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	<title>CiteULike: Author Thalmann</title>
	<description>CiteULike: Author Thalmann</description>


	<link>http://www.citeulike.org/author/Thalmann</link>
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<item rdf:about="http://www.citeulike.org/user/karmauk/article/3025210">
    <title>A Behavioral Animation System for Autonomous Actors Personified by Emotions</title>
    <link>http://www.citeulike.org/user/karmauk/article/3025210</link>
    <description>&lt;i&gt;&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;This paper presents a system dedicated to producing behavioral animation involving autonomous actors.</description>
    <dc:title>A Behavioral Animation System for Autonomous Actors Personified by Emotions</dc:title>

    <dc:creator>Pascal Becheiraz</dc:creator>
    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:date>2008-07-21T18:42:28-00:00</dc:date>
    <prism:category>no-tag</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/peteculmer/article/2951794">
    <title>A Case Study on Human Upper Limb Modelling for Dynamic Simulation.</title>
    <link>http://www.citeulike.org/user/peteculmer/article/2951794</link>
    <description>&lt;i&gt;Computer methods in biomechanics and biomedical engineering, Vol. 2, No. 1. (1999), pp. 65-82.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Modelling consists of developing a representation of the properties of an object or a phenomenon with respect to the goals of its analysis. In this paper, the procedure presented is that followed in the CHARM project for human upper limb modelling with respect to the project constraints on the model implementation and simulation. The objective is to develop a Comprehensive Human Animation Resource Model allowing the simulation of human motion, including the finite element simulation of soft tissue deformation and muscular contraction. Generally, models are presented based on assumptions left for a fortiori validation. The a priori considerations which lead to these assumptions are rarely detailed. Here, the aim is to form a basis for the choices and assumptions which are to be made prior to the validation. The analysis is based on the general approach for the modelling of multi-body deformable systems as well as on previous studies on the human upper limb.</description>
    <dc:title>A Case Study on Human Upper Limb Modelling for Dynamic Simulation.</dc:title>

    <dc:creator>WALTER Maurel</dc:creator>
    <dc:creator>DANIEL Thalmann</dc:creator>
    <dc:source>Computer methods in biomechanics and biomedical engineering, Vol. 2, No. 1. (1999), pp. 65-82.</dc:source>
    <dc:date>2008-07-02T10:46:44-00:00</dc:date>
    <prism:publicationYear>1999</prism:publicationYear>
    <prism:publicationName>Computer methods in biomechanics and biomedical engineering</prism:publicationName>
    <prism:issn>1025-5842</prism:issn>
    <prism:volume>2</prism:volume>
    <prism:number>1</prism:number>
    <prism:startingPage>65</prism:startingPage>
    <prism:endingPage>82</prism:endingPage>
    <prism:category>arm</prism:category>
    <prism:category>kinematics</prism:category>
    <prism:category>modelling</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jsenn/article/2932926">
    <title>Visual creation of inhabited 3D environments</title>
    <link>http://www.citeulike.org/user/jsenn/article/2932926</link>
    <description>&lt;i&gt;The Visual Computer&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Abstract&#160;&#160;The creation of virtual reality applications and 3D environments is a complex task that requires good programming skills and expertise in computer graphics and many other disciplines. The complexity increases when we want to include complex entities such as virtual characters and animate them. In this paper we present a system that assists in the tasks of setting up a 3D scene and configuring several parameters affecting the behavior of virtual entities like objects and autonomous virtual humans. Our application is based on a visual programming paradigm, supported by a semantic representation, an ontology for virtual environments. The ontology allows us to store and organize the components of a 3D scene, together with the knowledge associated with them. It is also used to expose functionalities in the given 3D engine. Based on a formal representation of its components, the proposed architecture provides a scalable VR system. Using this system, non-experts can set up interactive scenarios with minimum effort; no programming skills or advanced knowledge is required.</description>
    <dc:title>Visual creation of inhabited 3D environments</dc:title>

    <dc:creator>Alejandra García-Rojas</dc:creator>
    <dc:creator>Mario Gutiérrez</dc:creator>
    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:identifier>doi:10.1007/s00371-008-0252-x</dc:identifier>
    <dc:source>The Visual Computer</dc:source>
    <dc:date>2008-06-27T08:03:09-00:00</dc:date>
    <prism:publicationName>The Visual Computer</prism:publicationName>
    <prism:category>3d</prism:category>
    <prism:category>editor</prism:category>
    <prism:category>semantics</prism:category>
    <prism:category>virtual_environments</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jsenn/article/2925832">
    <title>Standardized Virtual Reality, Are We There Yet?</title>
    <link>http://www.citeulike.org/user/jsenn/article/2925832</link>
    <description>&lt;i&gt;(2006), pp. 191-197.&lt;/i&gt;</description>
    <dc:title>Standardized Virtual Reality, Are We There Yet?</dc:title>

    <dc:creator>Mario</dc:creator>
    <dc:creator>Frederic Vexo</dc:creator>
    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:identifier>doi:10.1109/CW.2006.36</dc:identifier>
    <dc:source>(2006), pp. 191-197.</dc:source>
    <dc:date>2008-06-25T12:27:04-00:00</dc:date>
    <prism:publicationYear>2006</prism:publicationYear>
    <prism:startingPage>191</prism:startingPage>
    <prism:endingPage>197</prism:endingPage>
    <prism:publisher>IEEE Computer Society</prism:publisher>
    <prism:category>semantics</prism:category>
    <prism:category>virtual_environments</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jsenn/article/2923862">
    <title>Stepping into Virtual Reality: A Practical Approach</title>
    <link>http://www.citeulike.org/user/jsenn/article/2923862</link>
    <description>&lt;i&gt;&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Virtual reality techniques are increasingly becoming indispensible in many areas including medicine, entertainment, architecture, education and manufacturing, with VR tools being used for testing and prototyping products at design stages, as well as for creating applications in finished products. This book looks at how to generate advanced virtual reality worlds. It covers principles, techniques, devices and mathematical foundations, beginning with basic definitions, and then moving on to the latest results from current research and exploring the social implications of these. Very practical in its approach, the book is fully illustrated in colour and contains numerous examples, exercises and case studies. Careful reading of this textbook will allow students and practitioners alike to gain a practical understanding of virtual reality concepts, devices and possible applications.</description>
    <dc:title>Stepping into Virtual Reality: A Practical Approach</dc:title>

    <dc:creator>Mario Gutierrez</dc:creator>
    <dc:creator>F Vexo</dc:creator>
    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:date>2008-06-24T15:04:44-00:00</dc:date>
    <prism:publisher>Springer, Berlin</prism:publisher>
    <prism:category>book</prism:category>
    <prism:category>virtual_reality</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/karmauk/article/1295164">
    <title>A rule-based interactive behavioral animation system for humanoids</title>
    <link>http://www.citeulike.org/user/karmauk/article/1295164</link>
    <description>&lt;i&gt;Visualization and Computer Graphics, IEEE Transactions on, Vol. 5, No. 4. (1999), pp. 281-307.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;We present a versatile, behavioral, and rule-based animation system that includes autonomous humanoid actors whose behavior is based on synthetic sensors that are used for perceiving the virtual environment. We combine the following in a consistent approach: L-systems, a behavioral production rule system; a particle system; an acoustic environment model, including a speech recognition module; a virtual life network; and a humanoid library. Together, these systems create a real-time-structured virtual environment that both high-level autonomous humanoids and interactive users can easily share</description>
    <dc:title>A rule-based interactive behavioral animation system for humanoids</dc:title>

    <dc:creator>H Noser</dc:creator>
    <dc:creator>D Thalmann</dc:creator>
    <dc:identifier>doi:10.1109/2945.817347</dc:identifier>
    <dc:source>Visualization and Computer Graphics, IEEE Transactions on, Vol. 5, No. 4. (1999), pp. 281-307.</dc:source>
    <dc:date>2007-05-14T14:19:03-00:00</dc:date>
    <prism:publicationYear>1999</prism:publicationYear>
    <prism:publicationName>Visualization and Computer Graphics, IEEE Transactions on</prism:publicationName>
    <prism:volume>5</prism:volume>
    <prism:number>4</prism:number>
    <prism:startingPage>281</prism:startingPage>
    <prism:endingPage>307</prism:endingPage>
    <prism:category>no-tag</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/karmauk/article/2914152">
    <title>Towards Interactive Real-Time Crowd Behavior Simulation</title>
    <link>http://www.citeulike.org/user/karmauk/article/2914152</link>
    <description>&lt;i&gt;Computer Graphics Forum, Vol. 21, No. 4. (2002), pp. 767-775.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Abstract While virtual crowds are becoming common in non-real-time applications, the real-time domain is still relativelyunexplored. In this paper we discuss the challenges involved in creating such simulations, especially the needto efficiently manage variety. We introduce the concept of levels of variety. Then we present our work oncrowd behaviour simulation aimed at interactive real-time applications such as computer games or virtualenvironments. We define a modular behavioural architecture of a multi-agent system allowing autonomous andscripted behaviour of agents supporting variety. Finally we show applications of our system in a virtual realitytraining system and a virtual heritage reconstruction. ACM CSS: I.3.7 Three-Dimensional Graphics and Realism-Animation, I.2.11 Distributed ArtificialIntelligence-Multi-agent systems</description>
    <dc:title>Towards Interactive Real-Time Crowd Behavior Simulation</dc:title>

