Demo Data from SIGIR 2026 / reviewers in the wild / expert
Alexis Viand
dblp:198/4120
· DBLP profile ↗
1ranked-venue papers
0as 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 · 1Human-computer interaction and ubiquitous computing · 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.
| 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 | 6 |