Arjan Egges

According to our database1, Arjan Egges authored at least 48 papers between 2001 and 2019.

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Bibliography

2019
Learning C# by Programming Games, Second Edition
Springer, ISBN: 978-3-662-59251-9, 2019

2018
Robust standing control with posture optimization.
Comput. Animat. Virtual Worlds, 2018

2017
Torso Crowds.
IEEE Trans. Vis. Comput. Graph., 2017

Autonomous social gaze model for an interactive virtual character in real-life settings.
Comput. Animat. Virtual Worlds, 2017

Perception of collisions between virtual characters.
Comput. Animat. Virtual Worlds, 2017

2015
Flexible point handles metaphor for character deformation.
Proceedings of the 21st ACM Symposium on Virtual Reality Software and Technology, 2015

An analysis of manoeuvring in dense crowds.
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games, 2015

Robust balance shift control with posture optimization.
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games, 2015

A closed-form solution for human finger positioning.
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games, 2015

As-Rigid-As-Possible Character Deformation Using Point Handles.
Proceedings of the Advances in Visual Computing - 11th International Symposium, 2015

2014
Hierarchical structures for collision checking between virtual characters.
Comput. Animat. Virtual Worlds, 2014

Modeling and Simulating Virtual Anatomical Humans.
Proceedings of the 3D Multiscale Physiological Human, 2014

2013
Physics-based Human Neck Simulation.
Proceedings of the VRIPHYS 13: 10th Workshop on Virtual Reality Interactions and Physical Simulations, 2013

Emotion Capture: Emotionally Expressive Characters for Games.
Proceedings of the Motion in Games, 2013

Perception of Approach and Reach in Combined Interaction Tasks.
Proceedings of the Motion in Games, 2013

Perception of complex emotional body language of a virtual character with limb modifications.
Proceedings of the ACM Symposium on Applied Perception 2013, 2013

The TARDIS Framework: Intelligent Virtual Agents for Social Coaching in Job Interviews.
Proceedings of the Advances in Computer Entertainment - 10th International Conference, 2013

Learning C# by Programming Games.
Springer, ISBN: 978-3-642-36579-9, 2013

2012
Motion Transplantation Techniques: A Survey.
IEEE Computer Graphics and Applications, 2012

Perception of Complex Emotional Body Language of a Virtual Character.
Proceedings of the Motion in Games - 5th International Conference, 2012

2011
Combining path planners and motion graphs.
Comput. Animat. Virtual Worlds, 2011

Flexible Splicing of Upper-Body Motion Spaces on Locomotion.
Comput. Graph. Forum, 2011

Injury Assessment for Physics-Based Characters.
Proceedings of the Motion in Games - 4th International Conference, 2011

A hybrid interpolation scheme for footprint-driven walking synthesis.
Proceedings of the Graphics Interface 2011 Conference, 2011

Interactive Character Animation using Simulated Physics.
Proceedings of the 32nd Annual Conference of the European Association for Computer Graphics, 2011

2010
One step at a time: animating virtual characters based on foot placement.
Vis. Comput., 2010

The step space: example-based footprint-driven motion synthesis.
Comput. Animat. Virtual Worlds, 2010

Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control.
Comput. Graph. Forum, 2010

Evaluating the Physical Realism of Character Animations Using Musculoskeletal Models.
Proceedings of the Motion in Games - Third International Conference, 2010

Realistic Emotional Gaze and Head Behavior Generation Based on Arousal and Dominance Factors.
Proceedings of the Motion in Games - Third International Conference, 2010

2009
Editorial.
Comput. Animat. Virtual Worlds, 2009

Guest editors' introduction: Special issue on gaming.
Comput. Animat. Virtual Worlds, 2009

Path Abstraction for Combined Navigation and Animation.
Proceedings of the Motion in Games, Second International Workshop, 2009

Real-Time Crying Simulation.
Proceedings of the Intelligent Virtual Agents, 9th International Conference, 2009

Evaluating distance metrics for animation blending.
Proceedings of the 4th International Conference on Foundations of Digital Games, 2009

2008
Opening Doors in Motion Analysis Research.
Proceedings of the Motion in Games, First International Workshop, 2008

2007
Presence and interaction in mixed reality environments.
Vis. Comput., 2007

2006
Interactive Virtual Humans in Real-Time Virtual Environments.
Int. J. Virtual Real., 2006

Real-time Inhabited Virtual Worlds and Interaction - interactive virtual worlds module.
Proceedings of the 27th Annual Conference of the European Association for Computer Graphics, 2006

An Interactive Mixed Reality Framework for Virtual Humans.
Proceedings of the 5th International Conference on Cyberworlds (CW 2006), 2006

2005
Believability and Interaction in Virtual Worlds.
Proceedings of the 11th International Conference on Multi Media Modeling (MMM 2005), 2005

2004
Generic personality and emotion simulation for conversational agents.
Comput. Animat. Virtual Worlds, 2004

Personalised Real-Time Idle Motion Synthesis.
Proceedings of the 12th Pacific Conference on Computer Graphics and Applications, 2004

04121 Working Group 2 -- Design criteria, techniques and case studies for creating and evaluating interactive experiences for virtual humans.
Proceedings of the Evaluating Embodied Conversational Agents, 14.03. - 19.03.2004, 2004

2003
Emotional Communication with Virtual Humans.
Proceedings of the 9th International Conference on Multi-Media Modeling, 2003

A Model for Personality and Emotion Simulation.
Proceedings of the Knowledge-Based Intelligent Information and Engineering Systems, 2003

Information Extraction to Generate Visual Simulations of Car Accidents from Written Descriptions.
Proceedings of the Computational Science and Its Applications, 2003

2001
Generating a 3D Simulation of a Car Accident from a Written Description in Natural Language: the CarSim System
CoRR, 2001


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