Norman I. Badler

Affiliations:
  • University of Pennsylvania, Philadelphia, PA, USA


According to our database1, Norman I. Badler authored at least 184 papers between 1973 and 2023.

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Bibliography

2023
On Raising a Virtual Human.
IEEE Computer Graphics and Applications, 2023

Towards Learning and Generating Audience Motion from Video.
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2023

2021
An authoring tool to provide group and crowd animation using Natural Language scripts.
Proceedings of the 20th Brazilian Symposium on Computer Games and Digital Entertainment, 2021

2020
Panel: Bodily Expressed Emotion Understanding Research: A Multidisciplinary Perspective.
Proceedings of the Computer Vision - ECCV 2020 Workshops, 2020

2019
Word Embeddings (Also) Encode Human Personality Stereotypes.
Proceedings of the Eighth Joint Conference on Lexical and Computational Semantics, 2019

Crowd and Procession Hypothesis Testing for Large-Scale Archaeological Sites.
Proceedings of the 2019 IEEE International Conference on Artificial Intelligence and Virtual Reality, 2019

2018
Exploring the Consequences of Crowd Compression Through Physics-Based Simulation.
Sensors, 2018

Crowd Simulation Incorporating Thermal Environments and Responsive Behaviors.
Presence Teleoperators Virtual Environ., 2018

Re-creating Pre-Columbian Life in the Baures Region of the Bolivian Amazon.
Proceedings of the 20th Symposium on Virtual and Augmented Reality, 2018

2017
PERFORM: Perceptual Approach for Adding OCEAN Personality to Human Motion Using Laban Movement Analysis.
ACM Trans. Graph., 2017

Detection of Global and Local Motion Changes in Human Crowds.
IEEE Trans. Circuits Syst. Video Technol., 2017

Evaluating and Optimizing Evacuation Plans for Crowd Egress.
IEEE Computer Graphics and Applications, 2017

Accurate Soil and Mudbrick BRDF Models for Archaeological Illumination Rendering with Application to Small Finds.
Proceedings of the GCH 2017, 2017

Predicting Future Crowd Motion Including Event Treatment.
Proceedings of the Intelligent Virtual Agents - 17th International Conference, 2017

Dynamic and Accelerated Partial Order Planning for Interactive Narratives.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

Simulating Crowds in Egress Scenarios
Springer, ISBN: 978-3-319-65201-6, 2017

2016
Psychological Parameters for Crowd Simulation: From Audiences to Mobs.
IEEE Trans. Vis. Comput. Graph., 2016

Identifying virtual episodes based on character animation traces.
Proceedings of the 9th International Conference on Motion in Games, 2016

Fast-Forwarding Crowd Simulations.
Proceedings of the Intelligent Virtual Agents - 16th International Conference, 2016

An Environment for Transforming Game Character Animations Based on Nationality and Profession Personality Stereotypes.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

2015
Virtual Crowds: Steps Toward Behavioral Realism
Synthesis Lectures on Visual Computing, Morgan & Claypool Publishers, ISBN: 978-3-031-02586-0, 2015

The Distribution of Carried Items in Urban Environments.
Presence Teleoperators Virtual Environ., 2015

Planning approaches to constraint-aware navigation in dynamic environments.
Comput. Animat. Virtual Worlds, 2015

Generating a multiplicity of policies for agent steering in crowd simulation.
Comput. Animat. Virtual Worlds, 2015

A Review of Eye Gaze in Virtual Agents, Social Robotics and HCI: Behaviour Generation, User Interaction and Perception.
Comput. Graph. Forum, 2015

Footstep parameterized motion blending using barycentric coordinates.
Comput. Graph., 2015

Segmenting motion capture data using a qualitative analysis.
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games, 2015

2014
Learning motion patterns in unstructured scene based on latent structural information.
J. Vis. Lang. Comput., 2014

Hierarchical crowd analysis and anomaly detection.
J. Vis. Lang. Comput., 2014

ADAPT: The Agent Developmentand Prototyping Testbed.
IEEE Trans. Vis. Comput. Graph., 2014

Investigating Macroexpressions and Microexpressions in Computer Graphics Animated Faces.
Presence Teleoperators Virtual Environ., 2014

