Computer Animation and Virtual Worlds

Papers
(The TQCC of Computer Animation and Virtual Worlds is 2. The table below lists those papers that are above that threshold based on CrossRef citation counts [max. 250 papers]. The publications cover those that have been published in the past four years, i.e., from 2020-05-01 to 2024-05-01.)
ArticleCitations
ExpressGesture: Expressive gesture generation from speech through database matching20
Exploring evolution of augmented and virtual reality education space in 2020 through systematic literature review20
I feel a moving crowd surrounds me: Exploring tactile feedback during immersive walking in a virtual crowd18
Immersive walking in a virtual crowd: The effects of the density, speed, and direction of a virtual crowd on human movement behavior15
Building information modeling indoor path planning: A lightweight approach for complex BIM building14
Exploring neural and peripheral physiological correlates of simulator sickness13
X‐person asymmetric interaction in virtual and augmented realities12
Point cloud semantic scene segmentation based on coordinate convolution11
The realm of metaverse: A survey11
A simplified force model for mixed traffic simulation10
AFF‐Dehazing: Attention‐based feature fusion network for low‐light image Dehazing10
Comparing technologies for conveying emotions through realistic avatars in virtual reality‐based metaverse experiences9
Virtual reconstruction of the ancient city of Karakorum9
Enhancing Emotional Experience by Building Emotional Virtual Characters in VR Volleyball Games9
Automatic text‐to‐gesture rule generation for embodied conversational agents9
FaceCaps for facial expression recognition8
Toward understanding embodied human‐virtual character interaction through virtual and tactile hugging8
UGSC‐GAN: User‐guided sketch colorization with deep convolution generative adversarial networks7
The use of virtual reality in the training of professionals: with the example of firefighters7
Embedding 3D models in offline physical environments7
Eye fixations and electrodermal activity during low‐budget virtual reality embodiment6
SCANET: Improving multimodal representation and fusion with sparse‐ and cross‐attention for multimodal sentiment analysis6
Human‐virtual crowd interaction: Towards understanding the effects of crowd avoidance proximity in an immersive virtual environment5
Interactive multi‐character motion retargeting5
Disentangling audio content and emotion with adaptive instance normalization for expressive facial animation synthesis5
PhyCoVIS: A visual analytic tool of physical coordination for cheer and dance training5
FASTSWARM: A data‐driven framework for real‐time flying insect swarm simulation5
A review of collision detection for deformable objects5
An encoder‐decoder based CNN architecture using end to end dehaze and detection network for proper image visualization and detection5
CEBOW: A Cloud‐Edge‐Browser Online Web3D approach for visualizing large BIM scenes5
Synthesizing Large‐Scale Fluid Simulations with Surface and Wave Foams via Sharp Wave Pattern and Cloudy Foam5
Bidirectional temporal feature for 3D human pose and shape estimation from a video5
Local control editing paradigms for part‐based 3D face morphable models5
Modeling crowd emotion from emergent event video4
Resolving hand‐object occlusion for mixed reality with joint deep learning and model optimization4
Research on occlusion block face recognition based on feature point location4
Using a social robot for children with autism: A therapist‐robot interactive model4
Sketch‐based modeling with a differentiable renderer4
Design and evaluation of postural interactions between users and a listening virtual agent during a simulated job interview4
SCPA‐Net: Self‐calibrated pyramid aggregation for image dehazing4
The role of digital interactive technology in cultural heritage learning: Evaluating a mid‐air gesture‐based interactive media of Ruihetu4
DCR‐Net: Dilated convolutional residual network for fashion image retrieval4
Human posture tracking with flexible sensors for motion recognition4
ORCANet: Differentiable multi‐parameter learning for crowd simulation4
ASFNet: Adaptive multiscale segmentation fusion network for real‐time semantic segmentation4
OVS‐Net: An effective feature extraction network for optical coherence tomography angiography vessel segmentation4
Exploring the influencing factors of wall‐following behavior in a virtual reality fire evacuation game4
A “magic world” for children: Design and development of a serious game to improve spatial ability4
Real‐time visual and physical cutting of a meshless model deformed on a background grid4