    <dc:creator>Branislav Ulicny</dc:creator>
    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:identifier>doi:10.1111/1467-8659.00634</dc:identifier>
    <dc:source>Computer Graphics Forum, Vol. 21, No. 4. (2002), pp. 767-775.</dc:source>
    <dc:date>2008-06-21T16:49:42-00:00</dc:date>
    <prism:publicationYear>2002</prism:publicationYear>
    <prism:publicationName>Computer Graphics Forum</prism:publicationName>
    <prism:volume>21</prism:volume>
    <prism:number>4</prism:number>
    <prism:startingPage>767</prism:startingPage>
    <prism:endingPage>775</prism:endingPage>
    <prism:category>no-tag</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/karmauk/article/901221">
    <title>A Model of Human Crowd Behavior: Group Inter-Relationship and Collision Detection Analysis</title>
    <link>http://www.citeulike.org/user/karmauk/article/901221</link>
    <description>&lt;i&gt;(1997), pp. 39-52.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;This paper presents a model of crowd behavior to simulate the motion of a generic population in a specific environment. The individual parameters are created by a distributed random behavioral model which is determined by few parameters. This paper explores an approach based on the relationship between the autonomous virtual humans of a crowd and the emergent behavior originated from it. We have used some concepts from sociology to represent some specific behaviors and represent the visual...</description>
    <dc:title>A Model of Human Crowd Behavior: Group Inter-Relationship and Collision Detection Analysis</dc:title>

    <dc:creator>SR Musse</dc:creator>
    <dc:creator>D Thalmann</dc:creator>
    <dc:source>(1997), pp. 39-52.</dc:source>
    <dc:date>2006-10-17T08:50:07-00:00</dc:date>
    <prism:publicationYear>1997</prism:publicationYear>
    <prism:startingPage>39</prism:startingPage>
    <prism:endingPage>52</prism:endingPage>
    <prism:category>no-tag</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/karmauk/article/2914150">
    <title>Hierarchical model for real time simulation of virtual human crowds</title>
    <link>http://www.citeulike.org/user/karmauk/article/2914150</link>
    <description>&lt;i&gt;Visualization and Computer Graphics, IEEE Transactions on, Vol. 7, No. 2. (2001), pp. 152-164.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;We describe a model for simulating crowds of humans in real time. We deal with a hierarchy composed of virtual crowds, groups, and individuals. The groups are the most complex structure that can be controlled in different degrees of autonomy. This autonomy refers to the extent to which the virtual agents are independent of user intervention and also the amount of information needed to simulate crowds. Thus, depending on the complexity of the simulation, simple behaviors can be sufficient to simulate crowds. Otherwise, more complicated behavioral rules can be necessary and, in this case, it can be included in the simulation data in order to improve the realism of the animation. We present three different ways for controlling crowd behaviors: by using innate and scripted behaviors; by defining behavioral rules, using events and reactions; and by providing an external control to guide crowd behaviors in real time. The two main contributions of our approach are: the possibility of increasing the complexity of group/agent behaviors according to the problem to be simulated and the hierarchical structure based on groups to compose a crowd</description>
    <dc:title>Hierarchical model for real time simulation of virtual human crowds</dc:title>

    <dc:creator>SR Musse</dc:creator>
    <dc:creator>D Thalmann</dc:creator>
    <dc:identifier>doi:10.1109/2945.928167</dc:identifier>
    <dc:source>Visualization and Computer Graphics, IEEE Transactions on, Vol. 7, No. 2. (2001), pp. 152-164.</dc:source>
    <dc:date>2008-06-21T16:46:01-00:00</dc:date>
    <prism:publicationYear>2001</prism:publicationYear>
    <prism:publicationName>Visualization and Computer Graphics, IEEE Transactions on</prism:publicationName>
    <prism:volume>7</prism:volume>
    <prism:number>2</prism:number>
    <prism:startingPage>152</prism:startingPage>
    <prism:endingPage>164</prism:endingPage>
    <prism:category>no-tag</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jannon/article/1846638">
    <title>Nonverbal communication interface for collaborative virtual environments</title>
    <link>http://www.citeulike.org/user/jannon/article/1846638</link>
    <description>&lt;i&gt;Virtual Reality, Vol. 4, No. 1. (29 March 1999), pp. 49-59.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Nonverbal communication is an important aspect of real-life face-to-face interaction and one of the most efficient ways to convey emotions, therefore users should be provided the means to replicate it in the virtual world. Because articulated embodiments are well suited to provide body communication in virtual environments, this paper first reviews some of the advantages and disadvantages of complex embodiments. After a brief introduction to nonverbal communication theories, we present our solution, taking into account the practical limitations of input devices and social science aspects. We introduce our sample of actions and implementation using our VLNET (Virtual Life Network) networked virtual environment and discuss the results of an informal evaluation experiment.</description>
    <dc:title>Nonverbal communication interface for collaborative virtual environments</dc:title>

    <dc:creator>A Guye-Vuillème</dc:creator>
    <dc:creator>T Capin</dc:creator>
    <dc:creator>S Pandzic</dc:creator>
    <dc:creator>N Thalmann</dc:creator>
    <dc:creator>D Thalmann</dc:creator>
    <dc:identifier>doi:10.1007/BF01434994</dc:identifier>
    <dc:source>Virtual Reality, Vol. 4, No. 1. (29 March 1999), pp. 49-59.</dc:source>
    <dc:date>2007-10-31T11:14:23-00:00</dc:date>
    <prism:publicationYear>1999</prism:publicationYear>
    <prism:publicationName>Virtual Reality</prism:publicationName>
    <prism:volume>4</prism:volume>
    <prism:number>1</prism:number>
    <prism:startingPage>49</prism:startingPage>
    <prism:endingPage>59</prism:endingPage>
    <prism:category>avatars</prism:category>
    <prism:category>collaboration</prism:category>
    <prism:category>communication</prism:category>
    <prism:category>embodiment</prism:category>
    <prism:category>environment</prism:category>
    <prism:category>games</prism:category>
    <prism:category>gamespace</prism:category>
    <prism:category>indication</prism:category>
    <prism:category>interface</prism:category>
    <prism:category>nonverbal</prism:category>
    <prism:category>representation</prism:category>
    <prism:category>spatiality</prism:category>
    <prism:category>thebody</prism:category>
    <prism:category>virtual</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/carsonr/article/2874868">
    <title>Crowd Simulation</title>
    <link>http://www.citeulike.org/user/carsonr/article/2874868</link>
    <description>&lt;i&gt;(30 October 2007)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;There has been a growing interest in crowd simulation particularly in the commercial sector where it is used in security, defence, entertainment and the movie industry. This field is now reaching maturity and there is a need for a book that focuses entirely on methods and techniques for crowd simulation, this book fills that gap. The topics covered include: Modelling of populations, Virtual Human Animation, Behavioural Animation of Crowds, Crowd Rendering, Populated Environments.</description>
    <dc:title>Crowd Simulation</dc:title>

    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:creator>Soraia Musse</dc:creator>
    <dc:source>(30 October 2007)</dc:source>
    <dc:date>2008-06-09T08:37:51-00:00</dc:date>
    <prism:publicationYear>2007</prism:publicationYear>
    <prism:publisher>Springer</prism:publisher>
    <prism:category>simulation</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jsenn/article/2869269">
    <title>Browsing 3D Bookmarks in BED</title>
    <link>http://www.citeulike.org/user/jsenn/article/2869269</link>
    <description>&lt;i&gt;&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;In this paper BED, a prototype of a 3D bookmarks generator, is presented. This work tries to show a way of improving navigation in the Web using a cyberspatial[*] representation based on VRML. First, the general problem of creating a visual representation of abstract data is discussed and existing systems are reviewed. Then, some 3D space characteristics are explained and finally our generator is introduced and some examples shown.</description>
    <dc:title>Browsing 3D Bookmarks in BED</dc:title>

    <dc:creator>Serge Rezzonico</dc:creator>
    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:date>2008-06-06T11:46:59-00:00</dc:date>
    <prism:category>3d</prism:category>
    <prism:category>bookmarks</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/lescha/article/2861100">
    <title>Collision Detection for Deformable Objects</title>
    <link>http://www.citeulike.org/user/lescha/article/2861100</link>
    <description>&lt;i&gt;(2005)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Interactive environments for dynamically deforming objects play an important role in surgery simulation and entertainment technology. These environments require fast deformable models and very efficient collision handling techniques. While collision detection for rigid bodies is well-investigated, collision detection for deformable objects introduces additional challenging problems. This paper focusses on these aspects and summarizes recent research in the area of deformable collision...</description>
    <dc:title>Collision Detection for Deformable Objects</dc:title>

