Ronan Boulic

Orcid: 0000-0001-9176-6877

According to our database1, Ronan Boulic authored at least 136 papers between 1990 and 2024.

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

Timeline

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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
Unintentional synchronization with self-avatar for upper- and lower-body movements.
Frontiers Virtual Real., March, 2023

EGG Objective characterization of cybersickness symptoms towards navigation axis.
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

User study of omnidirectional treadmill control algorithms in VR.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2023

Real-time Self-contact Retargeting of Avatars down to Finger Level.
Proceedings of the Virtual Environments 2023, 2023

2022
A review of cybersickness in head-mounted displays: raising attention to individual susceptibility.
Virtual Real., 2022

Adapting Virtual Embodiment Through Reinforcement Learning.
IEEE Trans. Vis. Comput. Graph., 2022

Changing Finger Movement Perception: Influence of Active Haptics on Visual Dominance.
Frontiers Virtual Real., 2022

2021
Assessing the Impact of Mixed Reality Immersion on Presence and Embodiment.
Proceedings of the MIG '21: Motion, 2021

2020
Exploring Blink-Rate Behaviors for Cybersickness Detection in VR.
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

Partial Finger Involvement Reflects into Grasping Tasks Performance and Accuracy.
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
A Tool to Design Interactive Characters Based on Embodied Cognition.
IEEE Trans. Games, 2019

Real-time neural network prediction for handling two-hands mutual occlusions.
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

On the Influence of the Supine Posture on Simulation Sickness in Virtual Reality.
Proceedings of the IEEE Conference on Games, 2019

2018
Egocentric Mapping of Body Surface Constraints.
IEEE Trans. Vis. Comput. Graph., 2018

The Critical Role of Self-Contact for Embodiment in Virtual Reality.
IEEE Trans. Vis. Comput. Graph., 2018

Self-attribution of distorted reaching movements in immersive virtual reality.
Comput. Graph., 2018

Real-Time Marker-Based Finger Tracking with Neural Networks.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

Perception of Redirected Pointing Precision in Immersive Virtual Reality.
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
SPA: Sparse Photorealistic Animation Using a Single RGB-D Camera.
IEEE Trans. Circuits Syst. Video Technol., 2017

Foreword to the Special Section on Motion in Games 2016.
Comput. Graph., 2017

Evaluating the Sensitivity to Virtual Characters Facial Asymmetry in Emotion Synthesis.
Appl. Artif. Intell., 2017

Virtual zero gravity impact on internal gravity model.
Proceedings of the 2017 IEEE Virtual Reality, 2017

A Deep Learning Approach for Classification of Reaching Targets from EEG Images.
Proceedings of the 30th SIBGRAPI Conference on Graphics, Patterns and Images, 2017

2016
Parallel Inverse Kinematics for Multithreaded Architectures.
ACM Trans. Graph., 2016

Artist-oriented 3D character posing from 2D strokes.
Comput. Graph., 2016

Sketch-based per-frame inverse kinematics.
Proceedings of the Poster Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2016

One Step from the Locomotion to the Stepping Pattern.
Proceedings of the 29th International Conference on Computer Animation and Social Agents, 2016

2015
Embodied interaction using non-planar projections in immersive virtual reality.
Proceedings of the 21st ACM Symposium on Virtual Reality Software and Technology, 2015

Egocentric Normalization of Kinematic Path.
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
Latent motion spaces for full-body motion editing.
Vis. Comput., 2013

Asymmetric facial expressions: revealing richer emotions for embodied conversational agents.
Comput. Animat. Virtual Worlds, 2013

A two-arm coordination model for phantom limb pain rehabilitation.
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology, 2013

Towards a disambiguation canvas.
Proceedings of the 2013 IEEE Virtual Reality, 2013

Singularity Free Parametrization of Human Limbs.
Proceedings of the Motion in Games, 2013

