Sophie Jörg

Orcid: 0000-0001-9402-0173

According to our database1, Sophie Jörg authored at least 52 papers between 2007 and 2024.

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

Timeline

Legend:

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PhD thesis 
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Links

On csauthors.net:

Bibliography

2024
Towards mitigating uncann(eye)ness in face swaps via gaze-centric loss terms.
Comput. Graph., 2024

Hands or Controllers? How Input Devices and Audio Impact Collaborative Virtual Reality.
Proceedings of the 30th ACM Symposium on Virtual Reality Software and Technology, 2024

The Curation Tree: A Lightweight Behavior Tree Framework for Implementing Puzzle and Narrative Games.
Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024

2023
How Immersion and Self-Avatars in VR Affect Learning Programming and Computational Thinking in Middle School Education.
IEEE Trans. Vis. Comput. Graph., August, 2023

How Important are Detailed Hand Motions for Communication for a Virtual Character Through the Lens of Charades?
ACM Trans. Graph., 2023

Give me some room please! Personal space bubbles for safety and performance.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2023

Real-Time Conversational Gaze Synthesis for Avatars.
Proceedings of the 16th ACM SIGGRAPH Conference on Motion, Interaction and Games, 2023

MedAIcine: A Pilot Project on the Social and Ethical Aspects of AI in Medical Imaging.
Proceedings of the HCI International 2023 Posters, 2023

2022
Is the avatar scared? Pupil as a perceptual cue.
Comput. Animat. Virtual Worlds, 2022

Do We Measure What We Perceive? Comparison of Perceptual and Computed Differences between Hand Animations.
Proceedings of the SIGGRAPH '22: Special Interest Group on Computer Graphics and Interactive Techniques Conference, Posters, Vancouver BC Canada, August 7, 2022

2021
Evaluating Grasping Visualizations and Control Modes in a VR Game.
ACM Trans. Appl. Percept., 2021

2020
The Security-Utility Trade-off for Iris Authentication and Eye Animation for Social Virtual Avatars.
IEEE Trans. Vis. Comput. Graph., 2020

Virtual hands in VR: motion capture, synthesis, and perception.
Proceedings of the SIGGRAPH 2020: Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2020

Performance Is Not Everything: Audio Feedback Preferred Over Visual Feedback for Grasping Task in Virtual Reality.
Proceedings of the MIG '20: Motion, 2020

2019
The Effect of Hand Size and Interaction Modality on the Virtual Hand Illusion.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

Guiding gaze: expressive models of reading and face scanning.
Proceedings of the 11th ACM Symposium on Eye Tracking Research & Applications, 2019

Perceptual Comparison of Procedural and Data-Driven Eye Motion Jitter.
Proceedings of the ACM Symposium on Applied Perception 2019, 2019

Virtual Grasping Feedback and Virtual Hand Ownership.
Proceedings of the ACM Symposium on Applied Perception 2019, 2019

2018
Perceptual Adjustment of Eyeball Rotation and Pupil Size Jitter for Virtual Characters.
ACM Trans. Appl. Percept., 2018

The effect of animation controller and avatar on player perceptions.
Comput. Animat. Virtual Worlds, 2018

Perceptual evaluation of synthetic gaze jitter.
Comput. Animat. Virtual Worlds, 2018

Touch with foreign hands: the effect of virtual hand appearance on visual-haptic integration.
Proceedings of the 15th ACM Symposium on Applied Perception, 2018

Perceptual adjustment of eyeball and pupil diameter jitter amplitudes for virtual characters.
Proceedings of the 15th ACM Symposium on Applied Perception, 2018

2017
How character customization affects learning in computational thinking.
Proceedings of the ACM Symposium on Applied Perception, 2017

2016
An Empirical Evaluation of Visuo-Haptic Feedback on Physical Reaching Behaviors During 3D Interaction in Real and Immersive Virtual Environments.
ACM Trans. Appl. Percept., 2016

Analysis in support of realistic timing in animated fingerspelling.
Proceedings of the 2016 IEEE Virtual Reality, 2016

Programming moves: Design and evaluation of applying embodied interaction in virtual environments to enhance computational thinking in middle school students.
Proceedings of the 2016 IEEE Virtual Reality, 2016

The effect of realism on the virtual hand illusion.
Proceedings of the 2016 IEEE Virtual Reality, 2016

Combating Perceptions of Computer Scientists: A Short-term Intervention (Abstract Only).
Proceedings of the 47th ACM Technical Symposium on Computing Science Education, 2016

Data-driven finger motion synthesis with interactions.
Proceedings of the Poster Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2016

Eye movement synthesis.
Proceedings of the Ninth Biennial ACM Symposium on Eye Tracking Research & Applications, 2016

Need a hand?: how appearance affects the virtual hand illusion.
Proceedings of the ACM Symposium on Applied Perception, 2016

Towards a comparative evaluation of visually guided physical reach motions during 3D interactions in real and virtual environments.
Proceedings of the 2016 IEEE Symposium on 3D User Interfaces, 2016

2015
Embodying Computational Thinking: Initial Design of an Emerging Technological Learning Tool.
Technol. Knowl. Learn., 2015

State of the Art in Hand and Finger Modeling and Animation.
Comput. Graph. Forum, 2015

Eye movement synthesis with 1/<i>f</i> pink noise.
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games, 2015

Do cartoons feel pain?: using the virtual hand illusion to test human response to degrees of realism.
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception, 2015

2014
Character animation and embodiment in teaching computational thinking.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2014

Dancing alice: exploring embodied pedagogical strategies for learning computational thinking.
Proceedings of the 45th ACM Technical Symposium on Computer Science Education, 2014

Trade-offs between responsiveness and naturalness for player characters.
Proceedings of the Seventh International Conference on Motion in Games, Playa Vista, CA, USA, November 06, 2014

Player perception of delays and jitter in character responsiveness.
Proceedings of the ACM Symposium on Applied Perception, 2014

2013
Automatic Hand-Over Animation using Principle Component Analysis.
Proceedings of the Motion in Games, 2013

The effect of posture and dynamics on the perception of emotion.
Proceedings of the ACM Symposium on Applied Perception 2013, 2013

2012
Data-driven finger motion synthesis for gesturing characters.
ACM Trans. Graph., 2012

How responsiveness affects players' perception in digital games.
Proceedings of the ACM Symposium on Applied Perception 2012, 2012

2010
The saliency of anomalies in animated human characters.
ACM Trans. Appl. Percept., 2010

The perception of finger motions.
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization, 2010

2009
Investigating the role of body shape on the perception of emotion.
ACM Trans. Appl. Percept., 2009

Evaluating the effect of motion and body shape on the perceived sex of virtual characters.
ACM Trans. Appl. Percept., 2009

2008
Evaluating the emotional content of human motions on real and virtual characters.
Proceedings of the 5th Symposium on Applied Perception in Graphics and Visualization, 2008

2007
Modeling and Animating Virtual Humans.
Int. J. Virtual Real., 2007

Virtual shapers & movers: form and motion affect sex perception.
Proceedings of the 4th Symposium on Applied Perception in Graphics and Visualization, 2007


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