Franck Multon

Orcid: 0000-0003-2690-0077

According to our database1, Franck Multon authored at least 96 papers between 1995 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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Links

On csauthors.net:

Bibliography

2024
Dancing in virtual reality as an inclusive platform for social and physical fitness activities: a survey.
Vis. Comput., June, 2024

GeoTransfer : Generalizable Few-Shot Multi-View Reconstruction via Transfer Learning.
CoRR, 2024

2023
A Neural Networks Approach to Determine Factors Associated With Self-Reported Discomfort in Picking Tasks.
Hum. Factors, November, 2023

Evaluation of hybrid deep learning and optimization method for 3D human pose and shape reconstruction in simulated depth images.
Comput. Graph., October, 2023

MAAIP: Multi-Agent Adversarial Interaction Priors for imitation from fighting demonstrations for physics-based characters.
Proc. ACM Comput. Graph. Interact. Tech., August, 2023

FaceTuneGAN: Face autoencoder for convolutional expression transfer using neural generative adversarial networks.
Comput. Graph., February, 2023

Regularizing Neural Radiance Fields from Sparse Rgb-D Inputs.
Proceedings of the IEEE International Conference on Image Processing, 2023

Learning Generalizable Light Field Networks from Few Images.
Proceedings of the IEEE International Conference on Acoustics, 2023

2022
AIP: Adversarial Interaction Priors for Multi-Agent Physics-based Character Control.
Proceedings of the SIGGRAPH Asia 2022 Posters, 2022

Impact of Self-Contacts on Perceived Pose Equivalences.
Proceedings of the MIG '22: ACM SIGGRAPH Conference on Motion, Interaction and Games, Guanajuato, Mexico, November 3, 2022

Coupling dense point cloud correspondence and template model fitting for 3D human pose and shape reconstruction from a single depth image.
Proceedings of the 2nd International Conference on Interactive Media, 2022

Safeguarding our Dance Cultural Heritage.
Proceedings of the 43rd Annual Conference of the European Association for Computer Graphics, 2022

Neural Mesh-Based Graphics.
Proceedings of the Computer Vision - ECCV 2022 Workshops, 2022

2021
Study on Automatic 3D Facial Caricaturization: From Rules to Deep Learning.
Frontiers Virtual Real., 2021

Monocular Human Shape and Pose with Dense Mesh-borne Local Image Features.
Proceedings of the 16th IEEE International Conference on Automatic Face and Gesture Recognition, 2021

Neural Human Deformation Transfer.
Proceedings of the International Conference on 3D Vision, 2021

2020
An application-based characterization of dynamical distance geometry problems.
Optim. Lett., 2020

Contact preserving shape transfer: Retargeting motion from one shape to another.
Comput. Graph., 2020

The impact of stylization on face recognition.
Proceedings of the SAP '20: ACM Symposium on Applied Perception 2020, 2020

Posture Assessment and Subjective Scale Agreement in Picking Tasks with Low Masses.
Proceedings of the Advances in Physical, Social & Occupational Ergonomics, 2020

2019
Contact Preserving Shape Transfer For Rigging-Free Motion Retargeting.
Proceedings of the Motion, Interaction and Games, 2019

Influence of Motion Speed on the Perception of Latency in Avatar Control.
Proceedings of the 2019 IEEE International Conference on Artificial Intelligence and Virtual Reality, 2019

2018
CuDi3D: Curvilinear displacement based approach for online 3D action detection.
Comput. Vis. Image Underst., 2018

Surface based motion retargeting by preserving spatial relationship.
Proceedings of the 11th Annual International Conference on Motion, Interaction, and Games, 2018

2017
Filtered pose graph for efficient kinect pose reconstruction.
Multim. Tools Appl., 2017

Normalized Euclidean distance matrices for human motion retargeting.
Proceedings of the Tenth International Conference on Motion in Games, 2017

Dynamic hand gesture recognition based on 3D pattern assembled trajectories.
Proceedings of the Seventh International Conference on Image Processing Theory, 2017

3D Multistroke Mapping (3DMM): Transfer of Hand-Drawn Pattern Representation for Skeleton-Based Gesture Recognition.
Proceedings of the 12th IEEE International Conference on Automatic Face & Gesture Recognition, 2017

A Distance-Based Approach for Human Posture Simulations.
Proceedings of the 2017 Federated Conference on Computer Science and Information Systems, 2017

