EDBT 2026 Demo / reviewers in the wild / expert
Yifang Pan
dblp:334/7536
· DBLP profile ↗
4ranked-venue papers
3as first author
4since 2021 · last 2026
0000-0001-5194-0359ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021
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
3 papers |
Computer animation and physical simulation · 68% Virtual and augmented reality · 19% Audio and music processing · 13% | |
| Human-computer interaction and pervasive computing
1 paper |
Accessibility and assistive technology · 100% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
character animation |
1.6 | 2 | 2025 | Head-EyeK: Head-Eye Coordination and Control Learned in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025 S3: Speech, Script and Scene driven Head and Eye Animation · ACM Trans. Graph. 2024 |
Accessibility and assistive technology
deaf and hard of hearing technology |
1.0 | 1 | 2026 | FAME: Exploring Expressive Facial Avatars for Lyrical and Non-Lyrical Music Visualization for d/Deaf Individuals · CHI 2026 |
Virtual and augmented reality
avatar |
0.9 | 1 | 2025 | Head-EyeK: Head-Eye Coordination and Control Learned in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025 |
Computer animation and physical simulation › facial animation
gaze animation |
0.9 | 1 | 2025 | Head-EyeK: Head-Eye Coordination and Control Learned in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025 |
Computer animation and physical simulation
facial animation |
0.6 | 1 | 2022 | VOCAL: Vowel and Consonant Layering for Expressive Animator-Centric Singing Animation · SIGGRAPH Asia 2022 |
Methods — techniques the papers use, named apart from their topics
perceptual study · 1.6formative study · 1.0design probe · 1.0inverse kinematics · 0.9modular framework · 0.8neural network · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | FAME: Exploring Expressive Facial Avatars for Lyrical and Non-Lyrical Music Visualization for d/Deaf Individualsabstractd/Deaf and Hard of Hearing (DHH) individuals often engage with music through a multimodal approach, where visual modalities are also used rather than relying on sound alone. While tools like captions and visualizers offer partial support, they often fail to capture the emotional depth and structural nuances of music. To explore new possibilities, we adopted an iterative, probe-based approach. Through a formative study with 9 DHH participants, we identified key design requirements for visualizing rhythm, emotion, and lyrics. We developed FAME (Facial Avatar for Musical Expression), a design probe that conveys music through expressive facial animation, instrument highlights, and synchronized captions, lip-syncing to lyrics or scat-singing to melodies. Through a two-phase exploratory study with 12 DHH users, we examined FAME’s efficacy, applicability, and requirements for representing musical elements. Our findings refine design requirements for avatar-based systems and highlight the potential of avatars as expressive and socially meaningful tools for music accessibility. Suhyeon Yoo, Yifang Pan, Ashish Ajin Thomas, Karan Singh 0004, Khai N. Truong |
CHI | 2 |
| 2025 | Head-EyeK: Head-Eye Coordination and Control Learned in Virtual RealityabstractHuman head-eye coordination is a complex behavior, shaped by physiological constraints, psychological context, and gaze intent. Current context-specific gaze models in both psychology and graphics fail to produce plausible head-eye coordination for general patterns of human gaze behavior. In this paper, we: 1) propose and validate an experimental protocol to collect head-eye motion data during sequential look-at tasks in Virtual Reality; 2) identify factors influencing head-eye coordination using this data; and 3) introduce a head-eye coordinated Inverse Kinematic gaze model Head-EyeK that integrates these insights. Our evaluation of Head-EyeK is three-fold: we show the impact of algorithmic parameters on gaze behavior; we show a favorable comparison to prior art both quantitatively against ground-truth data, and qualitatively using a perceptual study; and we show multiple scenarios of complex gaze behavior credibly animated using Head-EyeK. Yifang Pan, Ludwig Sidenmark, Karan Singh 0004 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2024 | S3: Speech, Script and Scene driven Head and Eye AnimationabstractWe present S 3 , a novel approach to generating expressive, animator-centric 3D head and eye animation of characters in conversation. Given speech audio, a Directorial script and a cinematographic 3D scene as input, we automatically output the animated 3D rotation of each character's head and eyes. S 3 distills animation and psycho-linguistic insights into a novel modular framework for conversational gaze capturing: audio-driven rhythmic head motion; narrative script-driven emblematic head and eye gestures; and gaze trajectories computed from audio-driven gaze focus/aversion and 3D visual scene salience. Our evaluation is four-fold: we quantitatively validate our algorithm against ground truth data and baseline alternatives; we conduct a perceptual study showing our results to compare favourably to prior art; we present examples of animator control and critique of S 3 output; and present a large number of compelling and varied animations of conversational gaze. Yifang Pan, Karan Singh 0004 |
ACM Trans. Graph. | 1 |
| 2022 | VOCAL: Vowel and Consonant Layering for Expressive Animator-Centric Singing AnimationabstractSinging and speaking are two fundamental forms of human communication. From a modeling perspective however, speaking can be seen as a subset of singing. We present VOCAL, a system that automatically generates expressive, animator-centric lower face animation from singing audio input. Articulatory phonetics and voice instruction ascribe additional roles to vowels (projecting melody and volume) and consonants (lyrical clarity and rhythmic emphasis) in song. Our approach directly uses these insights to define axes for Melodic-accent and Pitch-sensitivity (Ma-Ps), which together provide an abstract space to visually represent various singing styles. In our system. vowels are processed first. A lyrical vowel is often sung tonally as one or more different vowels. We perform any such vowel modifications using a neural network trained on input audio. These vowels are then dilated from their spoken behaviour to bleed into each other based on Melodic-accent (Ma), with Pitch-sensitivity (Ps) modeling visual vibrato. Consonant animation curves are then layered in, with viseme intensity modeling rhythmic emphasis (inverse to Ma). Our evaluation is fourfold: we show the impact of our design parameters; we compare our results to ground truth and prior art; we present compelling results on a variety of voices and singing styles; and we validate these results with professional singers and animators. Yifang Pan, Chris Landreth, Eugene Fiume, Karan Singh 0004 |
SIGGRAPH Asia | 1 |