Disambiguation Canvas: A Precise Selection Technique for Virtual Environments.
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

Within-crowd immersive evaluation of collision avoidance behaviors.
Proceedings of the Virtual Reality Continuum and its Applications in Industry, 2012

Conveying Real-Time Ambivalent Feelings through Asymmetric Facial Expressions.
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
Immersive singularity-free full-body interactions with reduced marker set.
Comput. Animat. Virtual Worlds, 2011

Long Term Real Trajectory Reuse through Region Goal Satisfaction.
Proceedings of the Motion in Games - 4th International Conference, 2011

2010
Spatial Awareness in Full-Body Immersive Interactions: Where Do We Stand?
Proceedings of the Motion in Games - Third International Conference, 2010

Motion Planning and Animation Variety Using Dance Motion Clips.
Proceedings of the 2010 International Conference on CyberWorlds, 2010

2009
Motion constraint.
Vis. Comput., 2009

A subject-specific software solution for the modeling and the visualization of muscles deformations.
Vis. Comput., 2009

On scaling strategies for the full-body postural control of virtual mannequins.
Interact. Comput., 2009

Full-Body Avatar Control with Environment Awareness.
IEEE Computer Graphics and Applications, 2009

Motion Pattern Encapsulation for Data-Driven Constraint-Based Motion Editing.
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

Estimating Hip Joint Contact Pressure from Geometric Features.
Proceedings of the Recent Advances in the 3D Physiological Human, 2009

2008
Real-Time Joint Coupling of the Spine for Inverse Kinematics.
J. Virtual Real. Broadcast., 2008

Characterizing full-body reach duration across task and viewpoint modalities.
J. Virtual Real. Broadcast., 2008

Full-body performance animation with Sequential Inverse Kinematics.
Graph. Model., 2008

Virtual Reality Software and Technology.
IEEE Computer Graphics and Applications, 2008

Evaluating the influence of induced passive torques in the simulation of time-varying human poses.
Comput. Graph., 2008

Relaxed Steering towards Oriented Region Goals.
Proceedings of the Motion in Games, First International Workshop, 2008

2007
Efficient Collision Detection within Deforming Spherical Sliding Contact.
IEEE Trans. Vis. Comput. Graph., 2007

Interactive low-dimensional human motion synthesis by combining motion models and PIK.
Comput. Animat. Virtual Worlds, 2007

Accurate on-line avatar control with collision anticipation.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2007

Progressive Clamping.
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

Towards Automatic Character Skeletonization and Interactive Skin Deformation.
Proceedings of the 28th Annual Conference of the European Association for Computer Graphics, 2007

Inverse Kinematics and Kinetics for Virtual Humanoids.
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

Dynamic obstacle avoidance for real-time character animation.
Vis. Comput., 2006

Robust on-line adaptive footplant detection and enforcement for locomotion.
Vis. Comput., 2006

Interactive motion deformation with prioritized constraints.
Graph. Model., 2006

Robust kinematic constraint detection for motion data.
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

Proactive Steering Toward Oriented Targets.
Proceedings of the 26th Annual Conference of the European Association for Computer Graphics, 2005

On-line adapted transition between locomotion and jump.
Proceedings of the Computer Graphics International 2005, 2005

A Spreadsheet Framework for Visual Exploration of Biomedical Datasets.
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

Style-Based Motion Synthesis.
Comput. Graph. Forum, 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

A Generic Method for Geometric Contraints Detection.
Proceedings of the 25th Annual Conference of the European Association for Computer Graphics, 2004

Multi-Finger Haptic Rendering of Deformable Objects.
Proceedings of the 10th Eurographics Symposium on Virtual Environments, 2004

PCA-Based Walking Engine Using Motion Capture Data.
Proceedings of the 2004 Computer Graphics International (CGI 2004), 16-19 June 2004, 2004

2003
Visualizing human fatigue at joint level with the half-joint pair concept.
Proceedings of the Visualization and Data Analysis 2003, 2003

