Demo Data from SIGIR 2026 / reviewers in the wild / expert
Laura C. Trutoiu
dblp:90/126
· DBLP profile ↗
10ranked-venue papers
4as first author
1since 2021 · last 2022
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 4 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-authorApplied, interdisciplinary, general and emerging 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
2 papers |
Geometric modeling and processing · 32% Rendering · 32% Computer animation and physical simulation · 24% | |
| Human-computer interaction and pervasive computing
3 papers |
Immersive interaction · 62% Wearable and physiological sensing · 24% Learning and educational technologies · 14% |
Topics — the 7 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
level-of-detail rendering |
0.6 | 1 | 2022 | Geo-Metric: A Perceptual Dataset of Distortions on Faces · ACM Trans. Graph. 2022 |
Computer animation and physical simulation
facial animation |
0.2 | 1 | 2015 | Facial performance sensing head-mounted display · ACM Trans. Graph. 2015 |
Computer animation and physical simulation › performance capture
facial performance capture |
0.2 | 1 | 2015 | Facial performance sensing head-mounted display · ACM Trans. Graph. 2015 |
Virtual and augmented reality › immersive display
head-mounted display |
0.2 | 1 | 2015 | Facial performance sensing head-mounted display · ACM Trans. Graph. 2015 |
Immersive interaction › self-motion perception
vection |
0.1 | 1 | 2008 | Circular, Linear, and Curvilinear Vection in a Large-screen Virtual Environment with Floor Projection · VR 2008 |
Immersive interaction
virtual reality |
0.1 | 1 | 2008 | Circular, Linear, and Curvilinear Vection in a Large-screen Virtual Environment with Floor Projection · VR 2008 |
Wearable and physiological sensing
strain sensing |
0.1 | 1 | 2015 | Facial performance sensing head-mounted display · ACM Trans. Graph. 2015 |
Methods — techniques the papers use, named apart from their topics
psychophysical evaluation · 0.6perceptual study · 0.6gaussian mixture model · 0.4flexible electronic materials · 0.4RGB-D camera · 0.4qualitative analysis · 0.1design workshop · 0.1user study · 0.1introspective measures · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Geo-Metric: A Perceptual Dataset of Distortions on FacesabstractIn this work we take a novel perception-centered approach to quantify distortions on 3D geometry of faces, to which humans are particularly sensitive. We generated a dataset, composed of 100 high-quality and demographically-balanced face scans. We then subjected these meshes to distortions that cover relevant use cases in computer graphics, and conducted a large-scale perceptual study to subjectively evaluate them. Our dataset consists of over 84,000 quality comparisons, making it the largest ever psychophysical dataset for geometric distortions. Finally, we demonstrated how our data can be used for applications like metrics, compression, and level-of-detail rendering. Krzysztof Wolski, Laura C. Trutoiu, Zhao Dong 0001, Zhengyang Shen, Kevin Mackenzie, Alexandre Chapiro |
ACM Trans. Graph. | 2 |
| 2019 | RetinaMatch: Efficient Template Matching of Retina Images for TeleophthalmologyabstractRetinal template matching and registration is an important challenge in teleophthalmology with low-cost imaging devices. However, the images from such devices generally have a small field of view (FOV) and image quality degradations, making matching difficult. In this paper, we develop an efficient and accurate retinal matching technique that combines dimension reduction and mutual information (MI), called RetinaMatch. The dimension reduction initializes the MI optimization as a coarse localization process, which narrows the optimization domain and avoids local optima. The effectiveness of RetinaMatch is demonstrated on the open fundus image database STARE with simulated reduced FOV and anticipated degradations, and on retinal images acquired by adapter-based optics attached to a smartphone. RetinaMatch achieves a success rate over 94% on human retinal images with the matched target registration errors below 2 pixels on average, excluding the observer variability, outperforming standard template matching solutions. In the application of measuring vessel diameter repeatedly, single pixel errors are expected. In addition, our method can be used in the process of image mosaicking with area-based registration, providing a robust approach when feature-based methods fail. To the best of our knowledge, this is the first template matching algorithm for retina images with small template images from unconstrained retinal areas. In the context of the emerging mixed reality market, we envision automated retinal image matching and registration methods as transformative for advanced teleophthalmology and long-term retinal monitoring. N. Benjamin Erichson, John P. Kelly, Laura C. Trutoiu, Brian Schowengerdt, Steven L. Brunton, Eric J. Seibel |
