Demo Data from EDBT 2026 / reviewers in the wild / expert
Eva Cerezo Bagdasari
dblp:37/3096 · also Eva Cerezo
· DBLP profile ↗
48ranked-venue papers
8as first author
5since 2021 · last 2026
0000-0003-4424-0770ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 21 · 3 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 20 · 6 first-author · 1 since 2021Artificial intelligence and machine learning · 9 · 1 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 7 · 1 first-author · 2 since 2021Systems, architecture and hardware · 1
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.
| Human-computer interaction and pervasive computing
1 paper |
Accessibility and assistive technology · 77% Personal fabrication and tangible interfaces · 23% | |
| Computer graphics and multimedia
1 paper |
Computer animation and physical simulation · 77% Rendering · 23% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Personal fabrication and tangible interfaces › tabletop interfaces
tabletop tangible interface |
0.1 | 1 | 2019 | Guidelines to design tangible tabletop activities for children with attention deficit hyperactivity disorder · Int. J. Hum. Comput. Stud. 2019 |
Computer animation and physical simulation › character animation
skeletal animation |
0.0 | 1 | 2002 | Adding Support for High-Level Skeletal Animation · IEEE Trans. Vis. Comput. Graph. 2002 |
Rendering
real-time rendering |
0.0 | 1 | 2002 | Adding Support for High-Level Skeletal Animation · IEEE Trans. Vis. Comput. Graph. 2002 |
Methods — techniques the papers use, named apart from their topics
motion capture · 0.0inverse kinematics · 0.0direct kinematics · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | PLEISAR: Playful Experiences with Interactive Social Agents and Robots
Carina Soledad González-González, Francisco Luis Gutiérrez Vela, Eva Cerezo Bagdasari, Raquel Lacuesta Gilaberte, Francisco José Perales López, Jose Maria Buades Rubio |
WorldCIST (5) | 3 |
| 2025 | Evaluating the Impact on Usability and Acceptance of ECAs in m-Health Applications for Older Adults
Raquel Lacuesta Gilaberte, Eva Cerezo Bagdasari, Javier Navarro-Alamán |
ICT4AWE | 2 |
| 2025 | Exploring the Use of Voice Assistants in Nursing HomesabstractVoice assistants have shown great potential to support older adults at home and improve their quality of life. Nevertheless, its use in nursing home contexts has not been sufficiently explored. The article presents a study carried out with 21 residents, both assisted and autonomous, in a Spanish nursing home. The aim of the study has been to assess the acceptance, and the user experience, both in individual and group interaction with a voice assistant. Aspects analysed include the voice interaction difficulties encountered, the attitudes and emotions felt during interaction, the appropriateness of using games, the usefulness of the display and the feasibility of supporting group interaction. In spite of the challenges encountered, results have been promising, especially regarding group interaction. They have confirmed the feasibility of using voice assistants in nursing home contexts if interaction is adapted to residents’ characteristics and its use is always guided by a mediator. Eva Cerezo Bagdasari, Raquel Lacuesta Gilaberte, Jesús Gallardo 0001, Antonio Aguelo-Arguis |
Int. J. Hum. Comput. Interact. | 1 |
| 2025 | Supporting Narrative Design in Video Games: Proposal and Case Study with an Educational Video GameabstractAmong the elements to consider when designing a video game, narrative stands out due to its importance in contextualizing and motivating. However, there are no standard processes for creating interactive digital narratives. In educational video games, a suitable narrative is even more essential to captivate players with a story, which serves as a vehicle for transmitting and evaluating knowledge. Consequently, this article proposes a narrative design process for video games, developed for general application but particularly useful for educational games. It defines a narrative structure, a set of design steps, and the documents generated during the process, each one representing a different perspective of the game’s narrative. To validate the proposal, a narrative-rich game called Time Invaders was designed to teach reading comprehension. It was tested with 237 school-age children, measuring their experience and satisfaction. The study revealed that the narrative was the most valued element of the game. Francisco Luis Gutiérrez Vela, Nuria Medina-Medina, Jesús Gallardo 0001, Patricia Paderewski, Eva Cerezo Bagdasari |
Int. J. Hum. Comput. Interact. | 5 |
| 2022 | Incorporating Communicative Patterns into Ebdi Agents
