George Papagiannakis

Orcid: 0000-0002-2977-9850

According to our database1, George Papagiannakis authored at least 80 papers between 2003 and 2024.

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Bibliography

2024
pyGANDALF - An open-source, Geometric, ANimation, Directed, Algorithmic, Learning Framework for Computer Graphics.
CoRR, 2024

Geometric Algebra Meets Large Language Models: Instruction-Based Transformations of Separate Meshes in 3D, Interactive and Controllable Scenes.
CoRR, 2024

Decoupled Edge Physics algorithms for collaborative XR simulations.
CoRR, 2024

GA-Unity: A Production-Ready Unity Package for Seamless Integration of Geometric Algebra in Networked Collaborative Applications.
CoRR, 2024

VR Isle Academy: A VR Digital Twin Approach for Robotic Surgical Skill Development.
CoRR, 2024

2023
UniSG^GA: A 3D scenegraph powered by Geometric Algebra unifying geometry, behavior and GNNs towards generative AI.
CoRR, 2023

AR-Assisted Surgical Care via 5G networks for First Aid Responders.
CoRR, 2023

Project Elements: A computational entity-component-system in a scene-graph pythonic framework, for a neural, geometric computer graphics curriculum.
CoRR, 2023

MAGES 4.0: Accelerating the World's Transition to VR Training and Democratizing the Authoring of the Medical Metaverse.
IEEE Computer Graphics and Applications, 2023

2022
Computer graphics for metaverse.
Virtual Real. Intell. Hardw., 2022

Editorial.
Comput. Animat. Virtual Worlds, 2022

Special issue on computer graphics international 2022 part 1.
Comput. Animat. Virtual Worlds, 2022

Transferring Traditional Crafts from the Physical to the Virtual World: An Authoring and Visualization Method and Platform.
ACM Journal on Computing and Cultural Heritage, 2022

Editorial: New Virtual Reality and Spatial Computing Applications to Empower, Upskill and Reskill Medical Professionals in a Post-Pandemic Era.
Frontiers Virtual Real., 2022

MAGES 4.0: Accelerating the world's transition to medical VR training.
CoRR, 2022

Assessing unconstrained surgical cuttings in VR using CNNs.
CoRR, 2022

Realistic soft-body tearing under 10ms in VR.
CoRR, 2022

Less Is More: Efficient Networked VR Transformation Handling Using Geometric Algebra.
CoRR, 2022

Real-Time Adaptation of Context-Aware Intelligent User Interfaces, for Enhanced Situational Awareness.
IEEE Access, 2022

Recording and replaying psychomotor user actions in VR.
Proceedings of the SIGGRAPH '22: Special Interest Group on Computer Graphics and Interactive Techniques Conference, Posters, Vancouver BC Canada, August 7, 2022

Museum Guidance in Sign Language: the SignGuide project.
Proceedings of the PETRA '22: The 15th International Conference on PErvasive Technologies Related to Assistive Environments, Corfu, Greece, 29 June 2022, 2022

The ARgus Designer: Supporting experts while conducting user studies of AR/MR applications.
Proceedings of the 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), 2022

Progressive Tearing and Cutting of Soft-bodies in High-performance Virtual Reality.
Proceedings of the ICAT-EGVE 2022, International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, Hiyoshi, Yokohama, Japan, November 30, 2022

2021
"Deep Cut": An all-in-one Geometric Algorithm for Unconstrained Cut, Tear and Drill of Soft-bodies in Mobile VR.
CoRR, 2021

A computational medical XR discipline.
CoRR, 2021

An all-in-one geometric algorithm for cutting, tearing, drilling deformable models.
CoRR, 2021

An XR rapid prototyping framework for interoperability across the reality spectrum.
CoRR, 2021

Covid-19 - VR Strikes Back: innovative medical VR training.
Proceedings of the SIGGRAPH '21: Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2021

Architectures for SLAM and Augmented Reality Computing.
Proceedings of the 31st International Conference on Field-Programmable Logic and Applications, 2021

Never 'Drop the Ball' in the Operating Room: An Efficient Hand-Based VR HMD Controller Interpolation Algorithm, for Collaborative, Networked Virtual Environments.
Proceedings of the Advances in Computer Graphics, 2021

When Children Program Intelligent Environments: Lessons Learned from a Serious AR Game.
Proceedings of the IDC '21: Interaction Design and Children, 2021

2020
Immersive visual scripting based on VR software design patterns for experiential training.
Vis. Comput., 2020

MagiPlay: An Augmented Reality Serious Game Allowing Children to Program Intelligent Environments.
Trans. Comput. Sci., 2020

MAGES 3.0: Tying the knot of medical VR.
Proceedings of the SIGGRAPH 2020: Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2020

The LECTOR Podium. An Innovative Teacher Workstation for the Intelligent Classroom of the Future.
Proceedings of the ICETC'20: 12th International Conference on Education Technology and Computers, 2020

Deform, Cut and Tear a Skinned Model Using Conformal Geometric Algebra.
Proceedings of the Advances in Computer Graphics, 2020

A True AR Authoring Tool for Interactive Virtual Museums.
Proceedings of the Visual Computing for Cultural Heritage, 2020

2019

Gamification and Serious Games.
Proceedings of the Encyclopedia of Computer Graphics and Games., 2019

