Demo Data from SIGIR 2026 / reviewers in the wild / expert
Jared Bishop
dblp:385/6449
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2024
0009-0000-3185-6205ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
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.
| Artificial intelligence
1 paper |
Legged, aerial and field robots · 100% | |
| Computer graphics and multimedia
1 paper |
Computer animation and physical simulation · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Human-robot interaction · 100% |
Topics — the 2 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Robotics › Legged, aerial and field robots › legged robots
legged robot locomotion |
0.8 | 1 | 2024 | Interactive Design of Stylized Walking Gaits for Robotic Characters · ACM Trans. Graph. 2024 |
Human-robot interaction › entertainment robotics
robot animation |
0.2 | 1 | 2024 | Interactive Design of Stylized Walking Gaits for Robotic Characters · ACM Trans. Graph. 2024 |
Methods — techniques the papers use, named apart from their topics
procedural animation · 2.3phase-space blending · 2.3model-based control · 2.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Interactive Design of Stylized Walking Gaits for Robotic CharactersabstractProcedural animation has seen widespread use in the design of expressive walking gaits for virtual characters. While similar tools could breathe life into robotic characters, existing techniques are largely unaware of the kinematic and dynamic constraints imposed by physical robots. In this paper, we propose a system for the artist-directed authoring of stylized bipedal walking gaits, tailored for execution on robotic characters. The artist interfaces with an interactive editing tool that generates the desired character motion in realtime, either on the physical or simulated robot, using a model-based control stack. Each walking style is encoded as a set of sample parameters which are translated into whole-body reference trajectories using the proposed procedural animation technique. In order to generalize the stylized gait over a continuous range of input velocities, we employ a phase-space blending strategy that interpolates a set of example walk cycles authored by the animator while preserving contact constraints. To demonstrate the utility of our approach, we animate gaits for a custom, free-walking robotic character, and show, with two additional in-simulation examples, how our procedural animation technique generalizes to bipeds with different degrees of freedom, proportions, and mass distributions. Michael A. Hopkins, Georg Wiedebach, Kyle Cesare, Jared Bishop, Espen Knoop, Moritz Bächer |
ACM Trans. Graph. | 4 |