Anne-Hélène Olivier

Orcid: 0000-0002-2833-020X

According to our database1, Anne-Hélène Olivier authored at least 51 papers between 2009 and 2023.

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

Timeline

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Bibliography

2023
Avoiding virtual humans in a constrained environment: Exploration of novel behavioural measures.
Comput. Graph., February, 2023

Warping character animations using visual motion features.
Comput. Graph., February, 2023

Correspondence-free online human motion retargeting.
CoRR, 2023

Message from the ISMAR 2023 Science and Technology Conference Program Chairs.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2023

The Stare-in-the-Crowd Effect When Navigating a Crowd in Virtual Reality.
Proceedings of the ACM Symposium on Applied Perception 2023, 2023

2022
Crowd Navigation in VR: Exploring Haptic Rendering of Collisions.
IEEE Trans. Vis. Comput. Graph., 2022

Analysis of emergent patterns in crossing flows of pedestrians reveals an invariant of 'stripe' formation in human data.
PLoS Comput. Biol., 2022

Spatio-temporal motion completion using a sequence of latent primitives.
CoRR, 2022

Interaction Fields: Intuitive Sketch-based Steering Behaviors for Crowd Simulation.
Comput. Graph. Forum, 2022

Proximity in VR: The Importance of Character Attractiveness and Participant Gender.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022

The Stare-in-the-Crowd Effect in Virtual Reality.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2022

2021
Understanding, Modeling and Simulating Unintended Positional Drift during Repetitive Steering Navigation Tasks in Virtual Reality.
IEEE Trans. Vis. Comput. Graph., 2021

Introduction to the Special Issue on SAP 2021.
ACM Trans. Appl. Percept., 2021

Exploring behaviour towards avatars and agents in immersive virtual environments with mixed-agency interactions.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021

Studying the Influence of Translational and Rotational Motion on the Perception of Rotation Gains in Virtual Environments.
Proceedings of the SUI '21: Symposium on Spatial User Interaction, 2021

Perception of Motion Variations in Large-Scale Virtual Human Crowds.
Proceedings of the MIG '21: Motion, 2021

Reactive Virtual Agents: A Viewpoint-Driven Approach for Bodily Nonverbal Communication.
Proceedings of the IVA '21: ACM International Conference on Intelligent Virtual Agents, 2021

2020
The Effect of Gender and Attractiveness of Motion on Proximity in Virtual Reality.
ACM Trans. Appl. Percept., 2020

Walk this way: Evaluating the effect of perceived gender and attractiveness of motion on proximity in virtual reality.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

Eye-Gaze Activity in Crowds: Impact of Virtual Reality and Density.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2020

Effect of Social Settings on Proxemics During Social Interactions in Real and Virtual Conditions.
Proceedings of the Virtual Reality and Augmented Reality, 2020

Influence of Dynamic Field of View Restrictions on Rotation Gain Perception in Virtual Environments.
Proceedings of the Virtual Reality and Augmented Reality, 2020

Does the Control Law Matter? Characterization and Evaluation of Control Laws for Virtual Steering Navigation.
Proceedings of the 30th International Conference on Artificial Reality and Telexistence, 2020

Walk Ratio: Perception of an Invariant Parameter of Human Walk on Virtual Characters.
Proceedings of the SAP '20: ACM Symposium on Applied Perception 2020, 2020

Coordinations visuo-motrices durant la locomotion : Une approche croisée entre les Sciences du Mouvement et les Sciences du Numérique pour l'analyse des facteurs situationnels et individuels impliqués dans les interactions entre marcheurs.
, 2020

2019
Virtual vs. Physical Navigation in VR: Study of Gaze and Body Segments Temporal Reorientation Behaviour.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

Studying Gaze Behaviour during Collision Avoidance with a Virtual Walker: Influence of the Virtual Reality Setup.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

Effective Human-Robot Collaboration in near symmetry collision scenarios.
Proceedings of the 28th IEEE International Conference on Robot and Human Interactive Communication, 2019

The Influence of Step Length to Step Frequency Ratio on the Perception of Virtual Walking Motions.
Proceedings of the Motion, Interaction and Games, 2019

2018
Walking with Virtual People: Evaluation of Locomotion Interfaces in Dynamic Environments.
IEEE Trans. Vis. Comput. Graph., 2018

Collision Avoidance Behavior between Walkers: Global and Local Motion Cues.
IEEE Trans. Vis. Comput. Graph., 2018

Effect of Virtual Human Gaze Behaviour During an Orthogonal Collision Avoidance Walking Task.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

Human Inspired Effort Distribution During Collision Avoidance in Human-Robot Motion.
Proceedings of the 27th IEEE International Symposium on Robot and Human Interactive Communication, 2018

2016
Perceptual effect of shoulder motions on crowd animations.
ACM Trans. Graph., 2016

CAVE Size Matters: Effects of Screen Distance and Parallax on Distance Estimation in Large Immersive Display Setups.
Presence Teleoperators Virtual Environ., 2016

How do walkers avoid a mobile robot crossing their way?
CoRR, 2016

2015
Going Through, Going Around: A Study on Individual Avoidance of Groups.
IEEE Trans. Vis. Comput. Graph., 2015

Visual Perspective and Feedback Guidance for VR Free-Throw Training.
IEEE Computer Graphics and Applications, 2015

Distance estimation in large immersive projection systems, revisited.
Proceedings of the 2015 IEEE Virtual Reality, 2015

Virtual proxemics: Locomotion in the presence of obstacles in large immersive projection environments.
Proceedings of the 2015 IEEE Virtual Reality, 2015

2014
Toward "Pseudo-Haptic Avatars": Modifying the Visual Animation of Self-Avatar Can Simulate the Perception of Weight Lifting.
IEEE Trans. Vis. Comput. Graph., 2014

Parameter estimation and comparative evaluation of crowd simulations.
Comput. Graph. Forum, 2014

Third person view and guidance for more natural motor behaviour in immersive basketball playing.
Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology, 2014

2013
Kinematic Evaluation of Virtual Walking Trajectories.
IEEE Trans. Vis. Comput. Graph., 2013

Walk with me: interactions in emotional walking situations, a pilot study.
Proceedings of the ACM Symposium on Applied Perception 2013, 2013

2011
Imperceptible relaxation of collision avoidance constraints in virtual crowds.
ACM Trans. Graph., 2011

A step-by-step modeling, analysis and annotation of locomotion.
Comput. Animat. Virtual Worlds, 2011

2010
A synthetic-vision based steering approach for crowd simulation.
ACM Trans. Graph., 2010

Interaction between real and virtual humans during walking: perceptual evluation of a simple device.
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization, 2010

2009
Experiment-based modeling, simulation and validation of interactions between virtual walkers.
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2009

A Velocity-Curvature Space Approach for Walking Motions Analysis.
Proceedings of the Motion in Games, Second International Workshop, 2009


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