Demo Data from SIGIR 2026 / reviewers in the wild / expert
Massimiliano Pascoli
dblp:404/6855
· DBLP profile ↗
1ranked-venue papers
1as first author
1since 2021 · last 2025
0009-0007-3257-2547ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 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.
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 77% Collaborative and social computing · 23% | |
| Computer graphics and multimedia
1 paper |
Computer animation and physical simulation · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
crowd simulation |
0.9 | 1 | 2025 | Introducing Agent Personality in Crowd Simulation Improves Social Presence and Experienced Realism in Immersive VR · IEEE Trans. Vis. Comput. Graph. 2025 |
Immersive interaction
virtual reality |
0.9 | 1 | 2025 | Introducing Agent Personality in Crowd Simulation Improves Social Presence and Experienced Realism in Immersive VR · IEEE Trans. Vis. Comput. Graph. 2025 |
Collaborative and social computing
social presence |
0.3 | 1 | 2025 | Introducing Agent Personality in Crowd Simulation Improves Social Presence and Experienced Realism in Immersive VR · IEEE Trans. Vis. Comput. Graph. 2025 |
Methods — techniques the papers use, named apart from their topics
probabilistic animation selection · 1.7clustering · 1.7big five personality framework · 1.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Introducing Agent Personality in Crowd Simulation Improves Social Presence and Experienced Realism in Immersive VRabstractConvincing crowd behavior simulation is becoming essential in many application domains, including video games, cinematography, urban planning, safety simulations, and training. In this article, we propose a novel and lightweight mesoscopic system for personality-based crowd simulation in immersive virtual reality (iVR). We use the Big Five personality framework, also known as OCEAN, to model a synthetic personality for each autonomous agent. Agents can autonomously aggregate in formations using machine learning-based clustering techniques operating on OCEAN. Moreover, agents can also externalize their personality traits by performing peculiar behavioral animations. To choose which animations to perform, we adopt a probabilistic approach that considers each OCEAN dimension as a continuous spectrum with two extremes linked to pairs of animations. Our system is designed to be flexible and suitable for different applications. Flexibility is achieved by using graphs to store agent and map topology data that control how the agents move and behave at runtime. In a within-subjects study with 40 users, we compare our personality-based system against a basic system that does not use personality. Results show that introducing personality into iVR crowd simulation enhances users' social presence and experienced realism. Introducing personality also increases the perceived match between the agents and the virtual environment where the simulation takes place. Massimiliano Pascoli, Fabio Buttussi, Konstantin Schekotihin, Luca Chittaro |
IEEE Trans. Vis. Comput. Graph. | 1 |