    <dc:creator>M Teschner</dc:creator>
    <dc:creator>S Kimmerle</dc:creator>
    <dc:creator>B Heidelberger</dc:creator>
    <dc:creator>G Zachmann</dc:creator>
    <dc:creator>L Raghupathi</dc:creator>
    <dc:creator>A Fuhrmann</dc:creator>
    <dc:creator>M Cani</dc:creator>
    <dc:creator>F Faure</dc:creator>
    <dc:creator>Magnenat Thalmann</dc:creator>
    <dc:creator>W Strasser</dc:creator>
    <dc:creator>P Volino</dc:creator>
    <dc:source>(2005)</dc:source>
    <dc:date>2008-06-04T13:44:41-00:00</dc:date>
    <prism:publicationYear>2005</prism:publicationYear>
    <prism:category>no-tag</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/group/5380/article/2116780">
    <title>The benefits of third-person perspective in virtual and augmented reality?</title>
    <link>http://www.citeulike.org/group/5380/article/2116780</link>
    <description>&lt;i&gt;(2006), pp. 27-30.&lt;/i&gt;</description>
    <dc:title>The benefits of third-person perspective in virtual and augmented reality?</dc:title>

    <dc:creator>Patrick Salamin</dc:creator>
    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:creator>Fr&#233;d&#233;ric Vexo</dc:creator>
    <dc:identifier>doi:10.1145/1180495.1180502</dc:identifier>
    <dc:source>(2006), pp. 27-30.</dc:source>
    <dc:date>2007-12-14T17:13:31-00:00</dc:date>
    <prism:publicationYear>2006</prism:publicationYear>
    <prism:startingPage>27</prism:startingPage>
    <prism:endingPage>30</prism:endingPage>
    <prism:publisher>ACM</prism:publisher>
    <prism:category>of</prism:category>
    <prism:category>presence</prism:category>
    <prism:category>sense</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/dchen/article/2767637">
    <title>Measuring the Kinetics of Biomolecular Recognition with Magnetic Colloids</title>
    <link>http://www.citeulike.org/user/dchen/article/2767637</link>
    <description>&lt;i&gt;Physical Review Letters, Vol. 100, No. 10. (2008)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;We introduce a general methodology based on magnetic colloids to study the recognition kinetics of tethered biomolecules. Access to the full kinetics of the reaction is provided by an explicit measure of the time evolution of the reactant densities. Binding between a single ligand and its complementary receptor is here limited by the colloidal rotational diffusion. It occurs within a binding distance that can be extracted by a reaction-diffusion theory that properly accounts for the rotational Brownian dynamics. Our reaction geometry allows us to probe a large diversity of bioadhesive molecules and tethers, thus providing a quantitative guidance for designing more efficient reactive biomimetic surfaces, as required for diagnostic, therapeutic, and tissue engineering techniques.</description>
    <dc:title>Measuring the Kinetics of Biomolecular Recognition with Magnetic Colloids</dc:title>

    <dc:creator>Cohen Tannoudji</dc:creator>
    <dc:creator>E Bertrand</dc:creator>
    <dc:creator>J Baudry</dc:creator>
    <dc:creator>C Robic</dc:creator>
    <dc:creator>C Goubault</dc:creator>
    <dc:creator>M Pellissier</dc:creator>
    <dc:creator>A Johner</dc:creator>
    <dc:creator>F Thalmann</dc:creator>
    <dc:creator>Lee</dc:creator>
    <dc:creator>CM Marques</dc:creator>
    <dc:creator>J Bibette</dc:creator>
    <dc:identifier>doi:10.1103/PhysRevLett.100.108301</dc:identifier>
    <dc:source>Physical Review Letters, Vol. 100, No. 10. (2008)</dc:source>
    <dc:date>2008-05-07T23:01:32-00:00</dc:date>
    <prism:publicationYear>2008</prism:publicationYear>
    <prism:publicationName>Physical Review Letters</prism:publicationName>
    <prism:volume>100</prism:volume>
    <prism:number>10</prism:number>
    <prism:publisher>APS</prism:publisher>
    <prism:category>2008</prism:category>
    <prism:category>colloids</prism:category>
    <prism:category>magnetic</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/fheintz/article/2761880">
    <title>Requirements for an architecture for believable social agents</title>
    <link>http://www.citeulike.org/user/fheintz/article/2761880</link>
    <description>&lt;i&gt;(2000), pp. 48-49.&lt;/i&gt;</description>
    <dc:title>Requirements for an architecture for believable social agents</dc:title>

    <dc:creator>Anthony Guye-Vuill&#233;me</dc:creator>
    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:identifier>doi:10.1145/336595.336972</dc:identifier>
    <dc:source>(2000), pp. 48-49.</dc:source>
    <dc:date>2008-05-06T16:08:35-00:00</dc:date>
    <prism:publicationYear>2000</prism:publicationYear>
    <prism:startingPage>48</prism:startingPage>
    <prism:endingPage>49</prism:endingPage>
    <prism:publisher>ACM</prism:publisher>
    <prism:category>architecture</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/group/5058/article/1788138">
    <title>Groups and crowd simulation</title>
    <link>http://www.citeulike.org/group/5058/article/1788138</link>
    <description>&lt;i&gt;(2005)&lt;/i&gt;</description>
    <dc:title>Groups and crowd simulation</dc:title>

    <dc:creator>Soraia Musse</dc:creator>
    <dc:creator>Branislav Ulicny</dc:creator>
    <dc:creator>Amaury Aubel</dc:creator>
    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:identifier>doi:10.1145/1198555.1198672</dc:identifier>
    <dc:source>(2005)</dc:source>
    <dc:date>2007-10-19T09:34:53-00:00</dc:date>
    <prism:publicationYear>2005</prism:publicationYear>
    <prism:publisher>ACM Press</prism:publisher>
    <prism:category>no-tag</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/austin/article/150261">
    <title>Prediction and statistics of pseudoknots in RNA structures using exactly clustered stochastic simulations.</title>
    <link>http://www.citeulike.org/user/austin/article/150261</link>
    <description>&lt;i&gt;Proc Natl Acad Sci U S A, Vol. 100, No. 26. (23 December 2003), pp. 15310-15315.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Ab initio RNA secondary structure predictions have long dismissed helices interior to loops, so-called pseudoknots, despite their structural importance. Here we report that many pseudoknots can be predicted through long-time-scale RNA-folding simulations, which follow the stochastic closing and opening of individual RNA helices. The numerical efficacy of these stochastic simulations relies on an O(n2) clustering algorithm that computes time averages over a continuously updated set of n reference structures. Applying this exact stochastic clustering approach, we typically obtain a 5- to 100-fold simulation speed-up for RNA sequences up to 400 bases, while the effective acceleration can be as high as 105-fold for short, multistable molecules (&#60;or=150 bases). We performed extensive folding statistics on random and natural RNA sequences and found that pseudoknots are distributed unevenly among RNA structures and account for up to 30% of base pairs in G+C-rich RNA sequences (online RNA-folding kinetics server including pseudoknots: http://kinefold.u-strasbg.fr).</description>
    <dc:title>Prediction and statistics of pseudoknots in RNA structures using exactly clustered stochastic simulations.</dc:title>

    <dc:creator>A Xayaphoummine</dc:creator>
    <dc:creator>T Bucher</dc:creator>
    <dc:creator>F Thalmann</dc:creator>
    <dc:creator>H Isambert</dc:creator>
    <dc:identifier>doi:10.1073/pnas.2536430100</dc:identifier>
    <dc:source>Proc Natl Acad Sci U S A, Vol. 100, No. 26. (23 December 2003), pp. 15310-15315.</dc:source>
    <dc:date>2005-04-06T11:19:46-00:00</dc:date>
    <prism:publicationYear>2003</prism:publicationYear>
    <prism:publicationName>Proc Natl Acad Sci U S A</prism:publicationName>
    <prism:issn>0027-8424</prism:issn>
    <prism:volume>100</prism:volume>
    <prism:number>26</prism:number>
    <prism:startingPage>15310</prism:startingPage>
    <prism:endingPage>15315</prism:endingPage>
    <prism:category>kinefold</prism:category>
    <prism:category>kinetics</prism:category>
    <prism:category>modeling</prism:category>
    <prism:category>pseudoknot</prism:category>
    <prism:category>rna</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/usagi-kirin/article/2141217">
    <title>Demographic History and Genetic Differentiation in Apes</title>
    <link>http://www.citeulike.org/user/usagi-kirin/article/2141217</link>
    <description>&lt;i&gt;Current Biology, Vol. 16, No. 11. (6 June 2006), pp. 1133-1138.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Summary Comparisons of genetic variation between humans and great apes are hampered by the fact that we still know little about the demographics and evolutionary history of the latter species 1, 2, 3 and 4. In addition, characterizing ape genetic variation is important because they are threatened with extinction, and knowledge about genetic differentiation among groups may guide conservation efforts [5]. We sequenced multiple intergenic autosomal regions totaling 22,400 base pairs (bp) in ten individuals each from western, central, and eastern chimpanzee groups and in nine bonobos, and 16,000 bp in ten Bornean and six Sumatran orangutans. These regions are analyzed together with homologous information from three human populations and gorillas. We find that whereas orangutans have the highest diversity, western chimpanzees have the lowest, and that the demographic histories of most groups differ drastically. Special attention should therefore be paid to sampling strategies and the statistics chosen when comparing levels of variation within and among groups. Finally, we find that the extent of genetic differentiation among &#34;subspecies&#34; of chimpanzees and orangutans is comparable to that seen among human populations, calling the validity of the &#34;subspecies&#34; concept in apes into question.</description>
    <dc:title>Demographic History and Genetic Differentiation in Apes</dc:title>

