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Maxime Portaz

dblp:170/4513 · DBLP profile ↗
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4ranked-venue papers
2as first author
0since 2021 · last 2020
0000-0002-0251-2574ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2Databases, data management, data science and information retrieval · 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

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
motion capture
0.312017
A system for creating virtual reality content from make-believe games · VR 2017
Computer animation and physical simulation › data-driven animation
performance-driven animation
0.312017
A system for creating virtual reality content from make-believe games · VR 2017
Virtual and augmented reality › virtual reality
VR content creation
0.312017
A system for creating virtual reality content from make-believe games · VR 2017
Virtual and augmented reality › interactive storytelling
immersive storytelling
0.112017
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
YearPublicationVenuePosition
2020 QISS: An Open Source Image Similarity Search Engine
Maxime Portaz, Adrien Nivaggioli, Hicham Randrianarivo, Ilyes Kacher, Sylvain Peyronnet
ECIR (2)1
2019 Object instance identification with fully convolutional networks
Maxime Portaz, Matthias Kohl, Jean-Pierre Chevallet, Georges Quénot, Philippe Mulhem
Multim. Tools Appl.1
2017 A system for creating virtual reality content from make-believe games
abstract
Pretend 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
VR5
2015 The Grenoble System for the Social Touch Challenge at ICMI 2015
abstract
New technologies and especially robotics is going towards more natural user interfaces. Works have been done in different modality of interaction such as sight (visual computing), and audio (speech and audio recognition) but some other modalities are still less researched. The touch modality is one of the less studied in HRI but could be valuable for naturalistic interaction. However touch signals can vary in semantics. It is therefore necessary to be able to recognize touch gestures in order to make human-robot interaction even more natural. We propose a method to recognize touch gestures. This method was developed on the CoST corpus and then directly applied on the HAART dataset as a participation of the Social Touch Challenge at ICMI 2015. Our touch gesture recognition process is detailed in this article to make it reproducible by other research teams. Besides features set description, we manually filtered the training corpus to produce 2 datasets. For the challenge, we submitted 6 different systems. A Support Vector Machine and a Random Forest classifiers for the HAART dataset. For the CoST dataset, the same classifiers are tested in two conditions: using all or filtered training datasets. As reported by organizers, our systems have the best correct rate in this year's challenge (70.91% on HAART, 61.34% on CoST). Our performances are slightly better that other participants but stay under previous reported state-of-the-art results.
Viet Cuong Ta, Wafa Johal, Maxime Portaz, Eric Castelli, Dominique Vaufreydaz
ICMI3