Yanet Sánchez, Teresa Coma-Rosello, Antonio Aguelo-Arguis, Eva Cerezo Bagdasari |
ICAART (1) | 4 |
| 2020 | Therapeutic Activities for Elderly People based on Tangible Interaction
Eva Cerezo Bagdasari, Clara Bonillo, Sandra Baldassarri |
ICT4AWE | 1 |
| 2019 | Integral Actions Towards Women in Engineering RecognitionabstractThis work presents integral actions towards women in engineering recognition organized according to educational stages they are directed: Stage 1, from early childhood education, primary education and secondary education; Stage 2, during university and Stage 3 after university. At stage 1 actions are devised to increase girl's interest on Science, Technology, Engineering and Mathematics (STEM). Emphasis is put on showing women in engineering as role models, illustrating engineers work and stressing the importance of diversity in working groups. Stage 2 is focused on making male and female students aware of the gender gap in engineering and the importance of diversity for innovation and training female students on known female narrow circumstances. Finally, at stage 3, the objective is to retain and promote women in the engineering profession. The specific actions developed at the three stages are presented. Their impact is discussed in order to accomplish effective actions for achieving gender balance towards excellence in Engineering. Natalia Ayuso-Escuer, Sandra Baldassarri, Raquel Trillo Lado, Rosario Aragues, Belén Masiá, Pilar Molina-Gaudó, Ana Cristina Murillo, Eva Cerezo Bagdasari, María Villarroya-Gaudó |
ETFA | 8 |
| 2019 | A mobile application to report and detect 3D body emotional poses
Iván García-Magariño, Eva Cerezo Bagdasari, Inmaculada Plaza, Luca Chittaro |
Expert Syst. Appl. | 2 |
| 2019 | Guidelines to design tangible tabletop activities for children with attention deficit hyperactivity disorder
Eva Cerezo Bagdasari, Teresa Coma-Rosello, Ana Cristina Blasco-Serrano, Clara Bonillo, María Ángeles Garrido 0002, Sandra Baldassarri |
Int. J. Hum. Comput. Stud. | 1 |
| 2019 | Developing pervasive games in interactive spaces: the JUGUEMOS toolkit
Clara Bonillo, Javier Marco, Eva Cerezo Bagdasari |
Multim. Tools Appl. | 3 |
| 2017 | Interacting with a Semantic Affective ECA
Joaquín Pérez Marco, Yanet Sánchez, Francisco J. Serón, Eva Cerezo Bagdasari |
IVA | 4 |
| 2017 | A Tangible Interactive Space Odyssey to Support Children Learning of Computer ProgrammingabstractIn this paper StarLoop, a Tangible Programing Language designed to support the learning of computer programing concepts for middle school children, is presented. StarLoop has been designed as a game to be played in an Interactive Space by up to four middle-school children. The StarLoop game uses the four tabletop devices as well as image projection on the Interactive Space walls. A first test with children has been carried out; it has been quite successful and no big usability problems encountered. Javier Marco, Clara Bonillo, Eva Cerezo Bagdasari |
ISS | 3 |
| 2016 | Lowering the threshold and raising the ceiling of tangible expressiveness in hybrid board-games
Javier Marco, Eva Cerezo Bagdasari, Sandra Baldassarri |
Multim. Tools Appl. | 2 |
| 2015 | Affective-aware tutoring platform for interactive digital television
Sandra Baldassarri, Isabelle Hupont, David Abadía-Gallego, Eva Cerezo Bagdasari |
Multim. Tools Appl. | 4 |
| 2013 | How to Make Tangible Games and Not Die in the Attempt
Eva Cerezo Bagdasari, Javier Marco, Sandra Baldassarri |
Advances in Computer Entertainment | 1 |
| 2013 | The ToyVision Toolkit for Tangible Games
Javier Marco, Eva Cerezo Bagdasari, Sandra Baldassarri |
Advances in Computer Entertainment | 2 |
| 2013 | The Emotracker: Visualizing Contents, Gaze and Emotions at a GlanceabstractIn the last years, Affective Computing investigations have focused the efforts in the automatic extraction of human emotions and in increasing the success rates in the emotion recognition task. However, there is a lack of automatic tools that intuitively visualize the users' emotional information. In this work, we propose Emotracker, a novel tool based on the combination of eye tracking and facial emotional recognition technologies that allows the visualization of contents, user emotions and gaze at a glance, and offers a wide range of visualization options, including emotional saccade maps and emotional heat maps. The simultaneous consideration of gaze and emotion opens the door to the evaluation of user engagement, which is of great importance for content creators, but has also other promising fields of application in psychology research and, more specifically, in autism. Isabelle Hupont, Sandra Baldassarri, Eva Cerezo Bagdasari, Rafael del-Hoyo-Alonso |