    <dc:creator>Anne Fischer</dc:creator>
    <dc:creator>Joshua Pollack</dc:creator>
    <dc:creator>Olaf Thalmann</dc:creator>
    <dc:creator>Birgit Nickel</dc:creator>
    <dc:creator>Svante Paabo</dc:creator>
    <dc:identifier>doi:10.1016/j.cub.2006.04.033</dc:identifier>
    <dc:source>Current Biology, Vol. 16, No. 11. (6 June 2006), pp. 1133-1138.</dc:source>
    <dc:date>2007-12-18T14:55:51-00:00</dc:date>
    <prism:publicationYear>2006</prism:publicationYear>
    <prism:publicationName>Current Biology</prism:publicationName>
    <prism:volume>16</prism:volume>
    <prism:number>11</prism:number>
    <prism:startingPage>1133</prism:startingPage>
    <prism:endingPage>1138</prism:endingPage>
    <prism:category>2008_gorilla-y</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/hp2oo1/article/2481680">
    <title>Key-Posture Extraction Out Of Human Motion Data By Curve Simplification</title>
    <link>http://www.citeulike.org/user/hp2oo1/article/2481680</link>
    <description>&lt;i&gt;&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Recent progress in 3-D capture technology has made it possible to obtain much of realistic motion data of human subjects. Being captured in high frame rates, compression or extraction of key postures out of the motion data is useful for storage, transfer and browsing among them: this can serve as an important pre-processing for applications such as rehabilitation, ergonomics and sports physiology. This paper addresses these problems by treating the motion data as trajectory curves in a...</description>
    <dc:title>Key-Posture Extraction Out Of Human Motion Data By Curve Simplification</dc:title>

    <dc:creator>Ik Lim</dc:creator>
    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:date>2008-03-07T04:24:57-00:00</dc:date>
    <prism:category>key-frame-extraction</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/group/3602/article/2405971">
    <title>Key-posture extraction out of human motion data</title>
    <link>http://www.citeulike.org/group/3602/article/2405971</link>
    <description>&lt;i&gt;Engineering in Medicine and Biology Society, 2001. Proceedings of the 23rd Annual International Conference of the IEEE, Vol. 2 (2001), pp. 1167-1169 vol.2.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Recent progress in 3-D capture technology has made it possible to obtain much of realistic motion data of human subjects. Being captured in high frame rates, compression or extraction of key postures out of the motion data is useful for storage, transfer and browsing among them: this can serve as an Important pre-processing for applications such as rehabilitation, ergonomics and sports physiology. This paper addresses these problems by treating the motion date as trajectory curves In a high-dimensional space and doing a novel application of a curve simplification algorithm, typically used for planar curves, to human motion data.</description>
    <dc:title>Key-posture extraction out of human motion data</dc:title>

    <dc:creator>Ik Lim</dc:creator>
    <dc:creator>D Thalmann</dc:creator>
    <dc:source>Engineering in Medicine and Biology Society, 2001. Proceedings of the 23rd Annual International Conference of the IEEE, Vol. 2 (2001), pp. 1167-1169 vol.2.</dc:source>
    <dc:date>2008-02-21T10:55:52-00:00</dc:date>
    <prism:publicationYear>2001</prism:publicationYear>
    <prism:publicationName>Engineering in Medicine and Biology Society, 2001. Proceedings of the 23rd Annual International Conference of the IEEE</prism:publicationName>
    <prism:volume>2</prism:volume>
    <prism:startingPage>1167</prism:startingPage>
    <prism:endingPage>1169 vol.2</prism:endingPage>
    <prism:category>key-frame-extraction</prism:category>
    <prism:category>motion-capture</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/ElQuijote42/article/2314301">
    <title>Local and Global Skeleton Fitting Techniques for Optical Motion Capture</title>
    <link>http://www.citeulike.org/user/ElQuijote42/article/2314301</link>
    <description>&lt;i&gt;Lecture Notes in Computer Science, Vol. 1537 (1998), pp. 26-??.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;. Identifying a precise anatomic skeleton is important in order to ensure high quality motion capture. In this paper we discuss two skeleton fitting techniques based on 3D optical marker data. First a local technique is proposed based on relative marker trajectories. Then it is compared to a global optimization of a skeleton model. Various proposals are made to handle the skin deformation problem. Index Terms---skeleton fitting, motion capture, optical markers 1 Introduction As stressed in a...</description>
    <dc:title>Local and Global Skeleton Fitting Techniques for Optical Motion Capture</dc:title>

    <dc:creator>Marius Silaghi</dc:creator>
    <dc:creator>Ralf Pl&#228;nkers</dc:creator>
    <dc:creator>Ronan Boulic</dc:creator>
    <dc:creator>Pascal Fua</dc:creator>
    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:source>Lecture Notes in Computer Science, Vol. 1537 (1998), pp. 26-??.</dc:source>
    <dc:date>2008-01-31T14:08:03-00:00</dc:date>
    <prism:publicationYear>1998</prism:publicationYear>
    <prism:publicationName>Lecture Notes in Computer Science</prism:publicationName>
    <prism:volume>1537</prism:volume>
    <prism:startingPage>26</prism:startingPage>
    <prism:endingPage>??</prism:endingPage>
    <prism:category>skeleton</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/casst122/article/2305885">
    <title>Interaction in Virtual Worlds: Application to Music Performers</title>
    <link>http://www.citeulike.org/user/casst122/article/2305885</link>
    <description>&lt;i&gt;(2001)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;We present am odel for the representation of the interactions between virtual hum an figures and virtual objects in 3D virtual scenes. These interactions can depend on externally provided inform ation not being lim ited in their com plexity. The representationm odel for virtual hum ans ism odular and provides tools for representation of the interaction know-how pre-requisite.Tim ng constraints are relevant in thism odel and concurrency and synchronism are used to insure the adequacy of the...</description>
    <dc:title>Interaction in Virtual Worlds: Application to Music Performers</dc:title>

    <dc:creator>J Esmerado</dc:creator>
    <dc:creator>F Vexo</dc:creator>
    <dc:creator>D Thalmann</dc:creator>
    <dc:source>(2001)</dc:source>
    <dc:date>2008-01-30T04:23:10-00:00</dc:date>
    <prism:publicationYear>2001</prism:publicationYear>
    <prism:category>humans</prism:category>
    <prism:category>interaction</prism:category>
    <prism:category>inverse</prism:category>
    <prism:category>lecture-4</prism:category>
    <prism:category>social</prism:category>
    <prism:category>social_web</prism:category>
    <prism:category>virtual</prism:category>
    <prism:category>virtual-communities</prism:category>
    <prism:category>web</prism:category>
    <prism:category>web_20</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/ignacio/article/2298460">
    <title>Rendering hair using pixel blending and shadow buffers</title>
    <link>http://www.citeulike.org/user/ignacio/article/2298460</link>
    <description>&lt;i&gt;The Journal of Visualization and Computer Animation, Vol. 2, No. 3. (1991), pp. 92-97.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;A technique is described for adding natural-looking hair to standard rendering algorithms. Using an explicit hair model, in which each individual hair is represented by a three-dimensional curve, the technique uses pixel blending combined with Z-buffer and shadow buffer information from the scene to yield a final anti-aliased image with soft shadows. Although developed for rendering human hair, this technique can also be used to render any model consisting of long filaments of sub-pixel width. The technique can be adapted to any rendering method that outputs Z-buffer and shadow buffer information and is amenable to hardware implementation.</description>
    <dc:title>Rendering hair using pixel blending and shadow buffers</dc:title>

