Demo Data from SIGIR 2026 / reviewers in the wild / expert
Carlo Camporesi
dblp:81/6597
· DBLP profile ↗
7ranked-venue papers
6as first author
0since 2021 · last 2016
0000-0002-0414-0794ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 4 first-authorArtificial intelligence and machine learning · 4 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 4 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.
| Human-computer interaction and pervasive computing
3 papers |
Health and well-being technologies · 33% Collaborative and social computing · 30% Immersive interaction · 25% | |
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 79% Computer animation and physical simulation · 21% |
Topics — the 11 heaviest of 13, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Collaborative and social computing › computer-mediated communication › virtual communication
avatar-mediated communication |
0.2 | 1 | 2016 | The Effects of Avatars, Stereo Vision and Display Size on Reaching and Motion Reproduction · IEEE Trans. Vis. Comput. Graph. 2016 |
Virtual and augmented reality › virtual reality
collaborative virtual reality |
0.2 | 1 | 2013 | A framework for immersive VR and full-body avatar interaction · VR 2013 |
Virtual and augmented reality › avatar
full body avatar interaction |
0.2 | 1 | 2013 | A framework for immersive VR and full-body avatar interaction · VR 2013 |
Health and well-being technologies › rehabilitation
physical therapy |
0.2 | 1 | 2013 | VR solutions for improving physical therapy · VR 2013 |
Health and well-being technologies › rehabilitation
virtual reality rehabilitation |
0.2 | 1 | 2013 | VR solutions for improving physical therapy · VR 2013 |
Usability and user experience research
user study |
0.1 | 1 | 2016 | The Effects of Avatars, Stereo Vision and Display Size on Reaching and Motion Reproduction · IEEE Trans. Vis. Comput. Graph. 2016 |
Computer animation and physical simulation
character animation |
0.0 | 1 | 2013 | A framework for immersive VR and full-body avatar interaction · VR 2013 |
Virtual and augmented reality
immersive interaction |
0.0 | 1 | 2013 | VR solutions for improving physical therapy · VR 2013 |
Computer animation and physical simulation
motion retargeting |
0.0 | 1 | 2013 | A framework for immersive VR and full-body avatar interaction · VR 2013 |
Interaction techniques and input › input sensing › tracking
full-body tracking |
0.0 | 1 | 2013 | A framework for immersive VR and full-body avatar interaction · VR 2013 |
Collaborative and social computing
remote collaboration |
0.0 | 1 | 2013 | VR solutions for improving physical therapy · VR 2013 |
Methods — techniques the papers use, named apart from their topics
retargeting · 0.3motion tracking · 0.3motion reconstruction · 0.3motion assessment · 0.3user study · 0.2motion capture · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | The Effects of Avatars, Stereo Vision and Display Size on Reaching and Motion ReproductionabstractThanks to recent advances on motion capture devices and stereoscopic consumer displays, animated virtual characters can now realistically interact with users in a variety of applications. We investigate in this paper the effect of avatars, stereo vision and display size on task execution in immersive virtual environments. We report results obtained with three experiments in varied configurations that are commonly used in rehabilitation applications. The first experiment analyzes the accuracy of reaching tasks under different system configurations: with and without an avatar, with and without stereo vision, and employing a 2D desktop monitor versus a large multi-tile visualization display. The second experiment analyzes the use of avatars and user-perspective stereo vision on the ability to perceive and subsequently reproduce motions demonstrated by an autonomous virtual character. The third experiment evaluates the overall user experience with a complete immersive user interface for motion modeling by direct demonstration. Our experiments expose and quantify the benefits of using stereo vision and avatars, and show that the use of avatars improve the quality of produced motions and the resemblance of replicated msotions; however, direct interaction in user-perspective leads to tasks executed in less time and to targets more accurately reached. These and additional tradeoffs are important for the effective design of avatar-based training systems. Carlo Camporesi, Marcelo Kallmann |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2014 | Motion Parameterization and Adaptation Strategies for Virtual Therapists
Carlo Camporesi, Anthony Popelar, Marcelo Kallmann, Jay J. Han |
IVA | 1 |
| 2014 | Computing shortest path maps with GPU shadersabstractWe present in this paper a new GPU-based approach to compute Shortest Path Maps (SPMs) from a source point in a polygonal domain. Our method takes advantage of GPU polygon rasterization with shader programming. After encoding the SPM in the frame buffer, globally shortest paths are efficiently computed in time proportional to the number of vertices in the path, and length queries are computed in constant time. We have evaluated our method in multiple environments and our results show a significant speedup in comparison to previous approaches. Carlo Camporesi, Marcelo Kallmann |
MIG | 1 |
| 2013 | A framework for immersive VR and full-body avatar interactionabstractWe present a new software framework for the development of immersive collaborative virtual reality applications with emphasis on full-body interaction with virtual humans. The framework is designed to be scalable and adaptable to different hardware configurations, using either commodity or more expensive hardware setups. High level programming abstractions handle object replication and communication channels for configurations based on multiple rendering nodes. The system provides tools for full-body character animation, real-time full-body tracking and retargeting to virtual humans, including motion reconstruction from a small set of sensors. Such capabilities allow new full-body interaction metaphors to be developed in fixed or user-perspective stereo visualization. The framework is scalable, customizable, cross-platform and it is only based on tools with source code available. Carlo Camporesi, Marcelo Kallmann |
VR | 1 |
| 2013 | VR solutions for improving physical therapyabstractWe present new solutions based on Virtual Reality technologies for improving the delivery of physical therapy and rehabilitation. Three main aspects are addressed: 1) the ability to allow therapists to create new exercises and therapy programs intuitively by direct demonstration, 2) automatic therapy delivery and monitoring with the use of an autonomous virtual tutor that can monitor and quantitatively assess the motions performed by the patient, and 3) networked collaborative remote therapy sessions via connected applications displaying the motions of both the therapist and the patient. We also provide 3D assessment tools for monitoring changes in the range of motion, and for allowing the visualization of a number of properties during or after the execution of exercises. The presented system has been implemented for a low-cost hardware solution based on Kinect and for a high-end immersive virtual reality facility. Carlo Camporesi, Marcelo Kallmann, Jay J. Han |
VR | 1 |
| 2012 | Immersive Interfaces for Building Parameterized Motion Databases
Yazhou Huang, Carlo Camporesi, Marcelo Kallmann |
IVA | 2 |
| 2010 | Interactive Motion Modeling and Parameterization by Direct Demonstration
Carlo Camporesi, Yazhou Huang, Marcelo Kallmann |
IVA | 1 |