2016
Dynamically balanced and plausible trajectory planning for human-like characters.
Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2016

HIF3D: Handwriting-Inspired Features for 3D skeleton-based action recognition.
Proceedings of the 23rd International Conference on Pattern Recognition, 2016

2015
Fast Grasp Planning Using Cord Geometry.
IEEE Trans. Robotics, 2015

Pose Estimation with a Kinect for Ergonomic Studies: Evaluation of the Accuracy Using a Virtual Mannequin.
Sensors, 2015

New Lower-Limb Gait Asymmetry Indices Based on a Depth Camera.
Sensors, 2015

A Methodology for Introducing Competitive Anxiety and Pressure in VR Sports Training.
Frontiers Robotics AI, 2015

Visual Perspective and Feedback Guidance for VR Free-Throw Training.
IEEE Computer Graphics and Applications, 2015

A Reachability-Based Planner for Sequences of Acyclic Contacts in Cluttered Environments.
Proceedings of the Robotics Research, 2015

2014
Toward "Pseudo-Haptic Avatars": Modifying the Visual Animation of Self-Avatar Can Simulate the Perception of Weight Lifting.
IEEE Trans. Vis. Comput. Graph., 2014

Natural preparation behavior synthesis.
Comput. Animat. Virtual Worlds, 2014

Using task efficient contact configurations to animate creatures in arbitrary environments.
Comput. Graph., 2014

Third person view and guidance for more natural motor behaviour in immersive basketball playing.
Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology, 2014

Task efficient contact configurations for arbitrary virtual creatures.
Proceedings of the Graphics Interface 2014, 2014

2013
Personified and Multistate Camera Motions for First-Person Navigation in Desktop Virtual Reality.
IEEE Trans. Vis. Comput. Graph., 2013

Dealing with variability when Recognizing User's Performance in Natural 3D Gesture Interfaces.
Int. J. Pattern Recognit. Artif. Intell., 2013

Fast grasp planning by using cord geometry to find grasping points.
Proceedings of the 2013 IEEE International Conference on Robotics and Automation, 2013

2012
Trends & Controversies.
IEEE Intell. Syst., 2012

Dealing with Variability When Recognizing User's Performance in Natural Gesture Interfaces.
Proceedings of the Motion in Games - 5th International Conference, 2012

Machine Learning Approach for Gesture Recognition Based on Automatic Feature Selection.
Proceedings of the Motion in Games - 5th International Conference, 2012

Multiple depth cameras calibration and body volume reconstruction for gait analysis.
Proceedings of the 11th International Conference on Information Science, 2012

Lower limb movement asymmetry measurement with a depth camera.
Proceedings of the Annual International Conference of the IEEE Engineering in Medicine and Biology Society, 2012

The King-Kong Effects: Improving sensation of walking in VR with visual and tactile vibrations at each step.
Proceedings of the IEEE Symposium on 3D User Interfaces 2012, 2012

2011
Fall Detection With Multiple Cameras: An Occlusion-Resistant Method Based on 3-D Silhouette Vertical Distribution.
IEEE Trans. Inf. Technol. Biomed., 2011

Kameleon : masse de données anatomiques pour l'étude des structures squelettiques des petits vertébrés.
Traitement du Signal, 2011

Special Issue: Virtual Reality and Sports Guest Editors' Introduction.
Presence Teleoperators Virtual Environ., 2011

A Motion-based User Interface for the Control of Virtual Humans Performing Sports.
Int. J. Virtual Real., 2011

Contactless abnormal gait detection.
Proceedings of the 33rd Annual International Conference of the IEEE Engineering in Medicine and Biology Society, 2011

Gait analysis with multiple depth cameras.
Proceedings of the 33rd Annual International Conference of the IEEE Engineering in Medicine and Biology Society, 2011

Short Paper: Comparing Virtual Trajectories Made in Slalom UsingWalking-In-Place and Joystick Techniques.
Proceedings of the JVRC11: Joint Virtual Reality Conference of EGVE, 2011

2010
Influence of the Graphical Levels of Detail of a Virtual Thrower on the Perception of the Movement.
Presence Teleoperators Virtual Environ., 2010

Using Virtual Reality to Analyze Sports Performance.
IEEE Computer Graphics and Applications, 2010

Shake-your-head: revisiting walking-in-place for desktop virtual reality.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2010

Can we distinguish biological motions of virtual humans?: perceptual study with captured motions of weight lifting.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2010

