Pelechano |
VR | 2 |
| 2022 | Combining Motion Matching and Orientation Prediction to Animate Avatars for Consumer-Grade VR DevicesabstractAbstract The animation of user avatars plays a crucial role in conveying their pose, gestures, and relative distances to virtual objects or other users. Self‐avatar animation in immersive VR helps improve the user experience and provides a Sense of Embodiment. However, consumer‐grade VR devices typically include at most three trackers, one at the Head Mounted Display (HMD), and two at the handheld VR controllers. Since the problem of reconstructing the user pose from such sparse data is ill‐defined, especially for the lower body, the approach adopted by most VR games consists of assuming the body orientation matches that of the HMD, and applying animation blending and time‐warping from a reduced set of animations. Unfortunately, this approach produces noticeable mismatches between user and avatar movements. In this work we present a new approach to animate user avatars that is suitable for current mainstream VR devices. First, we use a neural network to estimate the user's body orientation based on the tracking information from the HMD and the hand controllers. Then we use this orientation together with the velocity and rotation of the HMD to build a feature vector that feeds a Motion Matching algorithm. We built a MoCap database with animations of VR users wearing a HMD and used it to test our approach on both self‐avatars and other users' avatars. Our results show that our system can provide a large variety of lower body animations while correctly matching the user orientation, which in turn allows us to represent not only forward movements but also stepping in any direction. Jose Luis Ponton, Haoran Yun, Carlos Andújar, Nuria Pelechano |
Comput. Graph. Forum | 1 |