IEEE Trans. Medical Imaging | 4 |
| 2016 | Introduction to Special Issue SAP 2016abstractNo abstract available. Reynold J. Bailey, Laura C. Trutoiu |
ACM Trans. Appl. Percept. | 2 |
| 2015 | Facial performance sensing head-mounted displayabstractThere are currently no solutions for enabling direct face-to-face interaction between virtual reality (VR) users wearing head-mounted displays (HMDs). The main challenge is that the headset obstructs a significant portion of a user's face, preventing effective facial capture with traditional techniques. To advance virtual reality as a next-generation communication platform, we develop a novel HMD that enables 3D facial performance-driven animation in real-time. Our wearable system uses ultra-thin flexible electronic materials that are mounted on the foam liner of the headset to measure surface strain signals corresponding to upper face expressions. These strain signals are combined with a head-mounted RGB-D camera to enhance the tracking in the mouth region and to account for inaccurate HMD placement. To map the input signals to a 3D face model, we perform a single-instance offline training session for each person. For reusable and accurate online operation, we propose a short calibration step to readjust the Gaussian mixture distribution of the mapping before each use. The resulting animations are visually on par with cutting-edge depth sensor-driven facial performance capture systems and hence, are suitable for social interactions in virtual worlds. Hao Li 0015, Laura C. Trutoiu, Kyle Olszewski, Lingyu Wei, Tristan Trutna, Pei-Lun Hsieh, Aaron Nicholls, Chongyang Ma |
ACM Trans. Graph. | 2 |
| 2014 | Spatial and Temporal Linearities in Posed and Spontaneous SmilesabstractCreating facial animations that convey an animator’s intent is a difficult task because animation techniques are necessarily an approximation of the subtle motion of the face. Some animation techniques may result in linearization of the motion of vertices in space (blendshapes, for example), and other, simpler techniques may result in linearization of the motion in time. In this article, we consider the problem of animating smiles and explore how these simplifications in space and time affect the perceived genuineness of smiles. We create realistic animations of spontaneous and posed smiles from high-resolution motion capture data for two computer-generated characters. The motion capture data is processed to linearize the spatial or temporal properties of the original animation. Through perceptual experiments, we evaluate the genuineness of the resulting smiles. Both space and time impact the perceived genuineness. We also investigate the effect of head motion in the perception of smiles and show similar results for the impact of linearization on animations with and without head motion. Our results indicate that spontaneous smiles are more heavily affected by linearizing the spatial and temporal properties than posed smiles. Moreover, the spontaneous smiles were more affected by temporal linearization than spatial linearization. Our results are in accordance with previous research on linearities in facial animation and allow us to conclude that a model of smiles must include a nonlinear model of velocities. Laura C. Trutoiu, Elizabeth J. Carter, Nancy S. Pollard, Jeffrey F. Cohn, Jessica K. Hodgins |
ACM Trans. Appl. Percept. | 1 |
| 2011 | Breaking boundaries: strategies for mentoring through textile computing workshopsabstractWith over 13.3 million children living below poverty line in the United States, there is a pressing need for engaging HCI research with children at the socio-economic margins. Drawing from design studio culture and art therapy literature, we explore wearable computing as a creative and tangible medium (similar to markers, paints, clays, etc.) for motivating 'at-risk' children in hands-on making and expressive instantiation of ideas. Working with a local outreach organization for 'at-risk' middle school girls, we conducted five weekly workshops during which participants ideated, designed and implemented personal wearable computing projects. These sessions inspired participants (age 10-12) who tend to be uninterested and uncooperative in educational activities to complete interactive projects and engage with workshop volunteers as mentors and peers. We present the challenges, merits and outcomes of our approach, proposing wearable computing as a healing outlet and a mentoring strategy for at-risk children. Stacey Kuznetsov, Laura C. Trutoiu, Casey Kute, Iris K. Howley, Eric Paulos, Daniel P. Siewiorek |