Responsive Action Generation by Physically-Based Motion Retrieval and Adaptation.
Proceedings of the Motion in Games - Third International Conference, 2010

Perception Based Real-Time Dynamic Adaptation of Human Motions.
Proceedings of the Motion in Games - Third International Conference, 2010

Fall Detection Using Body Volume Recontruction and Vertical Repartition Analysis.
Proceedings of the Image and Signal Processing, 4th International Conference, 2010

2009
Interactive animation of virtual humans based on motion capture data.
Comput. Animat. Virtual Worlds, 2009

Virtual Environments for Sport Analysis: Perception-Action Coupling in Handball Goalkeeping.
Int. J. Virtual Real., 2009

Morphology independent motion retrieval and control.
Int. J. Virtual Real., 2009

2008
MKM: A Global Framework for Animating Humans in Virtual Reality Applications.
Presence Teleoperators Virtual Environ., 2008

From Motion Capture to Real-Time Character Animation.
Proceedings of the Motion in Games, First International Workshop, 2008

Interactive Animation of Virtual Characters: Application to Virtual Kung-Fu Fighting.
Proceedings of the International Conference on Cyberworlds 2008, 2008

2007
Interactive control of physically-valid aerial motion: application to VR training system for gymnasts.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2007

Dynamic motion adaptation for 3D acrobatic humanoids.
Proceedings of the 2007 7th IEEE-RAS International Conference on Humanoid Robots, November 29th, 2007

2006
Temporal alignment of communicative gesture sequences.
Comput. Animat. Virtual Worlds, 2006

Virtual humanoids endowed with expressive communication gestures : the HuGEx project.
Proceedings of the IEEE International Conference on Systems, 2006

Plausible Locomotion for Bipedal Creatures Using Motion Warping and Inverse Kinematics.
Proceedings of the Advances in Computer Graphics, 2006

Analyse, Modélisation et Simulation du Mouvement Humain.
, 2006

2005
Morphology-independent representation of motions for interactive human-like animation.
Comput. Graph. Forum, 2005

Fast inverse kinematics and kinetics solver for human-like figures.
Proceedings of the 5th IEEE-RAS International Conference on Humanoid Robots, 2005

Captured Motion Data Processing for Real Time Synthesis of Sign Language.
Proceedings of the Gesture in Human-Computer Interaction and Simulation, 2005

Simulation of Hemiplegic Subjects' Locomotion.
Proceedings of the Gesture in Human-Computer Interaction and Simulation, 2005

Dynamic Control of Captured Motions to Verify New Constraints.
Proceedings of the Gesture in Human-Computer Interaction and Simulation, 2005

2004
Virtual reality applied to sports: do handball goalkeepers react realistically to simulated synthetic opponents?
Proceedings of the Proceedings VRCAI 2004, 2004

Synchronization for dynamic blending of motions.
Proceedings of the 2004 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2004

Motion Blending for Real-Time Animation while Accounting for the Environment.
Proceedings of the 2004 Computer Graphics International (CGI 2004), 16-19 June 2004, 2004

2003
Real Handball Goalkeeper vs. Virtual Handball Thrower.
Presence Teleoperators Virtual Environ., 2003

2001
Human motion coordination: a juggler as an example.
Vis. Comput., 2001

1999
Computer animation of human walking: a survey.
Comput. Animat. Virtual Worlds, 1999

Animation Levels of Detail Design for Real-Time Virtual Human.
Proceedings of the Eurographics Workshop on Computer Animation and Simulation 1999, 1999

A Software System to Carry-out Virtual Experiments on Human Motion.
Proceedings of the Computer Animation 1999, 1999

Human Motion Coordination: Example of a Juggler.
Proceedings of the Computer Animation 1999, 1999

1998
Coarse-to-fine design of feedback controllers for dynamic locomotion.
Vis. Comput., 1998

Biomedical Simulation of Human Arm Motion.
Proceedings of the 12<sup>th</sup> European Simulation Multiconference - Simulation, 1998

1997
Dynamic analysis of human walking.
Proceedings of the Eurographics Workshop on Computer Animation and Simulation 1997, 1997

1995
Speech and tactile-based georal system.
Proceedings of the Fourth European Conference on Speech Communication and Technology, 1995

Modeling and Processing of Oral and Tactile Activities in the GEORAL System.
Proceedings of the Multimodal Human-Computer Communication, 1995


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