Sound localization and multi-modal steering for autonomous virtual agents.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2014

How do stylistic motions differ numerically from neutral ones?
Proceedings of the Seventh International Conference on Motion in Games, Playa Vista, CA, USA, November 06, 2014

Path planning for coherent and persistent groups.
Proceedings of the 2014 IEEE International Conference on Robotics and Automation, 2014

GPU-based dynamic search on adaptive resolution grids.
Proceedings of the 2014 IEEE International Conference on Robotics and Automation, 2014

Look me in the Eyes: A Survey of Eye and Gaze Animation for Virtual Agents and Artificial Systems.
Proceedings of the 35th Annual Conference of the European Association for Computer Graphics, 2014

2013
Context-sensitive data-driven crowd simulation.
Proceedings of the 12th ACM International Conference on Virtual Reality Continuum and Its Applications in Industry, 2013

ADAPT: the agent development and prototyping testbed.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2013

Efficient motion retrieval in large motion databases.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2013

Multi-domain real-time planning in dynamic environments.
Proceedings of the ACM SIGGRAPH / Eurographics Symposium on Computer Animation, 2013

SPREAD: sound propagation and perception for autonomous agents in dynamic environments.
Proceedings of the ACM SIGGRAPH / Eurographics Symposium on Computer Animation, 2013

An Event-Centric Planning Approach for Dynamic Real-Time Narrative.
Proceedings of the Motion in Games, 2013

Evaluating perceived trust from procedurally animated gaze.
Proceedings of the Motion in Games, 2013

Constraint-Aware Navigation in Dynamic Environments.
Proceedings of the Motion in Games, 2013

Dynamic search on the GPU.
Proceedings of the 2013 IEEE/RSJ International Conference on Intelligent Robots and Systems, 2013

The effect of posture and dynamics on the perception of emotion.
Proceedings of the ACM Symposium on Applied Perception 2013, 2013

PAStE: A Platform for Adaptive Storytelling with Events.
Proceedings of the Intelligent Narrative Technologies VI, 2013

Authoring Multi-actor Behaviors in Crowds with Diverse Personalities.
Proceedings of the Modeling, Simulation and Visual Analysis of Crowds, 2013

2012
Animating synthetic dyadic conversations with variations based on context and agent attributes.
Comput. Animat. Virtual Worlds, 2012

What's Next? The New Era of Autonomous Virtual Humans.
Proceedings of the Motion in Games - 5th International Conference, 2012

2011
Special Section: Intelligent Virtual Agents Guest Editors' Introduction.
Presence Teleoperators Virtual Environ., 2011

Fruit Senescence and Decay Simulation.
Comput. Graph. Forum, 2011

How the Ocean Personality Model Affects the Perception of Crowds.
IEEE Computer Graphics and Applications, 2011

CRAM it! A comparison of virtual, live-action and written training systems for preparing personnel to work in hazardous environments.
Proceedings of the IEEE Virtual Reality Conference, 2011

Parameterizing Behavior Trees.
Proceedings of the Motion in Games - 4th International Conference, 2011

Intelligent Camera Control Using Behavior Trees.
Proceedings of the Motion in Games - 4th International Conference, 2011

Event-Centric Control for Background Agents.
Proceedings of the Interactive Storytelling, 2011

Selecting Agents for Narrative Roles.
Proceedings of the Intelligent Narrative Technologies IV, 2011

2010
Smart Events and Primed Agents.
Proceedings of the Intelligent Virtual Agents, 10th International Conference, 2010

Perceptually Realistic Behavior through Alibi Generation.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

2009
Guest Editors' Introduction: Virtual Populace.
IEEE Computer Graphics and Applications, 2009

Recreating Early Islamic Glass Lamp Lighting.
Proceedings of the 10th International Symposium on Virtual Reality, 2009

2008
Virtual Crowds: Methods, Simulation, and Control
Synthesis Lectures on Computer Graphics and Animation, Morgan & Claypool Publishers, ISBN: 978-3-031-79242-7, 2008

Virtual Training via Vibrotactile Arrays.
Presence Teleoperators Virtual Environ., 2008

Being a part of the crowd: towards validating VR crowds using presence.
Proceedings of the 7th International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2008), 2008

Creating crowd variation with the OCEAN personality model.
Proceedings of the 7th International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2008), 2008

