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Jean-Francis Balaguer

dblp:25/5776 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 1995
—ORCID · none

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 · 2

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
2 papers
Computer animation and physical simulation · 57% Virtual and augmented reality · 43%
Human-computer interaction and pervasive computing
2 papers
Interaction techniques and input · 59% Immersive interaction · 41%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › animation authoring
3d animation creation
0.011995
An integrated environment to visually construct 3D animations · SIGGRAPH 1995
Virtual and augmented reality
virtual reality
0.011993
VB2: An Architecture for Interaction in Synthetic Worlds · ACM Symposium on User Interface Software and Technology 1993
Interaction techniques and input
gesture input
0.011993
VB2: An Architecture for Interaction in Synthetic Worlds · ACM Symposium on User Interface Software and Technology 1993
Immersive interaction
3d user interface
0.011995
An integrated environment to visually construct 3D animations · SIGGRAPH 1995
Immersive interaction › virtual reality
immersive virtual environment
0.011993
VB2: An Architecture for Interaction in Synthetic Worlds · ACM Symposium on User Interface Software and Technology 1993

Methods — techniques the papers use, named apart from their topics

multi-way constraints · 0.0data-reduction algorithm · 0.0incremental constraint solving · 0.0adaptive pattern recognition · 0.0
YearPublicationVenuePosition
1995 An integrated environment to visually construct 3D animations
abstract
In this paper, we present an expressive 3D animation environment that enables users to rapidly and visually prototype animated worlds with a fully 3D user-interface. A 3D device allows the specification of complex 3D motion, while virtual tools are visible mediators that live in the same 3D space as application objects and supply the interaction metaphors to control them. In our environment, there is no intrinsic difference between user-interface and application objects. Multi-way constraints provide the necessary tight-coupling among components that makes it possible to seamlessly compose interactive and animated behaviors. By recording the effects of manipulations, all the expressive power of the 3D user-interface is exploited to define animations. Effective editing of recorded manipulations is made possible by compacting all continuous parameter evolutions with an incremental data-reduction algorithm, designed to preserve both geometry and timing. The automatic generation of editable representations of interactive performances overcomes one of the major limitations of current performance animation systems. Novel interactive solutions to animation problems are made possible by the tight integration of all system components. In particular, animations can be synchronized by using constrained manipulation during playback. The accompanying video tape illustrates our approach with interactive sequences showing the visual construction of 3D animated worlds. All the demonstrations were recorded live and were not edited.
Enrico Gobbetti, Jean-Francis Balaguer
SIGGRAPH2
1995 Sketching 3D Animations
abstract
Abstract We are interested in providing animators with a general‐purpose tool allowing them to create animations using straight‐ahead actions as well as pose‐to‐pose techniques. Our approach seeks to bring the expressiveness of real‐time motion capture systems into a general‐purpose multi‐track system running on a graphics workstation. We emphasize the use of high‐bandwidth interaction with 3D objects together with specific data reduction techniques for the automatic construction of editable representations of interactively sketched continuous parameter evolution. In this paper, we concentrate on providing a solution to the problem of applying data reduction techniques in an animation context. The requirements that must be fulfilled by the data reduction algorithm are analyzed. From the Lyche and Mørken knot removal strategy, we derive an incremental algorithm that computes a B‐spline approximation to the original curve by considering only a small piece of the total curve at any time. This algorithm allows the processing of the user's captured motion in parallel with its specification, and guarantees constant latency time and memory needs for input motions composed of any number of samples. After showing the results obtained by applying our incremental algorithm to 3D animation paths, we describe an integrated environment to visually construct 3D animations, where all interaction is done directly in three dimensions. By recording the effects of user's manipulations and taking into account the temporal aspect of the interaction, straight‐ahead animations can be defined. Our algorithm is automatically applied to continuous parameter evolution in order to obtain editable representations. The paper concludes with a presentation offuture work.
Jean-Francis Balaguer, Enrico Gobbetti
Comput. Graph. Forum1
1993 VB2: An Architecture for Interaction in Synthetic Worlds
abstract
The paper describes the VB2 architecture for the construction of three-dimensional interactive applications. The system's state and behavior are uniformly represented as a network of interrelated objects. Dynamic components are modeled by active variables, while multi-way relations are modeled by hierarchical constraints. Daemons are used to sequence between system states in reaction to changes in variable values. The constraint network is efficiently maintained by an incremental constraint solver based on an enhancement of SkyBlue. Multiple devices are used to interact with the synthetic world through the use of various interaction paradigms, including immersive environments with visual and audio feedback. Interaction techniques range from direct manipulation, to gestural input and three-dimensional virtual tools. Adaptive pattern recognition is used to increase input device expressiveness by enhancing sensor data with classification information. Virtual tools, which are encapsulations of visual appearance and behavior, present a selective view of manipulated models' information and offer an interaction metaphor to control it. Since virtual tools are first class objects, they can be assembled into more complex tools, much in the same way that simple tools are built on top of a modeling hierarchy. The architecture is currently being used to build a virtual reality animation system
Enrico Gobbetti, Jean-Francis Balaguer, Daniel Thalmann
ACM Symposium on User Interface Software and Technology2