Emotion Expression in Human Body Posture and Movement: A Survey on Intelligible Motion Factors, Quantification and Validation.
IEEE Trans. Affect. Comput., 2023
Acquiring and Assessing 21st Century Skills Through Game Development: A Case Study with an Escape Game Template.
Proceedings of the Entertainment Computing - ICEC 2023, 2023
NEMA: 6-DoF Pose Estimation Dataset for Deep Learning.
Proceedings of the 17th International Joint Conference on Computer Vision, 2022
Limitations of Metric Loss for the Estimation of Joint Translation and Rotation.
Proceedings of the 14th International Joint Conference on Computer Vision, 2019
How to collect data to simulate the dynamic of trains-passengers' interaction.
Proceedings of the 40th Annual Meeting of the Cognitive Science Society, 2018
From Objective to Subjective Difficulty Evaluation in Video Games.
Proceedings of the Human-Computer Interaction - INTERACT 2017, 2017
Determining the Important Subjective Criteria in the Perception of Human-Like Robot Movements Using Virtual Reality.
Int. J. Humanoid Robotics, 2016
Enjeux et problématiques de conception d'un jeu sérieux pour la prise de décision.
Ingénierie des Systèmes d Inf., 2015
A Role-Switching Mechanic for Reflective Decision-Making Game.
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015
Romeo2 Project: Humanoid Robot Assistant and Companion for Everyday Life: I. Situation Assessment for Social Intelligence.
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Proceedings of the Second International Workshop on Artificial Intelligence and Cognition (AIC 2014), 2014
Procedural locomotion of multilegged characters in dynamic environments.
Comput. Animat. Virtual Worlds, 2013
Generic Spine Model with Simple Physics for Life-Like Quadrupeds and Reptiles.
Proceedings of the VRIPHYS 12: 9th Workshop on Virtual Reality Interactions and Physical Simulations, 2012
From Informative Cooperative Dialogues to Long-Term Social Relation with a Robot.
Proceedings of the Natural Interaction with Robots, 2012
Adding Physical Like Reaction Effects to Skeleton-Based Animations Using Controllable Pendulums.
Trans. Edutainment, 2011
Dialogs Taking into Account Experience, Emotions and Personality.
Proceedings of the Entertainment Computing, 2007
Dialogs taking into account experience, emotions and personality.
Proceedings of the Second International Conference on Digital Interactive Media in Entertainment and Arts, 2007
Towards Digital Creatures in Real-Time 3D Games.
Proceedings of the Virtual Worlds, Second International Conference, 2000