ACII | 3 |
| 2013 | Advanced Human Affect VisualizationabstractAffective Computing researches use to be focused in the automatic extraction of human emotions and in increasing the success rates in the emotion recognition task. However, there is a lack of automatic tools that intuitively visualize the users' emotional information. In this paper, the development of a novel tool that allows the visualization of contents, user emotions and gaze at a glance is presented. The tool, called Emotracker, is based on the combination of eye tracking and facial emotional recognition technologies, and offers a wide range of visualization options, including emotional saccade maps and emotional heat maps. The simultaneous consideration of gaze and emotion opens the door to the evaluation of user engagement in a wide range of applications. Isabelle Hupont, Sandra Baldassarri, Eva Cerezo Bagdasari, Rafael del-Hoyo-Alonso |
SMC | 3 |
| 2013 | ToyVision: a toolkit to support the creation of innovative board-games with tangible interactionabstractThis paper presents "ToyVision": a software toolkit developed to facilitate the implementation of tangible games in visual-based tabletop devices. Compared to other toolkits for tabletops which offer very limited and tag-centered tangible possibilities, ToyVision provides designers with tools for modeling and implementing innovative tangible playing pieces with a high level of abstraction from the hardware. For this purpose, a new abstraction layer (the Widget layer) has been included in an already existing tabletop framework (ReacTIVision), providing the host application with high processed data about each playing piece involved in the game. To support the framework application, a Graphic Assistant tool enables the designer to visually model all the playing pieces into tangible tokens that can be tracked and controlled by the framework software. As a practical example, the complete process of prototyping a tangible game is described. Javier Marco, Sandra Baldassarri, Eva Cerezo Bagdasari |
TEI | 3 |
| 2013 | Designing and making a tangible tabletop game with ToyVisionabstractStudio participants will design and prototype tangible board-games for NIKVision: a tabletop computer for young children. The goal of this studio is to give designers and developers hands-on experience of developing a functional prototype of a tangible tabletop application without the intrinsic difficulties of managing electronic sensors, actuators and machine vision algorithms. During the studio attendees will complete a simple but conceptually complete tangible board-game prototype during the workshop day by abstracting the technologies and keeping focus firmly on the application behaviours and the interactions between users, objects and the system. This will be achieved through using the ToyVision toolkit, a set of software tools that lowers the threshold of prototyping both the "bits" and "atoms" of interactive tabletop games. Javier Marco, Ian Oakley, Eva Cerezo Bagdasari, Sandra Baldassarri |
TEI | 3 |
| 2013 | Facial emotional classification: from a discrete perspective to a continuous emotional space
Isabelle Hupont, Sandra Baldassarri, Eva Cerezo Bagdasari |
Pattern Anal. Appl. | 3 |
| 2013 | Bringing tabletop technology to all: evaluating a tangible farm game with kindergarten and special needs children
Javier Marco, Eva Cerezo Bagdasari, Sandra Baldassarri |
Pers. Ubiquitous Comput. | 2 |
| 2012 | Sentic Maxine: Multimodal Affective Fusion and Emotional Paths
Isabelle Hupont, Erik Cambria, Eva Cerezo Bagdasari, Amir Hussain 0001, Sandra Baldassarri |
ISNN (2) | 3 |
| 2012 | Semantic visualization of 3D urban environments
Jose Luis Pina, Eva Cerezo Bagdasari, Francisco J. Serón |
Multim. Tools Appl. | 2 |
| 2011 | Recognizing Emotions from Video in a Continuous 2D Space
Sergio Ballano, Isabelle Hupont, Eva Cerezo Bagdasari, Sandra Baldassarri |
INTERACT (4) | 3 |
| 2011 | Children with Special Needs: Comparing Tactile and Tangible Interaction
César Ortea Suárez, Javier Marco, Sandra Baldassarri, Eva Cerezo Bagdasari |
INTERACT (4) | 4 |
| 2010 | Bridging the gap between children and tabletop designersabstractThis paper presents a case study of the design lifecycle of games involving tangible interaction toys handled on an active surface tabletop. The games are oriented to 3--6 year old children, so special care has been taken in the methods used to involve them in a child-centered design lifecycle. The iterative nature of this design paradigm was supported by frequent test sessions where data relating to usability and fun was captured and analyzed in order to guide successive design iterations until a finished product was achieved. The aim is to guide designers intending to involve children in similar tabletop game creation projects. Details are given of how data collected from test sessions with children revealed usability problems and helped to create, evolve and improve the games. Javier Marco, Sandra Baldassarri, Eva Cerezo Bagdasari |