    <dc:creator>André Leblanc</dc:creator>
    <dc:creator>Russell Turner</dc:creator>
    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:identifier>doi:10.1002/vis.4340020305</dc:identifier>
    <dc:source>The Journal of Visualization and Computer Animation, Vol. 2, No. 3. (1991), pp. 92-97.</dc:source>
    <dc:date>2008-01-28T17:50:47-00:00</dc:date>
    <prism:publicationYear>1991</prism:publicationYear>
    <prism:publicationName>The Journal of Visualization and Computer Animation</prism:publicationName>
    <prism:volume>2</prism:volume>
    <prism:number>3</prism:number>
    <prism:startingPage>92</prism:startingPage>
    <prism:endingPage>97</prism:endingPage>
    <prism:category>rendering</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/freyzor/article/2208321">
    <title>An Adaptive Spatial Subdivision of the Object Space for Fast Collision Detection of Animated Rigid Bodies</title>
    <link>http://www.citeulike.org/user/freyzor/article/2208321</link>
    <description>&lt;i&gt;Computer Graphics Forum, Vol. 14, No. 3. (1995), pp. 259-270.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Collision detection tests between objects dominate run time simulation of rigid body animation. Traditionally, hierarchical bounding box tests are used to minimize collision detection time. But the bounding boxes do not take shapes of the objects into account which results in a large number of collision detection tests. We propose an adaptive spatial subdivision of the object space based on Oct-tree structure to rectify this problem. We also present a technique for efficiently updating this...</description>
    <dc:title>An Adaptive Spatial Subdivision of the Object Space for Fast Collision Detection of Animated Rigid Bodies</dc:title>

    <dc:creator>Srikanth Bandi</dc:creator>
    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:source>Computer Graphics Forum, Vol. 14, No. 3. (1995), pp. 259-270.</dc:source>
    <dc:date>2008-01-08T17:48:57-00:00</dc:date>
    <prism:publicationYear>1995</prism:publicationYear>
    <prism:publicationName>Computer Graphics Forum</prism:publicationName>
    <prism:volume>14</prism:volume>
    <prism:number>3</prism:number>
    <prism:startingPage>259</prism:startingPage>
    <prism:endingPage>270</prism:endingPage>
    <prism:publisher>Blackwell Publishers</prism:publisher>
    <prism:category>collision</prism:category>
    <prism:category>detection</prism:category>
    <prism:category>octree</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/ngoncalves/article/2125665">
    <title>A model of nonverbal communication and interpersonal relationship between virtual actors A model of nonverbal communication and interpersonal relationship between virtual actors</title>
    <link>http://www.citeulike.org/user/ngoncalves/article/2125665</link>
    <description>&lt;i&gt;Computer Animation '96. Proceedings (1996), pp. 58-67.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;The paper presents a model of nonverbal communication and interpersonal relationship between virtual actors. Nonverbal communication improves their believability. They react not only to the presence of the other actors but also to their postures. Furthermore, their interpersonal relationships me affected by the issue of social interactions. To avoid homogenous group behaviors, each actor is set with a different character profile. We present an application of this model to create actors involved in social interactions in a virtual public garden. The animation of virtual actors is based on the library AGENTlib which is dedicated to the management of agent entities able to coordinate perception and action</description>
    <dc:title>A model of nonverbal communication and interpersonal relationship between virtual actors A model of nonverbal communication and interpersonal relationship between virtual actors</dc:title>

    <dc:creator>P Becheiraz</dc:creator>
    <dc:creator>D Thalmann</dc:creator>
    <dc:source>Computer Animation '96. Proceedings (1996), pp. 58-67.</dc:source>
    <dc:date>2007-12-15T23:05:21-00:00</dc:date>
    <prism:publicationYear>1996</prism:publicationYear>
    <prism:publicationName>Computer Animation '96. Proceedings</prism:publicationName>
    <prism:startingPage>58</prism:startingPage>
    <prism:endingPage>67</prism:endingPage>
    <prism:category>human_expressive_motion</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/fabianhemmert/article/1902955">
    <title>The virtual human as a multimodal interface</title>
    <link>http://www.citeulike.org/user/fabianhemmert/article/1902955</link>
    <description>&lt;i&gt;(2000), pp. 14-20.&lt;/i&gt;</description>
    <dc:title>The virtual human as a multimodal interface</dc:title>

    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:identifier>doi:10.1145/345513.345232</dc:identifier>
    <dc:source>(2000), pp. 14-20.</dc:source>
    <dc:date>2007-11-12T14:19:51-00:00</dc:date>
    <prism:publicationYear>2000</prism:publicationYear>
    <prism:startingPage>14</prism:startingPage>
    <prism:endingPage>20</prism:endingPage>
    <prism:publisher>ACM</prism:publisher>
    <prism:category>human</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/cpc/article/1846644">
    <title>Towards virtual humans in medicine: a prospective view.</title>
    <link>http://www.citeulike.org/user/cpc/article/1846644</link>
    <description>&lt;i&gt;Comput Med Imaging Graph, Vol. 18, No. 2. (r 1994), pp. 97-106.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;In this paper, we first explain how we create virtual humans today and how we simulate their movements. Then we explore the impact of computer-generated humans on medical research and education. In the area of orthopedics, we discuss the simulation of motion with joint illness and prosthesis. We then explain the simulation of effects of plastic surgery and facial deformations on facial motion and speech. In surgery, a graphics database of organs, combined with the impact of virtual reality, may lead to surgical interventions in a virtual world. Psychiatry research may also find important new tools in behavioral and knowledge-based animation research. Finally, we explain the next generation of patients: virtual people with real virtual bones and soft tissues.</description>
    <dc:title>Towards virtual humans in medicine: a prospective view.</dc:title>

    <dc:creator>NM Thalmann</dc:creator>
    <dc:creator>D Thalmann</dc:creator>
    <dc:source>Comput Med Imaging Graph, Vol. 18, No. 2. (r 1994), pp. 97-106.</dc:source>
    <dc:date>2007-10-31T11:15:11-00:00</dc:date>
    <prism:publicationYear>1994</prism:publicationYear>
    <prism:publicationName>Comput Med Imaging Graph</prism:publicationName>
    <prism:issn>0895-6111</prism:issn>
    <prism:volume>18</prism:volume>
    <prism:number>2</prism:number>
    <prism:startingPage>97</prism:startingPage>
    <prism:endingPage>106</prism:endingPage>
    <prism:category>embodied_agent</prism:category>
    <prism:category>emotion</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/cpc/article/1846621">
    <title>The role of virtual humans in virtual environment technology and interfaces</title>
    <link>http://www.citeulike.org/user/cpc/article/1846621</link>
    <description>&lt;i&gt;(2001), pp. 27-38.&lt;/i&gt;</description>
    <dc:title>The role of virtual humans in virtual environment technology and interfaces</dc:title>

    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:source>(2001), pp. 27-38.</dc:source>
    <dc:date>2007-10-31T11:10:43-00:00</dc:date>
    <prism:publicationYear>2001</prism:publicationYear>
    <prism:startingPage>27</prism:startingPage>
    <prism:endingPage>38</prism:endingPage>
    <prism:publisher>Springer-Verlag</prism:publisher>
    <prism:category>embodied_agent</prism:category>
    <prism:category>emotion</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/group/2608/article/1727049">
    <title>Trotter derivation of algorithms for Brownian and dissipative particle dynamics</title>
    <link>http://www.citeulike.org/group/2608/article/1727049</link>
    <description>&lt;i&gt;The Journal of Chemical Physics, Vol. 127, No. 12. (2007)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;This paper focuses on the temporal discretization of the Langevin dynamics, and on different resulting numerical integration schemes. Using a method based on the exponentiation of time dependent operators, we carefully derive a numerical scheme for the Langevin dynamics, which we found equivalent to the proposal of Ermak and Buckholtz [J. Comput. Phys. 35, 169 (1980)] and not simply to the stochastic version of the velocity-Verlet algorithm. However, we checked on numerical simulations that both algorithms give similar results, and share the same &#8220;weak order two&#8221; accuracy. We then apply the same strategy to derive and test two numerical schemes for the dissipative particle dynamics. The first one of them was found to compare well, in terms of speed and accuracy, with the best currently available algorithms. &#169;2007 American Institute of Physics</description>
    <dc:title>Trotter derivation of algorithms for Brownian and dissipative particle dynamics</dc:title>

