Ludovic Hoyet

Orcid: 0000-0002-7373-6049

According to our database1, Ludovic Hoyet authored at least 73 papers between 2007 and 2023.

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

Timeline

Legend:

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PhD thesis 
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On csauthors.net:

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

HuMoT: Human Motion Representation using Topology-Agnostic Transformers for Character Animation Retargeting.
CoRR, 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
UnderPressure: Deep Learning for Foot Contact Detection, Ground Reaction Force Estimation and Footskate Cleanup.
Comput. Graph. Forum, December, 2022

The One-Man-Crowd: Single User Generation of Crowd Motions Using Virtual Reality.
IEEE Trans. Vis. Comput. Graph., 2022

Do You Need Another Hand? Investigating Dual Body Representations During Anisomorphic 3D Manipulation.
IEEE Trans. Vis. Comput. Graph., 2022

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

Editorial: Creating Lifelike Digital Humans.
Frontiers Virtual Real., 2022

A Survey on Deep Learning for Skeleton-Based Human Animation.
Comput. Graph. Forum, 2022

Dynamic Combination of Crowd Steering Policies Based on Context.
Comput. Graph. Forum, 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

A new framework for the evaluation of locomotive motion datasets through motion matching techniques.
Proceedings of the MIG '22: ACM SIGGRAPH Conference on Motion, Interaction and Games, Guanajuato, Mexico, November 3, 2022

Impact of Self-Contacts on Perceived Pose Equivalences.
Proceedings of the MIG '22: ACM SIGGRAPH Conference on Motion, Interaction and Games, Guanajuato, Mexico, November 3, 2022

Towards Perception-based Character Animation.
, 2022

2021
Virtual Co-Embodiment: Evaluation of the Sense of Agency While Sharing the Control of a Virtual Body Among Two Individuals.
IEEE Trans. Vis. Comput. Graph., 2021

A Perceptually-Validated Metric for Crowd Trajectory Quality Evaluation.
Proc. ACM Comput. Graph. Interact. Tech., 2021

Study on Automatic 3D Facial Caricaturization: From Rules to Deep Learning.
Frontiers Virtual Real., 2021

Does virtual threat harm VR experience?: Impact of threat occurrence and repeatability on virtual embodiment and threat response.
Comput. Graph., 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

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

Towards "Avatar-Friendly" 3D Manipulation Techniques: Bridging the Gap Between Sense of Embodiment and Interaction in Virtual Reality.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Avatar and Sense of Embodiment: Studying the Relative Preference Between Appearance, Control and Point of View.
IEEE Trans. Vis. Comput. Graph., 2020

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

An application-based characterization of dynamical distance geometry problems.
Optim. Lett., 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

Studying the Inter-Relation Between Locomotion Techniques and Embodiment in Virtual Reality.
Proceedings of the 2020 IEEE International Symposium on Mixed and Augmented Reality, 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 Threat Occurrence and Repeatability on the Sense of Embodiment and Threat Response in VR.
Proceedings of the 30th International Conference on Artificial Reality and Telexistence, 2020

The impact of stylization on face recognition.
Proceedings of the SAP '20: ACM Symposium on Applied Perception 2020, 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

2019
Introduction to the Special Issue on SAP 2019.
ACM Trans. Appl. Percept., 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

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

Influence of Personality Traits and Body Awareness on the Sense of Embodiment in Virtual Reality.
Proceedings of the 2019 IEEE International Symposium on Mixed and Augmented Reality, 2019

Influence of Motion Speed on the Perception of Latency in Avatar Control.
Proceedings of the 2019 IEEE International Conference on Artificial Intelligence and Virtual Reality, 2019

2018
Inria Project Lab "AVATAR: The Next Generation of our Virtual Selves in Digital Worlds".
ERCIM News, 2018

Studying the Sense of Embodiment in VR Shared Experiences.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

Surface based motion retargeting by preserving spatial relationship.
Proceedings of the 11th Annual International Conference on Motion, Interaction, and Games, 2018

