Christos Mousas

According to our database1, Christos Mousas authored at least 43 papers between 2012 and 2020.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

Links

Homepages:

On csauthors.net:

Bibliography

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

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

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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