    <dc:creator>Fabrice Thalmann</dc:creator>
    <dc:creator>Jean Farago</dc:creator>
    <dc:identifier>doi:10.1063/1.2764481</dc:identifier>
    <dc:source>The Journal of Chemical Physics, Vol. 127, No. 12. (2007)</dc:source>
    <dc:date>2007-10-04T12:05:23-00:00</dc:date>
    <prism:publicationYear>2007</prism:publicationYear>
    <prism:publicationName>The Journal of Chemical Physics</prism:publicationName>
    <prism:volume>127</prism:volume>
    <prism:number>12</prism:number>
    <prism:publisher>AIP</prism:publisher>
    <prism:category>diffusion</prism:category>
    <prism:category>mathematics</prism:category>
    <prism:category>molecular_dynamics</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/AndyDent/article/1722800">
    <title>VB2: An Architecture for Interaction in Synthetic Worlds</title>
    <link>http://www.citeulike.org/user/AndyDent/article/1722800</link>
    <description>&lt;i&gt;(1993), pp. 167-178.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;This paper describes the VB2 architecture for the construction of three-dimensional interactive applications. The system's state and behavior are uniformly represented as a network of interrelated objects. Dynamic components are modeled by active variables, while multi-way relations are modeled by hierarchical constraints. Daemons are used to sequence between system states in reaction to changes in variable values The constraint network is efficiently maintained by an incremental constraint...</description>
    <dc:title>VB2: An Architecture for Interaction in Synthetic Worlds</dc:title>

    <dc:creator>Enrico Gobbetti</dc:creator>
    <dc:creator>Jean Balaguer</dc:creator>
    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:source>(1993), pp. 167-178.</dc:source>
    <dc:date>2007-10-03T05:28:06-00:00</dc:date>
    <prism:publicationYear>1993</prism:publicationYear>
    <prism:startingPage>167</prism:startingPage>
    <prism:endingPage>178</prism:endingPage>
    <prism:category>3d</prism:category>
    <prism:category>constraint-based</prism:category>
    <prism:category>generation</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/fommil/article/1656203">
    <title>Virtual Humans' Behaviour: Individuals, Groups, and Crowds</title>
    <link>http://www.citeulike.org/user/fommil/article/1656203</link>
    <description>&lt;i&gt;International Conference on Digital Media Futures (April 1999)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;In this paper, we first try to identify which mechanisms should be simulated in order to implement truly virtual humans or actors. We start from a structure linking perception, emotion, behavior, and action. Then, we emphasize the central concept of autonomy and introduce the concept of Levels of Autonomy. Finally, we propose a new abstraction for specification of behaviours in complex virtual environment simulations involving human agents, groups of agents, and interactive objects endowed with ...</description>
    <dc:title>Virtual Humans' Behaviour: Individuals, Groups, and Crowds</dc:title>

    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:creator>Soraia Musse</dc:creator>
    <dc:creator>Marcelo Kallmann</dc:creator>
    <dc:source>International Conference on Digital Media Futures (April 1999)</dc:source>
    <dc:date>2007-09-14T14:14:11-00:00</dc:date>
    <prism:publicationYear>1999</prism:publicationYear>
    <prism:publicationName>International Conference on Digital Media Futures</prism:publicationName>
    <prism:category>ttm-crd</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/fommil/article/1656090">
    <title>An Informed Environment Dedicated to the Simulation of Virtual Humans in Urban Context</title>
    <link>http://www.citeulike.org/user/fommil/article/1656090</link>
    <description>&lt;i&gt;Computer Graphics Forum, Vol. 18, No. 3. (1999), pp. 309-318.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;In this paper, we outline the creation of an Informed Environment, dedicated to urban life simulation.We propose methods and tools for creating and providing the information necessary for animating virtual humans in a city using an Informed Environment. The Informed Environment is based on a hierarchical decomposition of a urban scene into Environment Entities providing geometrical information as well as semantic notions, thus allowing a more realistic simulation of human behaviour. In this manner, virtual humans can integrate with a certain kind of urban knowledge.</description>
    <dc:title>An Informed Environment Dedicated to the Simulation of Virtual Humans in Urban Context</dc:title>

    <dc:creator>Nathalie Farenc</dc:creator>
    <dc:creator>Ronan Boulic</dc:creator>
    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:identifier>doi:10.1111/1467-8659.00351</dc:identifier>
    <dc:source>Computer Graphics Forum, Vol. 18, No. 3. (1999), pp. 309-318.</dc:source>
    <dc:date>2007-09-14T13:22:34-00:00</dc:date>
    <prism:publicationYear>1999</prism:publicationYear>
    <prism:publicationName>Computer Graphics Forum</prism:publicationName>
    <prism:volume>18</prism:volume>
    <prism:number>3</prism:number>
    <prism:startingPage>309</prism:startingPage>
    <prism:endingPage>318</prism:endingPage>
    <prism:category>ttm-crd</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/lola2k/article/1655866">
    <title>Interaction Techniques: 3D Menus-Based Paradigm</title>
    <link>http://www.citeulike.org/user/lola2k/article/1655866</link>
    <description>&lt;i&gt;&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;A lot of things have been made in the Virtual Reality, concerning the mode of interaction techniques. The success of virtual environment applications depends on the degree of immersion and the comfort and naturalness of the interaction.</description>
    <dc:title>Interaction Techniques: 3D Menus-Based Paradigm</dc:title>

    <dc:creator>Patrick Lemoine</dc:creator>
    <dc:creator>Frederic Vexo</dc:creator>
    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:date>2007-09-14T11:54:15-00:00</dc:date>
    <prism:category>collaboration</prism:category>
    <prism:category>collaborative</prism:category>
    <prism:category>network</prism:category>
    <prism:category>virtual-reality</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/carsonr/article/1646681">
    <title>Real-time navigating crowds: scalable simulation and rendering: Research Articles</title>
    <link>http://www.citeulike.org/user/carsonr/article/1646681</link>
    <description>&lt;i&gt;Comput. Animat. Virtual Worlds, Vol. 17, No. 3&#38;dash;4. (2006), pp. 445-455.&lt;/i&gt;</description>
    <dc:title>Real-time navigating crowds: scalable simulation and rendering: Research Articles</dc:title>

    <dc:creator>Julien Pettr&#233;</dc:creator>
    <dc:creator>Pablo</dc:creator>
    <dc:creator>Jonathan Ma\im</dc:creator>
    <dc:creator>Barbara Yersin</dc:creator>
    <dc:creator>Jean-Paul Laumond</dc:creator>
    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:identifier>doi:10.1002/cav.v17:3</dc:identifier>
    <dc:source>Comput. Animat. Virtual Worlds, Vol. 17, No. 3&#38;dash;4. (2006), pp. 445-455.</dc:source>
    <dc:date>2007-09-12T06:28:32-00:00</dc:date>
    <prism:publicationYear>2006</prism:publicationYear>
    <prism:publicationName>Comput. Animat. Virtual Worlds</prism:publicationName>
    <prism:issn>1546-4261</prism:issn>
    <prism:volume>17</prism:volume>
    <prism:number>3\&dash;4</prism:number>
    <prism:startingPage>445</prism:startingPage>
    <prism:endingPage>455</prism:endingPage>
    <prism:publisher>John Wiley and Sons Ltd.</prism:publisher>
    <prism:category>graphics</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/Oktoplus/article/1624167">
    <title>Trotter Derivation of Algorithms for Brownian and Dissipative Particle Dynamics</title>
    <link>http://www.citeulike.org/user/Oktoplus/article/1624167</link>
    <description>&lt;i&gt;(3 Sep 2007)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;This paper focuses on the temporal discretization of the Langevin dynamics, and on different resulting numerical integration schemes. Using a method based on the exponentiation of time dependent operators, we carefully derive a numerical scheme for the Langevin dynamics, that we found equivalent to the proposal of Ermak, and not simply to the stochastic version of the velocity-Verlet algorithm. However, we checked on numerical simulations that both algorithms give similar results, and share the same &#8220;weak order two&#8221; accuracy. We then apply the same strategy to derive and test two numerical schemes for the dissipative particle dynamics (DPD). The first one of them was found to compare well, in terms of speed and accuracy, with the best currently available algorithms.</description>
    <dc:title>Trotter Derivation of Algorithms for Brownian and Dissipative Particle Dynamics</dc:title>

    <dc:creator>Fabrice Thalmann</dc:creator>
    <dc:creator>Jean Farago</dc:creator>
    <dc:source>(3 Sep 2007)</dc:source>
    <dc:date>2007-09-05T13:29:42-00:00</dc:date>
    <prism:publicationYear>2007</prism:publicationYear>
    <prism:category>langevin</prism:category>
    <prism:category>simulation</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jaydevm/article/1581408">
    <title>Skin Aging Estimation by Facial Simulation</title>
    <link>http://www.citeulike.org/user/jaydevm/article/1581408</link>
    <description>&lt;i&gt;(1999)&lt;/i&gt;</description>
    <dc:title>Skin Aging Estimation by Facial Simulation</dc:title>