Deformable Tissue Parameterized by Properties of Real Biological Tissue.
Proceedings of the Surgery Simulation and Soft Tissue Modeling, International Symposium, 2003

Bringing the human arm reachable space to a virtual environment for its analysis.
Proceedings of the 2003 IEEE International Conference on Multimedia and Expo, 2003

Experimenting Prioritized IK for Motion Editing.
Proceedings of the 24th Annual Conference of the European Association for Computer Graphics, 2003

Reaching Volumes Generated by Means of Octal Trees and Cartesian Constraints.
Proceedings of the 2003 Computer Graphics International (CGI 2003), 2003

2000
Real-time display of virtual humans: levels of details and impostors.
IEEE Trans. Circuits Syst. Video Technol., 2000

Using an Intermediate Skeleton and Inverse Kinematics for Motion Retargeting.
Comput. Graph. Forum, 2000

Versatile Tuning of Humanoid Agent Activity.
Comput. Graph. Forum, 2000

A Paradigm for Controlling Virtual Humans in Urban Environment Simulations.
Appl. Artif. Intell., 2000

Kinematic Control of the Mass Properties of Redundant Articulated Bodies.
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

Skeleton-based Motion Capture for Robust Reconstruction of Human Motion.
Proceedings of the Computer Animation 2000, 2000

Visualization of Local Movements for Optimal Marker Positioning.
Proceedings of the Articulated Motion and Deformable Objects, First International Workshop, 2000

1999
An architecture for immersive evaluation of complex human tasks.
IEEE Trans. Robotics Autom., 1999

Human Motion Capture Driven by Orientation Measurements.
Presence Teleoperators Virtual Environ., 1999

An Informed Environment Dedicated to the Simulation of Virtual Humans in Urban Context.
Comput. Graph. Forum, 1999

An Efficient and Flexible Perception Pipeline for Autonomous Agents.
Comput. Graph. Forum, 1999

Conferring Human Action Recognition Skills to Life-Like Agents.
Appl. Artif. Intell., 1999

Virtual Human Life Simulation and Database: Why and How.
Proceedings of the 1999 International Symposium on Database Applications in Non-Traditional Environments (DANTE '99), 1999

1998
Interacting with Virtual Humans through Body Actions.
IEEE Computer Graphics and Applications, 1998

Animated Impostors for Real-Time Display of Numerous Virtual Humans.
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

Local and Global Skeleton Fitting Techniques for Optical Motion Capture.
Proceedings of the Modelling and Motion Capture Techniques for Virtual Environments, 1998

1997
Complex Character Positioning Based on a Compatible Flow Model of Multiple Supports.
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

Live Participant's Action Recognition for Virtual Reality Interactions.
Proceedings of the 5th Pacific Conference on Computer Graphics and Applications, 1997

An Animation Interface Designed for Motion Capture.
Proceedings of the Computer Animation 1997, 1997

Extended Grasping Behavior for Autonomous Human Agents.
Proceedings of the First International Conference on Autonomous Agents, 1997

Multi-Level Modeling and Recognition of Human Actions Involving Full Body Motion.
Proceedings of the First International Conference on Autonomous Agents, 1997

Real-Time Interactions with Virtual Agents Driven by Human Action Identification.
Proceedings of the First International Conference on Autonomous Agents, 1997

1996
A robust approach for the control of the center of mass with inverse kinetics.
Comput. Graph., 1996

Multi-finger manipulation of virtual objects.
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

A Multi-sensor Approach for Grasping and 3D Interaction.
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

Automatic derivation of curved human walking trajectories from synthetic vision.
Proceedings of the Computer Animation 1994, 1994

1992
Combined Direct and Inverse Kinematic Control for Articulated Figure Motion Editing.
Comput. Graph. Forum, 1992

1990
A global human walking model with real-time kinematic personification.
Vis. Comput., 1990


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