IDC | 3 |
| 2010 | Playing with toys on a tabletop active surfaceabstractWe present a new set of toys and games especially designed to bring tabletop interaction closer to very young children. The use of these toys will be shown in an especially designed tabletop device adapted to children aged between 3 to 6 years old. Nevertheless, it must be pointed out that these toys use a tangible interaction approach that can be easily adapted to any tabletop device based on visual recognition software. The final aim of this work is to combine physical group activities with educative computer games, in a unique interactive experience. Javier Marco, Eva Cerezo Bagdasari, Sandra Baldassarri |
IDC | 2 |
| 2010 | Facial Affect Sensing for T-learningabstractInteractive Digital TV has arisen new forms of interaction not traditionally associated with this medium. One of its applications is the so-called “t-learning” or TV-based interactive learning. To date, most existing t-learning applications confine themselves to edutainment more than to more complex and pedagogical forms of learning, due to the technological constraints imposed by set-top boxes. This paper overcomes those technological barriers to propose the first t-learning affective aware tutoring tool. The tool allows to capture by means of a camera the facial expressions of the student while performing evaluations (tests) through a broadcasted interactive t-learning application at home. It integrates a novel Artificial Intelligence method for facial affect recognition, where facial expressions are evaluated with a psychological 2-dimensional continuous affective approach. Thanks to it, the t-learning tool is able to automatically extract emotional information from the learner, which is further presented in a simple and efficient way to the distance tutor so that he can be aware of student's encountered difficulties and emotional progression during the learning process. Isabelle Hupont, David Abadía-Gallego, Sandra Baldassarri, Eva Cerezo Bagdasari, Rafael del-Hoyo-Alonso |
ICTAI (2) | 4 |
| 2010 | Sensing facial emotions in a continuous 2D affective spaceabstractThe interpretation of user facial expressions is a very useful method for emotional sensing and it constitutes an indispensable part of affective Human Computer Interface designs. Facial expressions are often classified into one of several basic emotion categories. This categorical approach seems poor to treat faces with blended emotions, as well as to measure the intensity of a given emotion. This paper presents an effective system for facial emotional classification, where facial expressions are evaluated with a psychological 2-dimensional continuous affective approach. At its output, an expressional face is represented as a point in a 2D space characterized by evaluation and activation factors. The proposed system first starts with a classification method in discrete categories based on a novel combination of classifiers, that is subsequently mapped in a 2D space in order to be able to consider intermediate emotional states. The system has been tested with an extensive universal database and human assessment has been taken into consideration in the evaluation of results. Isabelle Hupont, Eva Cerezo Bagdasari, Sandra Baldassarri |
SMC | 2 |
| 2010 | New approaches to culling and LOD methods for scenes with multiple virtual actors
Rafael Rodriguez, Eva Cerezo Bagdasari, Sandra Baldassarri, Francisco J. Serón |
Comput. Graph. | 2 |
| 2010 | BqR-Tree: A Data Structure for Flights and Walkthroughs in Urban Scenes with Mobile ElementsabstractAbstract BqR‐Tree, the data structure presented in this paper is an improved R‐Tree data structure based on a quadtree spatial partitioning which improves the rendering speed of the usual R‐trees when view‐culling is implemented, especially in urban scenes. The city is split by means of a spatial quadtree partition and the block is adopted as the basic urban unit. One advantage of blocks is that they can be easily identified in any urban environment, regardless of the origins and structure of the input data. The aim of the structure is to accelerate the visualization of complex scenes containing not only static but dynamic elements. The usefulness of the structure has been tested with low structured data, which makes its application appropriate to almost all city data. The results of the tests show that when using the BqR‐Tree structure to perform walkthroughs and flights, rendering times vastly improve in comparison to the data structures which have yielded best results to date, with average improvements of around 30%. Jose Luis Pina, Francisco J. Serón, Eva Cerezo Bagdasari |