    <dc:creator>Yin Wu</dc:creator>
    <dc:creator>Pierre Beylot</dc:creator>
    <dc:creator>Nadia Thalmann</dc:creator>
    <dc:source>(1999)</dc:source>
    <dc:date>2007-08-22T06:37:28-00:00</dc:date>
    <prism:publicationYear>1999</prism:publicationYear>
    <prism:publisher>IEEE Computer Society</prism:publisher>
    <prism:category>aging</prism:category>
    <prism:category>face</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/RiccardoAlbertoni/article/1576968">
    <title>In Search for Your Own Virtual Individual</title>
    <link>http://www.citeulike.org/user/RiccardoAlbertoni/article/1576968</link>
    <description>&lt;i&gt;Semantic Multimedia (2006), pp. 26-40.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;The use of inhabited Virtual Environments is continuously growing. People can embody a human-like avatar to participate inside these Virtual Environments or they can have personalized character acting as mediator; sometimes they can even customize it to some extent. Those Virtual Characters belong to the software owner, but they could be potentially shared, exchanged and individualized between participants, such as already proposed by Sony with Station Exchange. Technology with standards could significantly improve the exchange, the reuse and the creation of such Virtual Characters. However an optimal reuse is only possible if the main components of the characters: geometry, morphology, animation and behavior, are annotated with semantics. This may allow to users searching for specific models and customize them. Moreover search technology based on the Web Ontology Language (OWL) can be implemented to provide this type of service. In this paper we present the considerations to build an ontology that fulfills the mentioned proposes. Keywords: 3D shapes, Virtual Environments, Virtual Human, Standards, Ontology, Web Ontology Language.</description>
    <dc:title>In Search for Your Own Virtual Individual</dc:title>

    <dc:creator>L Moccozet</dc:creator>
    <dc:creator>A Garcia-Rojas</dc:creator>
    <dc:creator>F Vexo</dc:creator>
    <dc:creator>D Thalmann</dc:creator>
    <dc:creator>N Magnenat-Thalmann</dc:creator>
    <dc:identifier>doi:10.1007/11930334_3</dc:identifier>
    <dc:source>Semantic Multimedia (2006), pp. 26-40.</dc:source>
    <dc:date>2007-08-20T14:33:08-00:00</dc:date>
    <prism:publicationYear>2006</prism:publicationYear>
    <prism:publicationName>Semantic Multimedia</prism:publicationName>
    <prism:startingPage>26</prism:startingPage>
    <prism:endingPage>40</prism:endingPage>
    <prism:category>citeus</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/cwr/article/264029">
    <title>Crowdbrush: interactive authoring of real-time crowd scenes</title>
    <link>http://www.citeulike.org/user/cwr/article/264029</link>
    <description>&lt;i&gt;(2004), pp. 243-252.&lt;/i&gt;</description>
    <dc:title>Crowdbrush: interactive authoring of real-time crowd scenes</dc:title>

    <dc:creator>Branislav Ulicny</dc:creator>
    <dc:creator>Pablo</dc:creator>
    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:identifier>doi:10.1145/1028523.1028555</dc:identifier>
    <dc:source>(2004), pp. 243-252.</dc:source>
    <dc:date>2005-07-25T07:46:24-00:00</dc:date>
    <prism:publicationYear>2004</prism:publicationYear>
    <prism:startingPage>243</prism:startingPage>
    <prism:endingPage>252</prism:endingPage>
    <prism:publisher>ACM Press</prism:publisher>
    <prism:category>crowd</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/micha137/article/1410293">
    <title>Animatable Human Body Model Reconstruction from 3D Scan Data Using Templates</title>
    <link>http://www.citeulike.org/user/micha137/article/1410293</link>
    <description>&lt;i&gt;&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Many detailed 3D datasets of human bodies are available, and with current scanning technology, new ones are relatively easy to produce. As a result, more realistic looking animations become possible, but only after considerable processing: holes in the data, (too) high resolutions, and the laborious task of fitting an animation skeleton to the data are the main problems to overcome. In this paper, we propose a reconstruction pipeline which solves these three problems by fitting a template with...</description>
    <dc:title>Animatable Human Body Model Reconstruction from 3D Scan Data Using Templates</dc:title>

    <dc:creator>Laurent Moccozet</dc:creator>
    <dc:creator>Fabien Dellas</dc:creator>
    <dc:creator>Nadia Thalmann</dc:creator>
    <dc:creator>Et</dc:creator>
    <dc:date>2007-06-25T09:14:32-00:00</dc:date>
    <prism:category>body</prism:category>
    <prism:category>human</prism:category>
    <prism:category>model</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/rio4s/article/1388055">
    <title>Cloth animation with self-collision detection</title>
    <link>http://www.citeulike.org/user/rio4s/article/1388055</link>
    <description>&lt;i&gt;(1991)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;This paper addresses the problem of detecting collisions of very flexible objects, such as clothes with almost rigid bodies, such as human bodies. In our method, collision avoidance consists of creating a very thin force field around the obstacle surface to avoid collisions. This force field acts like a shield rejecting the points. This volume is divided into small contiguous non-overlapped cells which completely surround the surface. As soon as a point enters into a cell, a repulsive force is...</description>
    <dc:title>Cloth animation with self-collision detection</dc:title>

    <dc:creator>B Lafleur</dc:creator>
    <dc:creator>Magnenat Thalmann</dc:creator>
    <dc:creator>D Thalmann</dc:creator>
    <dc:source>(1991)</dc:source>
    <dc:date>2007-06-13T18:12:38-00:00</dc:date>
    <prism:publicationYear>1991</prism:publicationYear>
    <prism:category>lafleur1</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/rio4s/article/1388052">
    <title>Evolutionary identification of cloth animation models</title>
    <link>http://www.citeulike.org/user/rio4s/article/1388052</link>
    <description>&lt;i&gt;(1995), pp. 44-54.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;This paper presents an application of evolutionary genetic techniques to the identification of internal parameters of a mass-spring physically-based animation model. A physical model of fabrics is first presented. It uses a mass-spring mesh and an inverse dynamics procedure in order to model the non-linear elasticity of fabrics. A method to identify the internal parameters of the model from geometric data is then presented. It is based on a cost function which measures the difference in...</description>
    <dc:title>Evolutionary identification of cloth animation models</dc:title>

    <dc:creator>Jean Louchet</dc:creator>
    <dc:creator>Xavier Provot</dc:creator>
    <dc:creator>David Crochemore</dc:creator>
    <dc:source>(1995), pp. 44-54.</dc:source>
    <dc:date>2007-06-13T18:12:25-00:00</dc:date>
    <prism:publicationYear>1995</prism:publicationYear>
    <prism:startingPage>44</prism:startingPage>
    <prism:endingPage>54</prism:endingPage>
    <prism:publisher>Springer-Verlag</prism:publisher>
    <prism:category>louchet1</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/hurricane/article/1370405">
    <title>Human shoulder modeling including scapulo-thoracic constraint and joint sinus cones</title>
    <link>http://www.citeulike.org/user/hurricane/article/1370405</link>
    <description>&lt;i&gt;Computers &#38; Graphics, Vol. 24, No. 2. (April 2000), pp. 203-218.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;In virtual human modeling, the shoulder is usually composed of clavicular, scapular and arm segments related by rotational joints. Although the model is improved, the realistic animation of the shoulder is hardly achieved. This is due to the fact that it is difficult to coordinate the simultaneous motion of the shoulder components in a consistent way. Also, the common use of independent one-degree of freedom (DOF) joint hierarchies does not properly render the 3-D accessibility space of real joints. On the basis of former biomechanical investigations, we propose here an extended shoulder model including scapulo-thoracic constraint and joint sinus cones. As a demonstration, the model is applied, using inverse kinematics, to the animation of a 3-D anatomic muscled skeleton model.</description>
    <dc:title>Human shoulder modeling including scapulo-thoracic constraint and joint sinus cones</dc:title>

    <dc:creator>Walter Maurel</dc:creator>
    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:source>Computers &#38; Graphics, Vol. 24, No. 2. (April 2000), pp. 203-218.</dc:source>
    <dc:date>2007-06-07T13:37:16-00:00</dc:date>
    <prism:publicationYear>2000</prism:publicationYear>
    <prism:publicationName>Computers &#38; Graphics</prism:publicationName>
    <prism:volume>24</prism:volume>
    <prism:number>2</prism:number>
    <prism:startingPage>203</prism:startingPage>
    <prism:endingPage>218</prism:endingPage>
    <prism:category>bone-modeling</prism:category>
    <prism:category>joints</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/dhong/article/1241077">
    <title>Controlling virtual humans using pdas</title>
    <link>http://www.citeulike.org/user/dhong/article/1241077</link>
    <description>&lt;i&gt;(2003)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;this paper we explore the potential applications of 3D virtual humans inside mobile devices and the use of such handhelds as control interfaces to drive the virtual humans and navigate through their virtual environments</description>
    <dc:title>Controlling virtual humans using pdas</dc:title>

