Ronan Boulic
Orcid: 0000-0001-9176-6877
According to our database1,
Ronan Boulic
authored at least 136 papers
between 1990 and 2024.
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Bibliography
2024
Who says you are so sick? An investigation on individual susceptibility to cybersickness triggers using EEG, EGG and ECG.
IEEE Trans. Vis. Comput. Graph., May, 2024
In Case of Doubt, One Follows One's Self: The Implicit Guidance of the Embodied Self-Avatar.
IEEE Trans. Vis. Comput. Graph., May, 2024
Comparison of Mouse, 6DoF Controller and Pen Interactions on a Glasses-Free 3D Display.
Proceedings of the IEEE Gaming, Entertainment, and Media Conference, 2024
Comparison of XR Game Controller Trigger Input Versus Isometric Thumb and Index Finger Pressure Input on a Stylus.
Proceedings of the IEEE Gaming, Entertainment, and Media Conference, 2024
2023
Frontiers Virtual Real., March, 2023
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2023
Cybersickness assessment framework(CSAF): An Open Source Repository for Standardized Cybersickness Experiments.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2023
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2023
Proceedings of the Virtual Environments 2023, 2023
2022
A review of cybersickness in head-mounted displays: raising attention to individual susceptibility.
Virtual Real., 2022
IEEE Trans. Vis. Comput. Graph., 2022
Changing Finger Movement Perception: Influence of Active Haptics on Visual Dominance.
Frontiers Virtual Real., 2022
2021
Proceedings of the MIG '21: Motion, 2021
2020
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020
Eye Thought You Were Sick! Exploring Eye Behaviors for Cybersickness Detection in VR.
Proceedings of the MIG '20: Motion, 2020
Does scaling player size skew one's ability to correctly evaluate object sizes in a virtual environment?
Proceedings of the MIG '20: Motion, 2020
Towards Designing Games for Experimental Protocols Investigating Human-Based Phenomena.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020
On the Importance of Providing a Tangible Haptic Response for Training Cardiopulmonary Resuscitation in Virtual Reality.
Proceedings of the 30th International Conference on Artificial Reality and Telexistence, 2020
Proceedings of the 30th International Conference on Artificial Reality and Telexistence, 2020
On the Effect of the Vertical Axis Alignment on Cybersickness and Game Experience in a Supine Posture.
Proceedings of the IEEE Conference on Games, 2020
2019
IEEE Trans. Games, 2019
Comput. Graph. X, 2019
Reconciling Being in-Control vs. Being Helped for the Execution of Complex Movements in VR.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019
Proceedings of the IEEE Conference on Games, 2019
2018
IEEE Trans. Vis. Comput. Graph., 2018
IEEE Trans. Vis. Comput. Graph., 2018
Comput. Graph., 2018
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018
Real-time finger tracking using active motion capture: a neural network approach robust to occlusions.
Proceedings of the 11th Annual International Conference on Motion, Interaction, and Games, 2018
2017
IEEE Trans. Circuits Syst. Video Technol., 2017
Evaluating the Sensitivity to Virtual Characters Facial Asymmetry in Emotion Synthesis.
Appl. Artif. Intell., 2017
Proceedings of the 2017 IEEE Virtual Reality, 2017
Proceedings of the 30th SIBGRAPI Conference on Graphics, Patterns and Images, 2017
2016
Proceedings of the Poster Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2016
Proceedings of the 29th International Conference on Computer Animation and Social Agents, 2016
2015
Proceedings of the 21st ACM Symposium on Virtual Reality Software and Technology, 2015
Proceedings of the 36th Annual Conference of the European Association for Computer Graphics, 2015
Characterizing embodied interaction in First and Third Person Perspective viewpoints.
Proceedings of the 2015 IEEE Symposium on 3D User Interfaces, 2015
2013
Asymmetric facial expressions: revealing richer emotions for embodied conversational agents.
Comput. Animat. Virtual Worlds, 2013
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology, 2013
Proceedings of the Motion in Games, 2013
Proceedings of the Human-Computer Interaction - INTERACT 2013, 2013
2012
Sensitivity of hip tissues contact evaluation to the methods used for estimating the hip joint center of rotation.
Medical Biol. Eng. Comput., 2012
Proceedings of the Virtual Reality Continuum and its Applications in Industry, 2012
Proceedings of the Motion in Games - 5th International Conference, 2012
An Event-Based Architecture to Manage Virtual Human Non-Verbal Communication in 3D Chatting Environment.
Proceedings of the Articulated Motion and Deformable Objects, 2012
An NVC Emotional Model for Conversational Virtual Humans in a 3D Chatting Environment.
Proceedings of the Articulated Motion and Deformable Objects, 2012
2011
Comput. Animat. Virtual Worlds, 2011
Proceedings of the Motion in Games - 4th International Conference, 2011
2010
Proceedings of the Motion in Games - Third International Conference, 2010
Proceedings of the 2010 International Conference on CyberWorlds, 2010
2009
A subject-specific software solution for the modeling and the visualization of muscles deformations.
Vis. Comput., 2009
Interact. Comput., 2009
IEEE Computer Graphics and Applications, 2009
Proceedings of the Motion in Games, Second International Workshop, 2009
Integrated Analytic and Linearized Inverse Kinematics for Precise Full Body Interactions.
Proceedings of the Motion in Games, Second International Workshop, 2009
Proceedings of the Recent Advances in the 3D Physiological Human, 2009
2008
J. Virtual Real. Broadcast., 2008
J. Virtual Real. Broadcast., 2008
Graph. Model., 2008
IEEE Computer Graphics and Applications, 2008
Evaluating the influence of induced passive torques in the simulation of time-varying human poses.