CHI | 2 |
| 2011 | Modeling and animating eye blinksabstractFacial animation often falls short in conveying the nuances present in the facial dynamics of humans. In this article, we investigate the subtleties of the spatial and temporal aspects of eye blinks. Conventional methods for eye blink animation generally employ temporally and spatially symmetric sequences; however, naturally occurring blinks in humans show a pronounced asymmetry on both dimensions. We present an analysis of naturally occurring blinks that was performed by tracking data from high-speed video using active appearance models. Based on this analysis, we generate a set of key-frame parameters that closely match naturally occurring blinks. We compare the perceived naturalness of blinks that are animated based on real data to those created using textbook animation curves. The eye blinks are animated on two characters, a photorealistic model and a cartoon model, to determine the influence of character style. We find that the animated blinks generated from the human data model with fully closing eyelids are consistently perceived as more natural than those created using the various types of blink dynamics proposed in animation textbooks. Laura C. Trutoiu, Elizabeth J. Carter, Iain A. Matthews, Jessica K. Hodgins |
ACM Trans. Appl. Percept. | 1 |
| 2010 | Perceptually motivated guidelines for voice synchronization in filmabstractWe consume video content in a multitude of ways, including in movie theaters, on television, on DVDs and Blu-rays, online, on smart phones, and on portable media players. For quality control purposes, it is important to have a uniform viewing experience across these various platforms. In this work, we focus on voice synchronization, an aspect of video quality that is strongly affected by current post-production and transmission practices. We examined the synchronization of an actor's voice and lip movements in two distinct scenarios. First, we simulated the temporal mismatch between the audio and video tracks that can occur during dubbing or during broadcast. Next, we recreated the pitch changes that result from conversions between formats with different frame rates. We show, for the first time, that these audio visual mismatches affect viewer enjoyment. When temporal synchronization is noticeably absent, there is a decrease in the perceived performance quality and the perceived emotional intensity of a performance. For pitch changes, we find that higher pitch voices are not preferred, especially for male actors. Based on our findings, we advise that mismatched audio and video signals negatively affect viewer experience. Elizabeth J. Carter, Lavanya Sharan, Laura C. Trutoiu, Iain A. Matthews, Jessica K. Hodgins |
ACM Trans. Appl. Percept. | 3 |
| 2009 | Circular, linear, and curvilinear vection in a large-screen virtual environment with floor projection
Laura C. Trutoiu, Betty J. Mohler, Jörg Schulte-Pelkum, Heinrich H. Bülthoff |
Comput. Graph. | 1 |
| 2008 | Circular, Linear, and Curvilinear Vection in a Large-screen Virtual Environment with Floor ProjectionabstractVection is defined as the compelling sensation of illusory self- motion elicited by a moving sensory, usually visual, stimulus. This paper presents collected introspective data on the experience of linear, circular, and curvilinear vection. We evaluate the differences between twelve different trajectories and the influence of the floor projection on the illusion of self-motion. All of the simulated self- motions examined are of a constant velocity, except for a brief simulated initial acceleration. First, we find that linear translations to the left and right are perceived as the least convincing, while linear down is perceived as the most convincing of the linear trajectories. Second, we find that the floor projection significantly improves the introspective measures of linear vection experienced in a photorealistic three-dimensional town. Finally, we find that while linear forward vection is not perceived to be very convincing, curvilinear forward vection is reported to be as convincing as circular vection. Considering our experimental results, our suggestions for simulators and VE applications where vection is desirable is to increase the number of curvilinear trajectories (as opposed to linear ones) and, if possible, add floor projection in order to improve the illusory sense of self-motion. Laura C. Trutoiu, Betty J. Mohler, Jörg Schulte-Pelkum, Heinrich H. Bülthoff |
VR | 1 |