Comput. Graph. Forum | 3 |
| 2009 | User-oriented design and tangible interaction for kindergarten childrenabstractThis paper describes a tabletop prototype that allows kindergarten children to take the benefits of the new pedagogical possibilities that tangible interaction and tabletop technologies offer to manipulative learning. After analyzing children's cognitive and psychomotorial skills, we have designed and tuned a prototype game suitable for children aged 3 to 4 years old. Our prototype uniquely combines low cost tangible interaction and tabletop technology with tutored learning. The design has been based on observations of the children using the technology, letting them freely play with the application during three play sessions. These observational sessions informed the design decisions for the game whilst also confirming the children's enjoyment with the prototype. Javier Marco, Eva Cerezo Bagdasari, Sandra Baldassarri, Emanuela Mazzone, Janet C. Read |
IDC | 2 |
| 2009 | Automatic Translation System to Spanish Sign Language with a Virtual Interpreter
Sandra Baldassarri, Eva Cerezo Bagdasari, Francisco Royo-Santas |
INTERACT (1) | 2 |
| 2009 | Evaluating a Tangible Game Video Console for Kids
Javier Marco, Eva Cerezo Bagdasari, Sandra Baldassarri |
INTERACT (1) | 2 |
| 2008 | A Study of the Use of a Virtual Agent in an Ambient Intelligence Environment
Germán Montoro, Pablo A. Haya, Sandra Baldassarri, Eva Cerezo Bagdasari, Francisco J. Serón |
IVA | 4 |
| 2008 | Maxine: A platform for embodied animated agents
Sandra Baldassarri, Eva Cerezo Bagdasari, Francisco J. Serón |
Comput. Graph. | 2 |
| 2005 | Implementation of a method of curved ray tracing for inhomogeneous atmospheres
Francisco J. Serón, Diego Gutierrez, Guillermo Gutiérrez, Eva Cerezo Bagdasari |
Comput. Graph. | 4 |
| 2005 | A survey on participating media rendering techniques
Eva Cerezo Bagdasari, Frederic Pérez, Xavier Pueyo, Francisco J. Serón, François X. Sillion |
Vis. Comput. | 1 |
| 2004 | Visualizing Sunsets through Inhomogeneous AtmospheresabstractIn this paper, it is described a method of curved ray tracing capable of depicting phenomena that arise, under certain conditions, when light propagates through an inhomogeneous atmosphere. As an example application the distortions in the spherical shape of the sun during sunsets are modelled, including split suns, flattened suns and double suns. Nevertheless, the method is general and can be applied to any media in which the index of refraction is a function of the position Francisco J. Serón, Diego Gutierrez, Guillermo Gutiérrez, Eva Cerezo Bagdasari |
Computer Graphics International | 4 |
| 2004 | Rendering natural waters taking fluorescence into accountabstractAbstract The aim of the work presented here is to generalize a system, developed to treat general participating media, to make it capable of considering volumetric inelastic processes such as fluorescence. Our system, based on the discrete ordinates method, is adequate to treat a complex participating medium such as natural waters as it is prepared to deal with not only anisotropic but also highly peaked phase functions, as well as to consider the spectral behaviour of the medium's characteristic parameters. It is also able to generate detailed quantitative illumination information, such as the amount of light that reaches the medium boundaries or the amount of light absorbed in each of the medium voxels. First, we present an extended form of the radiative transfer equation to incorporate inelastic volumetric phenomena. Then, we discuss the necessary changes in the general calculation scheme to include inelastic scattering. We have applied all this to consider the most common inelastic effect in natural waters: fluorescence in chlorophyll‐a. Copyright © 2004 John Wiley & Sons, Ltd. Eva Cerezo Bagdasari, Francisco J. Serón |
Comput. Animat. Virtual Worlds | 1 |
| 2003 | An approach to the simulation of the sea as participating medium
Eva Cerezo Bagdasari, Francisco J. Serón |
Comput. Graph. | 1 |
| 2003 | Correction to 'Adding Support for High-Level Skeletal Animation'