Comput. Graph., 2008
Proceedings of the Motion in Games, First International Workshop, 2008
2007
IEEE Trans. Vis. Comput. Graph., 2007
Interactive low-dimensional human motion synthesis by combining motion models and PIK.
Comput. Animat. Virtual Worlds, 2007
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2007
Proceedings of the 2007 IEEE International Conference on Robotics and Automation, 2007
Improving the Believability of Virtual Characters Using Qualitative Gesture Analysis.
Proceedings of the Gesture-Based Human-Computer Interaction and Simulation, 2007
Simulating reactive/passive postures by means of a human active torque hybrid minimization.
Proceedings of the GRAPP 2007, 2007
Exploiting coupled joints - anatomic control of the spine with ik through linearly coupled joints.
Proceedings of the GRAPP 2007, 2007
Proceedings of the 28th Annual Conference of the European Association for Computer Graphics, 2007
Proceedings of the 28th Annual Conference of the European Association for Computer Graphics, 2007
2006
Evaluation of on-line analytic and numeric inverse kinematics approaches driven by partial vision input.
Virtual Real., 2006
Vis. Comput., 2006
Proceedings of the 2006 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2006
2005
Challenges in Exploiting Prioritized Inverse Kinematics for Motion Capture and Postural Control.
Proceedings of the Gesture in Human-Computer Interaction and Simulation, 2005
Progressive Cartesian Inequality Constraints for the Inverse Kinematic Control of Articulated Chains.
Proceedings of the 26th Annual Conference of the European Association for Computer Graphics, 2005
Proceedings of the 26th Annual Conference of the European Association for Computer Graphics, 2005
Proceedings of the Computer Graphics International 2005, 2005
Proceedings of the 18th IEEE Symposium on Computer-Based Medical Systems (CBMS 2005), 2005
2004
An inverse kinematics architecture enforcing an arbitrary number of strict priority levels.
Vis. Comput., 2004
Versatile walk engine.
J. Game Dev., 2004
Evaluation and Visualization of Stress and Strain on Soft Biological Tissues in Contact (Figure 7).
Proceedings of the 2004 International Conference on Shape Modeling and Applications (SMI 2004), 2004
Evaluation and Visualization of Stress and Strain on Soft Biological Tissues in Contact.
Proceedings of the 2004 International Conference on Shape Modeling and Applications (SMI 2004), 2004
Proceedings of the 25th Annual Conference of the European Association for Computer Graphics, 2004
Proceedings of the 10th Eurographics Symposium on Virtual Environments, 2004
Proceedings of the 2004 Computer Graphics International (CGI 2004), 16-19 June 2004, 2004
2003
Proceedings of the Visualization and Data Analysis 2003, 2003
Proceedings of the Surgery Simulation and Soft Tissue Modeling, International Symposium, 2003
Proceedings of the 2003 IEEE International Conference on Multimedia and Expo, 2003
Proceedings of the 24th Annual Conference of the European Association for Computer Graphics, 2003
Proceedings of the 2003 Computer Graphics International (CGI 2003), 2003
2000
IEEE Trans. Circuits Syst. Video Technol., 2000
Comput. Graph. Forum, 2000
Appl. Artif. Intell., 2000
Proceedings of the 2000 IEEE International Conference on Robotics and Automation, 2000
Parametrization and Range of Motion of the Ball-and-Socket Joint.
Proceedings of the Deformable Avatars, 2000
Proceedings of the Computer Animation 2000, 2000
Proceedings of the Articulated Motion and Deformable Objects, First International Workshop, 2000
1999
IEEE Trans. Robotics Autom., 1999
Presence Teleoperators Virtual Environ., 1999
An Informed Environment Dedicated to the Simulation of Virtual Humans in Urban Context.
Comput. Graph. Forum, 1999
Comput. Graph. Forum, 1999
Appl. Artif. Intell., 1999
Proceedings of the 1999 International Symposium on Database Applications in Non-Traditional Environments (DANTE '99), 1999
1998
IEEE Computer Graphics and Applications, 1998
Proceedings of the Virtual Worlds, First International Conference, 1998
Task-priority formulations for the kinematic control of highly redundant articulated structures.
Proceedings of the Proceedings 1998 IEEE/RSJ International Conference on Intelligent Robots and Systems. Innovations in Theory, 1998
Proceedings of the Modelling and Motion Capture Techniques for Virtual Environments, 1998
1997
IEEE Trans. Vis. Comput. Graph., 1997
Integration of motion control techniques for virtual human and avatar real-time animation.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 1997
Proceedings of the 5th Pacific Conference on Computer Graphics and Applications, 1997
Proceedings of the Computer Animation 1997, 1997
Proceedings of the First International Conference on Autonomous Agents, 1997
Proceedings of the First International Conference on Autonomous Agents, 1997
Proceedings of the First International Conference on Autonomous Agents, 1997
1996
Comput. Graph., 1996
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 1996
1995
The HUMANOID Environment for Interactive Animation of Multiple Deformable Human Characters.
Comput. Graph. Forum, 1995
Consistent Grasping in Virtual Environments based on the Interactive Grasping Automata.
Proceedings of the Virtual Environments '95, 1995
Proceedings of the Computer Graphics: Developments in Virtual Environments, 1995
1994
Goal-oriented design and correction of articulated figure motion with the TRACK system.
Comput. Graph., 1994
Proceedings of the Computer Animation 1994, 1994
1992
Comput. Graph. Forum, 1992
1990
Vis. Comput., 1990