Tooth instance segmentation based on capturing dependencies and receptive field adjustment in cone beam computed tomography4
Multiagent evacuation framework for a virtual fire emergency scenario based on generative adversarial imitation learning3
KeyFrame extraction for human motion capture data via multiple binomial fitting3
Brushwork master: Chinese ink painting synthesis for animating brushwork process3
Fusing surveillance videos and three‐dimensional scene: A mixed reality system3
Path planning for multiple agents in an unknown environment using soft actor critic and curriculum learning3
Functional narrative animation as visual feedback for interactions in 3D visualization3
Muscle‐driven virtual human motion generation approach based on deep reinforcement learning3
Generation of multiagent animation for object transportation using deep reinforcement learning and blend‐trees3
AeS‐GCN: Attention‐enhanced semantic‐guided graph convolutional networks for skeleton‐based action recognition3
The uncanny valley of a virtual animal3
Parallel realistic visualization of particle‐based fluid3
Stereoscopic 3D teaching material usability analysis for interactive boards3
Real‐time suturing simulation for virtual reality medical training3
Dense multiview stereo based on image texture enhancement3
Densely connected GCN model for motion prediction3
Interactive learning in the classroom: A mobile augmented reality assistance application for learning3
Holographic sign language avatar interpreter: A user interaction study in a mixed reality classroom3
Interactive exploration of drapes by simulation parameters3
The “rebirth” of traditional musical instrument: An interactive installation based on augmented reality and somatosensory technology to empower the exhibition of chimes3
One‐shot video‐based person re‐identification with variance subsampling algorithm3
Evaluation of particle‐based smoothed particle hydrodynamics boundary handling approaches in computer animation3
Simulation‐as‐a‐Service: Analyzing Crowd Movements in Virtual Environments3
Learning‐based pose edition for efficient and interactive design2
Anchor‐based crowd formation transformation2
Distillation of human–object interaction contexts for action recognition2
RAIF: A deep learning‐based architecture for multi‐modal aesthetic biometric system2
Hybrid features for skeleton‐based action recognition based on network fusion2
Generation of small groups with rich behaviors from natural language interface2
DeepORCA: Realistic crowd simulation for varying scenes2
Interacting with virtual instructors: The effect of gender and years of study on the perception of in‐game instructors2
Engagement estimation of the elderly from wild multiparty human–robot interaction2
Power‐VR: Interactive 3D virtual environment to increase motivation levels of powerlifters during training sessions2
3D scanning digital models for virtual museums2
An interaction design model for virtual reality mindfulness meditation using imagery‐based transformation and positive feedback2
HAO‐CNN: Filament‐aware hair reconstruction based on volumetric vector fields2
Parallel‐branch network for 3D human pose and shape estimation in video2
A semantic‐driven generation of 3D Chinese opera performance scenes2
Region feature smoothness assumption for weakly semi‐supervised crowd counting2
Dynamic disk B‐spline curves2
VDN: Variant‐depth network for motion deblurring2
Modeling craftspeople for cultural heritage: A case study2
Role‐based attention in deep reinforcement learning for games2
Is the avatar scared? Pupil as a perceptual cue2
Animating turbulent fluid with a robust and efficient high‐order advection method2
Multi‐level tetrahedralization‐based accelerator for ray‐tracing animated scenes2
Improved divergence‐free smoothed particle hydrodynamics via priority of divergence‐free solver and SOR2
Semantic interaction learning for fine‐grained vehicle recognition2
Spatial semantic graph enhanced monocular SLAM System2
A natural language interface with casual users for crowd animation2
An advanced hybrid smoothed particle hydrodynamics–fluid implicit particle method on adaptive grid for condensation simulation2
Trajectory‐BERT: Pre‐training and fine‐tuning bidirectional transformers for crowd trajectory enhancement2
Laplacian face blending2
Experts' review of a virtual environment for virtual clinical simulation in South Africa2
Single‐view procedural braided hair modeling through braid unit identification2
Iris recognition based on few‐shot learning2
DeepHistory: A convolutional neural network for automatic animation of museum paintings2
Deep learning for assessing the aesthetics of professional photographs2
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