Christos Mousas

Affiliations:
  • Purdue University, West Lafayette, IN, USA
  • Dartmouth College, Hanover, NH, USA (former)
  • University of the Aegean, Mytilene, Greece (former)
  • University of Sussex, Brighton, UK (PhD 2015)


According to our database1, Christos Mousas authored at least 69 papers between 2012 and 2021.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2021
Evaluating virtual reality locomotion interfaces on collision avoidance task with a virtual character.
Vis. Comput., 2021

Photo Sequences of Varying Emotion: Optimization with a Valence-Arousal Annotated Dataset.
ACM Trans. Interact. Intell. Syst., 2021

The Effects of a Self-Similar Avatar Voice in Educational Games.
Proc. ACM Hum. Comput. Interact., 2021

Evaluating Tutorial-Based Instructions for Controllers in Virtual Reality Games.
Proc. ACM Hum. Comput. Interact., 2021

Synthesizing affective virtual reality multicharacter experiences.
Comput. Animat. Virtual Worlds, 2021

Interacting with virtual instructors: The effect of gender and years of study on the perception of in-game instructors.
Comput. Animat. Virtual Worlds, 2021

Toward understanding embodied human-virtual character interaction through virtual and tactile hugging.
Comput. Animat. Virtual Worlds, 2021

Editorial: Professional Training in Extended Reality: Challenges and Solutions.
Frontiers Virtual Real., 2021

A Review on Virtual Reality Skill Training Applications.
Frontiers Virtual Real., 2021

Virtual reality game level layout design for real environment constraints.
Graph. Vis. Comput., 2021

XR in the era of COVID-19.
Behav. Inf. Technol., 2021

An on-site and remote study during the COVID-19 pandemic on virtual hand appearance and tactile feedback.
Behav. Inf. Technol., 2021

Toward Understanding the Effects of Virtual Character Appearance on Avoidance Movement Behavior.
Proceedings of the IEEE Virtual Reality and 3D User Interfaces, 2021

Evidence for a Relationship Between Self-Avatar Fixations and Perceived Avatar Similarity within Low-Cost Virtual Reality Embodiment.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021

Effects of Virtual Instructor's Facial Expressions in a 3D Game on Japanese Language Learning.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021

Evaluating Wearable Tactile Feedback Patterns During a Virtual Reality Fighting Game.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality Adjunct, 2021

Fighting COVID-19 at Purdue University: Design and Evaluation of a Game for Teaching COVID-19 Hygienic Best Practices.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

DenserNet: Weakly Supervised Visual Localization Using Multi-Scale Feature Aggregation.
Proceedings of the Thirty-Fifth AAAI Conference on Artificial Intelligence, 2021

2020
Eye fixations and electrodermal activity during low-budget virtual reality embodiment.
Comput. Animat. Virtual Worlds, 2020

Immersive walking in a virtual crowd: The effects of the density, speed, and direction of a virtual crowd on human movement behavior.
Comput. Animat. Virtual Worlds, 2020

I feel a moving crowd surrounds me: Exploring tactile feedback during immersive walking in a virtual crowd.
Comput. Animat. Virtual Worlds, 2020

Hack.VR: A Programming Game in Virtual Reality.
CoRR, 2020

Color Blindness Bartender: An Embodied VR Game Experience.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

Real and Virtual Environment Mismatching Induces Arousal and Alters Movement Behavior.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2020

Blindness Visualizer: A Simulated Navigation Experience.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

Embodiment for the Difference: A VR Experience of Bipolar Disorder.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

Attentional Adversarial Variational Video Generation via Decomposing Motion and Content.
Proceedings of the IEEE 14th International Conference on Semantic Computing, 2020

Biologically Inspired Sleep Algorithm for Variational Auto-Encoders.
Proceedings of the Advances in Visual Computing - 15th International Symposium, 2020

Walking in a Crowd Full of Virtual Characters: Effects of Virtual Character Appearance on Human Movement Behavior.
Proceedings of the Advances in Visual Computing - 15th International Symposium, 2020

Passenger Anxiety About Virtual Driver Awareness During a Trip with a Virtual Autonomous Vehicle.
Proceedings of the Advances in Visual Computing - 15th International Symposium, 2020

Virtual Reality Racket Sports: Virtual Drills for Exercise and Training.
Proceedings of the 2020 IEEE International Symposium on Mixed and Augmented Reality, 2020

VR-PAVIB: The Virtual Reality Pedestrian-Autonomous Vehicle Interaction Benchmark.
Proceedings of the Adjunct Proceedings of the 12th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, 2020