From Readership to Usership and Education, Entertainment, Consumption to Valuation: Embodiment and Aesthetic Experience in Literature-based MR Presence.
CoRR, 2019

A True AR Authoring Tool for Interactive Virtual Museums.
CoRR, 2019

Scenior: An Immersive Visual Scripting system of Gamified Training based on VR Software Design Patterns.
CoRR, 2019

iSupport: Building a Resilience Support Tool for Improving the Health Condition of the Patient During the Care Path.
Proceedings of the pHealth 2019 - Proceedings of the 16th International Conference on Wearable Micro and Nano Technologies for Personalized Health, 2019

BricklAyeR: A Platform for Building Rules for AmI Environments in AR.
Proceedings of the Advances in Computer Graphics, 2019

2018
Style-based motion analysis for dance composition.
Vis. Comput., 2018

Literary Myths in Mixed Reality.
Frontiers Digit. Humanit., 2018

A 3D Modelling and Photorealistic Simulation Pipeline for 3D Heritage Edifices.
ERCIM News, 2018

Transforming medical education and training with VR using M.A.G.E.S.
Proceedings of the SIGGRAPH Asia 2018 Posters, Tokyo, Japan, December 04-07, 2018, 2018

Virtual Reality Rehabilitation Based on Neurologic Music Therapy: A Qualitative Preliminary Clinical Study.
Proceedings of the Learning and Collaboration Technologies. Learning and Teaching, 2018

New Cross/Augmented Reality Experiences for the Virtual Museums of the Future.
Proceedings of the Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection, 2018

2017
Projecting our Past to the Future - Challenges and Results: The Case of Asinou church.
Proceedings of the GCH 2017, 2017

Rapid Reconstruction and Simulation of Real Characters in Mixed Reality Environments.
Proceedings of the Digital Cultural Heritage, 2017

Gamified AR/VR Character Rendering and Animation-Enabling Technologies.
Proceedings of the Mixed Reality and Gamification for Cultural Heritage, 2017

2016
CGI 2016 Editorial (TVCJ).
Vis. Comput., 2016

An inclusive Conformal Geometric Algebra GPU animation interpolation and deformation algorithm.
Vis. Comput., 2016

A Mobile, AR Inside-Out Positional Tracking Algorithm, (MARIOPOT), Suitable for Modern, Affordable Cardboard-Style VR HMDs.
Proceedings of the Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection, 2016

Life-sized Group and Crowd simulation in Mobile AR.
Proceedings of the 29th International Conference on Computer Animation and Social Agents, 2016

2015
A fast and robust pipeline for populating mobile AR scenes with gamified virtual characters.
Proceedings of the SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, 2015

2014
A cross-platform, remotely-controlled mobile avatar simulation framework for AmI environments.
Proceedings of the SIGGRAPH Asia 2014 Mobile Graphics and Interactive Applications, 2014

A Geometric Algebra Animation Method for Mobile Augmented Reality Simulations in Digital Heritage Sites.
Proceedings of the Digital Heritage. Progress in Cultural Heritaage: Documentation, Preservation, and Protection, 2014

glGA: an OpenGL Geometric Application Framework for a Modern, Shader-based Computer Graphics Curriculum.
Proceedings of the 35th Annual Conference of the European Association for Computer Graphics, 2014

2013
Geometric algebra rotors for skinned character animation blending.
Proceedings of the SIGGRAPH Asia 2013, 2013

2012
From Real to Virtual Rapid Architectural Prototyping.
Proceedings of the Progress in Cultural Heritage Preservation, 2012

2010
A taxonomy of visualization strategies for cultural heritage applications.
ACM Journal on Computing and Cultural Heritage, 2010

2008
Interactive Virtual Humans in Mobile Augmented Reality.
Proceedings of the Encyclopedia of Multimedia, 2nd Ed., 2008

A virtual 3D mobile guide in the INTERMEDIA project.
Vis. Comput., 2008

Self adaptive animation based on user perspective.
Vis. Comput., 2008

A survey of mobile and wireless technologies for augmented reality systems.
Comput. Animat. Virtual Worlds, 2008

Editorial.
Comput. Animat. Virtual Worlds, 2008


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

Real Time Animation and Illumination in Ancient Roman Sites.
Int. J. Virtual Real., 2007

Chloe@University: an indoor, mobile mixed reality guidance system.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2007

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
Mixing virtual and real scenes in the site of ancient Pompeii.
Comput. Animat. Virtual Worlds, 2005

2004
Modeling of Bodies and Clothes for Virtual Environments.
Proceedings of the 3rd International Conference on Cyberworlds (CW 2004), 2004

2003
Immersive VR Decision Training: Telling Interactive Stories Featuring Advanced Virtual Human Simulation Technologies.
Proceedings of the 7th International Workshop on Immersive Projection Technology, 2003

VHD++ Development Framework: Towards Extendible, Component Based VR/AR Simulation Engine Featuring Advanced Virtual Character Technologies.
Proceedings of the 2003 Computer Graphics International (CGI 2003), 2003

Stable Real-Time Interaction Between Virtual Humans And Real Scenes .
Proceedings of the 4th International Conference on 3D Digital Imaging and Modeling (3DIM 2003), 2003


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