Demo Data from SIGIR 2026 / reviewers in the wild / expert
Adela Barbulescu
dblp:126/1053
· DBLP profile ↗
5ranked-venue papers
5as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 5 first-authorArtificial intelligence and machine learning · 3 · 3 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 · 61% Virtual and augmented reality · 39% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
motion capture |
0.3 | 1 | 2017 | A system for creating virtual reality content from make-believe games · VR 2017 |
Computer animation and physical simulation › data-driven animation
performance-driven animation |
0.3 | 1 | 2017 | A system for creating virtual reality content from make-believe games · VR 2017 |
Virtual and augmented reality › virtual reality
VR content creation |
0.3 | 1 | 2017 | A system for creating virtual reality content from make-believe games · VR 2017 |
Virtual and augmented reality › interactive storytelling
immersive storytelling |
0.1 | 1 | 2017 | A system for creating virtual reality content from make-believe games · VR 2017 |
Methods — techniques the papers use, named apart from their topics
kinect · 0.3gesture capture · 0.3facial expression capture · 0.3IMU sensors · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | A system for creating virtual reality content from make-believe gamesabstractPretend play is a storytelling technique, naturally used from very young ages, which relies on object substitution to represent the characters of the imagined story. We propose a system which assists the storyteller by generating a virtualized story from a recorded dialogue performed with 3D printed figurines. We capture the gestures and facial expressions of the storyteller using Kinect cameras and IMU sensors and transfer them to their virtual counterparts in the story-world. As a proof-of-concept, we demonstrate our system with an improvised story involving a prince and a witch, which was successfully recorded and transferred into 3D animation. Adela Barbulescu, Maxime Garcia, Antoine Bégault, Marie-Paule Cani, Maxime Portaz, Alexis Viand, Romain Dulery, Laurence Boissieux, Pierre Heinish, Rémi Ronfard, Dominique Vaufreydaz |
VR | 1 |
| 2017 | Which prosodic features contribute to the recognition of dramatic attitudes?
Adela Barbulescu, Rémi Ronfard, Gérard Bailly |
Speech Commun. | 1 |
| 2016 | Characterization of Audiovisual Dramatic AttitudesabstractInternational audience Adela Barbulescu, Rémi Ronfard, Gérard Bailly |
INTERSPEECH | 1 |
| 2014 | Beyond basic emotions: expressive virtual actors with social attitudesabstractThe purpose of this work is to evaluate the contribution of audio-visual prosody to the perception of complex mental states of virtual actors. We propose that global audio-visual prosodic contours - i.e. melody, rhythm and head movements over the utterance - constitute discriminant features for both the generation and recognition of social attitudes. The hypothesis is tested on an acted corpus of social attitudes in virtual actors and evaluation is done using objective measures and perceptual tests. Adela Barbulescu, Rémi Ronfard, Gérard Bailly, Georges Gagneré, Hüseyin Çakmak |
MIG | 1 |
| 2012 | 3D human pose estimation using 2D body part detectors
Adela Barbulescu, Wenjuan Gong, Jordi Gonzàlez 0001, Thomas B. Moeslund, F. Xavier Roca |
ICPR | 1 |