A Virtual Reality Framework for Human-Virtual Crowd Interaction Studies.
Proceedings of the IEEE International Conference on Artificial Intelligence and Virtual Reality, 2020

2019
Character Animation Scripting Environment.
Proceedings of the Encyclopedia of Computer Graphics and Games., 2019

Human-virtual character interaction: Toward understanding the influence of haptic feedback.
Comput. Animat. Virtual Worlds, 2019

The Effects of Motion Artifacts on Self-Avatar Agency.
Informatics, 2019

Computational Design and Fabrication of Customized Gamepads.
Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry, 2019

Within a Virtual Crowd: Exploring Human Movement Behavior during Immersive Virtual Crowd Interaction.
Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry, 2019

Effects of Self-Avatar and Gaze on Avoidance Movement Behavior.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

Human, Virtual Human, Bump! A Preliminary Study on Haptic Feedback.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

Passenger Anxiety when Seated in a Virtual Reality Self-Driving Car.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

Generative Adversarial Network with Policy Gradient for Text Summarization.
Proceedings of the 13th IEEE International Conference on Semantic Computing, 2019

A Virtual Reality Framework for Training Incident First Responders and Digital Forensic Investigators.
Proceedings of the Advances in Visual Computing, 2019

The Effects of Driving Habits on Virtual Reality Car Passenger Anxiety.
Proceedings of the Virtual Reality and Augmented Reality, 2019

2018
Animation-by-Demonstration Computer Puppetry Authoring Framework.
CoRR, 2018

The effects of appearance and motion of virtual characters on emotional reactivity.
Comput. Hum. Behav., 2018

Performance-Driven Dance Motion Control of a Virtual Partner Character.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

Dilated Convolutional Neural Network for Predicting Driver's Activity.
Proceedings of the 21st International Conference on Intelligent Transportation Systems, 2018

2017
Full-Body Locomotion Reconstruction of Virtual Characters Using a Single Inertial Measurement Unit.
Sensors, 2017

Full-Body Locomotion Reconstruction of Virtual Characters Using a Single IMU.
CoRR, 2017

Towards Developing an Easy-To-Use Scripting Environment for Animating Virtual Characters.
CoRR, 2017

Real-time performance-driven finger motion synthesis.
Comput. Graph., 2017

Kernel Projection of Latent Structures Regression for Facial Animation Retargeting.
Proceedings of the VRIPHYS 2017 : 13th Workshop on Virtual Reality Interaction and Physical Simulation, 2017

Environment-Scale Fabrication: Replicating Outdoor Climbing Experiences.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Motion Style Transfer in Correlated Motion Spaces.
Proceedings of the Augmented Reality, Virtual Reality, and Computer Graphics, 2017

2015
Data-driven techniques for animating virtual characters.
PhD thesis, 2015

Using Personalized Finger Gestures for Navigating Virtual Characters.
Proceedings of the Workshop on Virtual Reality Interaction and Physical Simulation, 2015

CHASE: character animation scripting environment.
Proceedings of the 14th ACM SIGGRAPH International Conference on Virtual Reality Continuum and its Applications in Industry, 2015

Finger motion estimation and synthesis for gesturing characters.
Proceedings of the 31st Spring Conference on Computer Graphics, 2015

Structure-aware transfer of facial blendshapes.
Proceedings of the 31st Spring Conference on Computer Graphics, 2015

2014
Footprint-Driven Locomotion Composition.
CoRR, 2014

Evaluating the covariance matrix constraints for data-driven statistical human motion reconstruction.
Proceedings of the Spring Conference on Computer Graphics, 2014

Data-Driven Motion Reconstruction Using Local Regression Models.
Proceedings of the Artificial Intelligence Applications and Innovations, 2014

2013
The Minimum Energy Expenditure Shortest Path Method.
J. Graph. Tools, 2013

Rethinking Shortest Path: An Energy Expenditure Approach.
Proceedings of the VRIPHYS 13: 10th Workshop on Virtual Reality Interactions and Physical Simulations, 2013

Splicing of Concurrent Upper-body Motion Spaces with Locomotion.
Proceedings of the 2013 International Conference on Virtual and Augmented Reality in Education, 2013

Measuring the steps: Generating action transitions between locomotion behaviours.
Proceedings of the 18th International Conference on Computer Games: AI, 2013

2012
Real-Time Motion Synthesis for Multiple Goal-Directed Tasks Using Motion Layers.
Proceedings of the VRIPHYS 12: 9th Workshop on Virtual Reality Interactions and Physical Simulations, 2012

Real-time motion editing for reaching tasks using multiple internal graphs.
Proceedings of the 17th International Conference on Computer Games, 2012


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