Feature Selection in Time-Series Motion Databases.
Proceedings of the 2018 Federated Conference on Computer Science and Information Systems, 2018

A Preliminary Investigation into the Impact of Training for Example-Based Facial Blendshape Creation.
Proceedings of the 39th Annual Conference of the European Association for Computer Graphics, 2018

2017
Normalized Euclidean distance matrices for human motion retargeting.
Proceedings of the Tenth International Conference on Motion in Games, 2017

A Distance-Based Approach for Human Posture Simulations.
Proceedings of the 2017 Federated Conference on Computer Science and Information Systems, 2017

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

"Wow! I Have Six Fingers!": Would You Accept Structural Changes of Your Hand in VR?
Frontiers Robotics AI, 2016

The role of interaction in virtual embodiment: Effects of the virtual hand representation.
Proceedings of the 2016 IEEE Virtual Reality, 2016

2015
Exploring the Effect of Motion Type and Emotions on the Perception of Gender in Virtual Humans.
ACM Trans. Appl. Percept., 2015

Strutting Hero, Sneaking Villain: Utilizing Body Motion Cues to Predict the Intentions of Others.
ACM Trans. Appl. Percept., 2015

Eye-tracktive: Measuring Attention to Body Parts when Judging Human Motions.
Proceedings of the 36th Annual Conference of the European Association for Computer Graphics, 2015

2014
Perceptual Evaluation of Motion Editing for Realistic Throwing Animations.
ACM Trans. Appl. Percept., 2014

Natural preparation behavior synthesis.
Comput. Animat. Virtual Worlds, 2014

2013
Evaluating the distinctiveness and attractiveness of human motions on realistic virtual bodies.
ACM Trans. Graph., 2013

Emotion Capture: Emotionally Expressive Characters for Games.
Proceedings of the Motion in Games, 2013

Evaluating the effect of emotion on gender recognition in virtual humans.
Proceedings of the ACM Symposium on Applied Perception 2013, 2013

Effects of ageing and sound on perceived timing of human interactions.
Proceedings of the ACM Symposium on Applied Perception 2013, 2013

Perception and prediction of social intentions from human body motion.
Proceedings of the ACM Symposium on Applied Perception 2013, 2013

2012
Push it real: perceiving causality in virtual interactions.
ACM Trans. Graph., 2012

Sleight of hand: perception of finger motion from reduced marker sets.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2012

Evaluating the Plausibility of Edited Throwing Animations.
Proceedings of the 2012 Eurographics/ACM SIGGRAPH Symposium on Computer Animation, 2012

Evaluating observers' sensitivity to errors in human and physical throws.
Proceedings of the ACM Symposium on Applied Perception 2012, 2012

2011
Perceptual evaluation of footskate cleanup.
Proceedings of the 2011 Eurographics/ACM SIGGRAPH Symposium on Computer Animation, 2011

2010
Dynamic adaptation of human motions. (Adaptation dynamique de mouvements humains).
PhD thesis, 2010

Can we distinguish biological motions of virtual humans?: perceptual study with captured motions of weight lifting.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2010

Responsive Action Generation by Physically-Based Motion Retrieval and Adaptation.
Proceedings of the Motion in Games - Third International Conference, 2010

Perception Based Real-Time Dynamic Adaptation of Human Motions.
Proceedings of the Motion in Games - Third International Conference, 2010

2009
Interactive animation of virtual humans based on motion capture data.
Comput. Animat. Virtual Worlds, 2009

2008
From Motion Capture to Real-Time Character Animation.
Proceedings of the Motion in Games, First International Workshop, 2008

2007
Interactive control of physically-valid aerial motion: application to VR training system for gymnasts.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2007

Dynamic motion adaptation for 3D acrobatic humanoids.
Proceedings of the 2007 7th IEEE-RAS International Conference on Humanoid Robots, November 29th, 2007


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