    <dc:creator>M Gutierrez</dc:creator>
    <dc:creator>F Vexo</dc:creator>
    <dc:creator>D Thalmann</dc:creator>
    <dc:source>(2003)</dc:source>
    <dc:date>2007-04-21T07:34:41-00:00</dc:date>
    <prism:publicationYear>2003</prism:publicationYear>
    <prism:category>u-content</prism:category>
    <prism:category>u-mobility</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/usagi-kirin/article/998680">
    <title>The Complex Evolutionary History of Gorillas: Insights from Genomic Data</title>
    <link>http://www.citeulike.org/user/usagi-kirin/article/998680</link>
    <description>&lt;i&gt;Mol Biol Evol, Vol. 24, No. 1. (1 January 2007), pp. 146-158.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Relatively little is known about the evolutionary and demographic histories of gorillas, one of our closest living relatives. In this study, we used samples from both western (Gorilla gorilla) and eastern (Gorilla beringei) gorillas to infer the timing of the split between these geographically disjunct populations and to elaborate the demographic history of gorillas. Here we present DNA sequences from 16 noncoding autosomal loci from 15 western gorillas and 3 eastern gorillas, including 2 noninvasively sampled free-ranging individuals. We find that the genetic diversity of gorillas is similar to that of chimpanzees but almost twice as high as that of bonobos and humans. A significantly positive Fu &#38; Li's D was observed for western gorillas, suggesting a complex demographic history with a constant, long-term population size and ancestral population structure. Among different population-split scenarios, our data suggest a complex history of western and eastern gorillas including an initial population split at around 0.9-1.6 MYA and subsequent, primarily male-mediated gene flow until approximately 80,000-200,000 years ago. Furthermore, simulations revealed that more gene flow took place from eastern to western gorilla populations than vice versa. 10.1093/molbev/msl160</description>
    <dc:title>The Complex Evolutionary History of Gorillas: Insights from Genomic Data</dc:title>

    <dc:creator>O Thalmann</dc:creator>
    <dc:creator>A Fischer</dc:creator>
    <dc:creator>F Lankester</dc:creator>
    <dc:creator>S Paabo</dc:creator>
    <dc:creator>L Vigilant</dc:creator>
    <dc:identifier>doi:10.1093/molbev/msl160</dc:identifier>
    <dc:source>Mol Biol Evol, Vol. 24, No. 1. (1 January 2007), pp. 146-158.</dc:source>
    <dc:date>2006-12-17T13:21:23-00:00</dc:date>
    <prism:publicationYear>2007</prism:publicationYear>
    <prism:publicationName>Mol Biol Evol</prism:publicationName>
    <prism:volume>24</prism:volume>
    <prism:number>1</prism:number>
    <prism:startingPage>146</prism:startingPage>
    <prism:endingPage>158</prism:endingPage>
    <prism:category>2008_gorilla-y</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/cerkut/article/992437">
    <title>Virtual humans: thirty years of research, what next?</title>
    <link>http://www.citeulike.org/user/cerkut/article/992437</link>
    <description>&lt;i&gt;The Visual Computer, Vol. V21, No. 12. (21 December 2005), pp. 997-1015.&lt;/i&gt;</description>
    <dc:title>Virtual humans: thirty years of research, what next?</dc:title>

    <dc:creator>Nadia Magnenat-Thalmann</dc:creator>
    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:identifier>doi:10.1007/s00371-005-0363-6</dc:identifier>
    <dc:source>The Visual Computer, Vol. V21, No. 12. (21 December 2005), pp. 997-1015.</dc:source>
    <dc:date>2006-12-13T13:16:10-00:00</dc:date>
    <prism:publicationYear>2005</prism:publicationYear>
    <prism:publicationName>The Visual Computer</prism:publicationName>
    <prism:volume>V21</prism:volume>
    <prism:number>12</prism:number>
    <prism:startingPage>997</prism:startingPage>
    <prism:endingPage>1015</prism:endingPage>
    <prism:category>capsas</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/mido/article/945478">
    <title>A Biomechanical Musculoskeletal Model of Human Upper Limb for Dynamic Simulation</title>
    <link>http://www.citeulike.org/user/mido/article/945478</link>
    <description>&lt;i&gt;pp. 121-136.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;. In this paper, we provide the biomechanical model of human upper limb we have designed and applied to the three-dimensional left human arm reconstructed from the Visible Human imaging Dataset. This model includes the mechanical properties for bones, joints and muscles lines of action. This work has been done as a part of the European Esprit Project CHARM. Its objective is to develop a Comprehensive Human Animation Resource Model allowing the dynamic simulation of complex musculoskeletal ...</description>
    <dc:title>A Biomechanical Musculoskeletal Model of Human Upper Limb for Dynamic Simulation</dc:title>

    <dc:creator>W Maurel</dc:creator>
    <dc:creator>D Thalmann</dc:creator>
    <dc:creator>P Hoffmeyer</dc:creator>
    <dc:source>pp. 121-136.</dc:source>
    <dc:date>2006-11-16T01:25:14-00:00</dc:date>
    <prism:startingPage>121</prism:startingPage>
    <prism:endingPage>136</prism:endingPage>
    <prism:category>cs2521</prism:category>
    <prism:category>maurel</prism:category>
    <prism:category>upperlimb</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/palakorn/article/797835">
    <title>Behavioral Animation of Autonomous Virtual Agents Helped By Reinforcement</title>
    <link>http://www.citeulike.org/user/palakorn/article/797835</link>
    <description>&lt;i&gt;&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Our research focuses on the behavioral animation of virtual humans who are capable of taking actions by themselves. In this paper we will deal more specifically with Reinforcement Learning methodologies, which integrate in an original way the RL agent and the Autonomous Virtual Agent in a Virtual Environment. With the help of a Virtual Environment in the form of a town, we shall demonstrate that it is indeed the learning process and not the optimization of RL, which is used by the...</description>
    <dc:title>Behavioral Animation of Autonomous Virtual Agents Helped By Reinforcement</dc:title>

    <dc:creator>Toni Conde</dc:creator>
    <dc:creator>William Tambellini</dc:creator>
    <dc:creator></dc:creator>
    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:date>2006-08-11T21:09:30-00:00</dc:date>
    <prism:category>behavioral-animation</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/palakorn/article/755218">
    <title>Avatar Markup Language</title>
    <link>http://www.citeulike.org/user/palakorn/article/755218</link>
    <description>&lt;i&gt;(2002), pp. 169-177.&lt;/i&gt;</description>
    <dc:title>Avatar Markup Language</dc:title>

    <dc:creator>Sumedha Kshirsagar</dc:creator>
    <dc:creator>Nadia Magnenat-Thalmann</dc:creator>
    <dc:creator>Anthony Guye-Vuill&#38;\#232;me</dc:creator>
    <dc:creator>Daniel Thalmann</dc:creator>
    <dc:creator>Kaveh Kamyab</dc:creator>
    <dc:creator>Ebrahim Mamdani</dc:creator>
    <dc:source>(2002), pp. 169-177.</dc:source>
    <dc:date>2006-07-12T18:03:59-00:00</dc:date>
    <prism:publicationYear>2002</prism:publicationYear>
    <prism:startingPage>169</prism:startingPage>
    <prism:endingPage>177</prism:endingPage>
    <prism:publisher>Eurographics Association</prism:publisher>
    <prism:category>behavioral-animation</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/carueda/article/330465">
    <title>Research issues in the foundations of visualization</title>
    <link>http://www.citeulike.org/user/carueda/article/330465</link>
    <description>&lt;i&gt;Computer Graphics and Applications, IEEE, Vol. 14, No. 2. (1994), pp. 73-76.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;We focus on the research required to establish a foundation for the evolving needs of visualization systems. Three main topics underpin these needs: models, the need for abstractions to describe the core components of the visualization process and the interfaces between them, including users and their behavior; validation, the problem of determining whether visualizations meet consistency and effectiveness criteria on test data or measures; and systems, the design, realization, and operational problems of systems integrating a range of functionalities to give scientists a working environment for visualization. We outline key aspects of each topic, commenting on the current status of work and isolating areas that require significant research. We conclude by suggesting strategies to initiate this research</description>
    <dc:title>Research issues in the foundations of visualization</dc:title>

    <dc:creator>PK Robertson</dc:creator>
    <dc:creator>RA Earnshaw</dc:creator>
    <dc:creator>D Thalmann</dc:creator>
    <dc:creator>M Grave</dc:creator>
    <dc:creator>J Gallop</dc:creator>
    <dc:creator>EM De Jong</dc:creator>
    <dc:source>Computer Graphics and Applications, IEEE, Vol. 14, No. 2. (1994), pp. 73-76.</dc:source>
    <dc:date>2005-09-23T06:19:43-00:00</dc:date>
    <prism:publicationYear>1994</prism:publicationYear>
    <prism:publicationName>Computer Graphics and Applications, IEEE</prism:publicationName>
    <prism:volume>14</prism:volume>
    <prism:number>2</prism:number>
    <prism:startingPage>73</prism:startingPage>
    <prism:endingPage>76</prism:endingPage>
    <prism:category>model</prism:category>
    <prism:category>visualization</prism:category>
</item>



</rdf:RDF>