Francisco J. Serón, Rafael Rodriguez, Eva Cerezo Bagdasari, Alfredo Pina |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2002 | Adding Support for High-Level Skeletal AnimationabstractWe present a data structure specially geared toward the definition and management of synthetic actors in real-time computer graphics. The relation between our proposed data structure and the Silicon Graphics API Performer/spl reg/ makes its implementation possible on a low-cost real-time platform thanks to current accelerating cards. We demonstrate how our data structure is used to generate motion by means of two different applications. Both of them make use of direct and inverse kinematics and may use motion capture. ARTgraph is a development environment devoted to the creation of high-quality real-time 3D-graphics applications (basically, 3D games) and the ALVW system is a general platform that provides and coordinates a sensing-analysis-acting loop to provide behavior for synthetic actors in their own scenario. The aim of this paper is to contribute to the standardization process of multiplatform synthetic actor programs or libraries. Francisco J. Serón, Rafael Rodriguez, Eva Cerezo Bagdasari, Alfredo Pina |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2000 | Computer animation: from avatars to unrestricted autonomous actors (A survey on replication and modelling mechanisms)
Alfredo Pina, Eva Cerezo Bagdasari, Francisco J. Serón |
Comput. Graph. | 2 |
| 1999 | An approach to the situation of Spanish women holding research/teaching positions based on the production/reproduction modelabstractThe basis of this study is the concept of double presence in the theoretical mainframe of production-reproduction model. Current Spanish reality has created a conflict between productive and reproductive work and has caused an unequal distribution between women and men, of both the weight and the value of the work. The access of Spanish women scientists and engineers in technically related research fields has been increasing in a spectacular way in Spain in the past few years, giving rise to a new, socially different group regarding its activity and double presence in the productive and reproductive model. From this viewpoint, the university offers apparent workplace flexibility and a different productivity concept that perhaps could be an interesting study case for solving this conflict, tacitly assumed by Spanish society. The study chose technical women (both scientists and engineers) holding university positions at the University of Zaragoza (Spain) as the object of study. The research consists of a questionnaire focused on the tensions due to the double presence of women, and its direct consequences in their vertical professional progress and also in the relative importance given to each role. The results of the study show that there are two different groups of women, one that gives priority to their families, and another that shows the greatest availability not only to travel because of working reasons, but also to move out for promotion. These two groups correspond to different social situations, and also derive from different work positions. General results of their opinion about both their work and their reproductive responsibilities are also given. Sandra Baldassarri, Eugenia Martinez, Eva Cerezo Bagdasari, Pilar Molina-Gaudó, Dolores Rubio |
ISTAS | 3 |
| 1999 | Women and technology: the Spanish sceneryabstractSince the appearance of the first woman engineer in the 50's till now, a massive incorporation of women in the technology area (more quantitative than qualitative) is being produced. This evolution has placed Spain over the medium world level. The article intends to gather information to synthesize the present situation of the women-technology relationship in the Aragon Autonomous Region and in Spain. Moreover, the change in the latest years is shown, framed in context of the European reference system. The study of the gender variable is confronted not only at the educational but also at the labour market level. Statistics are presented about the evolution of the presence of women from the first education levels and in the choice of the technological options in the secondary level. The situation at University level and in the technological research world is also outlined. With regard to the labour market, statistical data about the incorporation of women into work with increasing reality since the 80's, are included. The article intends to give keys for the analysis about this quick evolution. It gives a historical perspective inside the Spanish framework and hints at future tendencies. Pilar Molina-Gaudó, Sandra Baldassarri, Eva Cerezo Bagdasari, Dolores Rubio |
ISTAS | 3 |
| 1999 | Motion and behaviour modelling: state of art and new trends
Eva Cerezo Bagdasari, Alfredo Pina, Francisco J. Serón |
Vis. Comput. | 1 |