2007
Face modeling and editing with statistical local feature control models.
Int. J. Imaging Syst. Technol., 2007

Generating Sequence of Eye Fixations Using Decision-Theoretic Attention Model.
Proceedings of the Attention in Cognitive Systems. Theories and Systems from an Interdisciplinary Viewpoint, 2007

Collision Awareness Using Vibrotactile Arrays.
Proceedings of the IEEE Virtual Reality Conference, 2007

Controlling individual agents in high-density crowd simulation.
Proceedings of the 2007 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2007

Semantic Segmentation of Motion Capture Using Laban Movement Analysis.
Proceedings of the Intelligent Virtual Agents, 7th International Conference, 2007

2006
Synthesis of 3D faces using region-based morphing under intuitive control.
Comput. Animat. Virtual Worlds, 2006

Modeling Crowd and Trained Leader Behavior during Building Evacuation.
IEEE Computer Graphics and Applications, 2006

Representations for Multimodal Generation: A Workshop Report.
AI Mag., 2006

Visual Attention and Eye Gaze During Multiparty Conversations with Distractions.
Proceedings of the Intelligent Virtual Agents, 6th International Conference, 2006

2005
Acquiring and validating motion qualities from live limb gestures.
Graph. Model., 2005

Do You See What Eyes See? Implementing Inattentional Blindness.
Proceedings of the Intelligent Virtual Agents, 5th International Working Conference, 2005

2004
Representing and Parameterizing Agent Behaviors.
Proceedings of the Life-like characters - tools, affective functions, and applications., 2004

Embodied Agents and Meaningful Motion.
Proceedings of the Technologies for Interactive Digital Storytelling and Entertainment, 2004

2003
A Taxonomy and Comparison of Haptic Actions for Disassembly Tasks.
Proceedings of the IEEE Virtual Reality Conference 2003 (VR 2003), 2003

Feature preserving manifold mesh from an octree.
Proceedings of the Eighth ACM Symposium on Solid Modeling and Applications 2003, 2003

Real-Time Reach Planning for Animated Characters Using Hardware Acceleration.
Proceedings of the 16th International Conference on Computer Animation and Social Agents, 2003

2002
Eyes alive.
ACM Trans. Graph., 2002

Creating Interactive Virtual Humans: Some Assembly Required.
IEEE Intell. Syst., 2002

Virtual humans for validating maintenance procedures.
Commun. ACM, 2002

Digital humans: what roles will they play?
Proceedings of the 29th International Conference on Computer Graphics and Interactive Techniques, 2002

FacEMOTE: qualitative parametric modifiers for facial animations.
Proceedings of the 2002 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2002

Representing and Parameterizing Agent Behaviors.
Proceedings of the Computer Animation 2002, 2002

ACUMEN: amplifying control and understanding of multiple entities.
Proceedings of the First International Joint Conference on Autonomous Agents & Multiagent Systems, 2002

2001
The International Workshop on Human Modeling and Animation in Graphical Models.
Graph. Model., 2001

Virtual beings.
Commun. ACM, 2001

Where to Look? Automating Attending Behaviors of Virtual Human Characters.
Auton. Agents Multi Agent Syst., 2001

Collision resolutions in cloth simulation.
Proceedings of the Fourteenth Conference on Computer Animation, 2001

Pedestrians: creating agent behaviors through statistical analysis of observation data.
Proceedings of the Fourteenth Conference on Computer Animation, 2001

2000
Real-Time Inverse Kinematics Techniques for Anthropomorphic Limbs.
Graph. Model., 2000

Design of a Virtual Human Presenter.
IEEE Computer Graphics and Applications, 2000

Animation 2000++.
IEEE Computer Graphics and Applications, 2000

The EMOTE model for effort and shape.
Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques, 2000

Towards Behavioral Consistency in Animated Agents.
Proceedings of the Deformable Avatars, 2000

To Gesture or Not to Gesture: What is the Question?
Proceedings of the Computer Graphics International Conference, 2000

Interpreting Movement Manner.
Proceedings of the Computer Animation 2000, 2000

Algorithms for Generating Motion Trajectories Described by Prepositions.
Proceedings of the Computer Animation 2000, 2000

A Machine Translation System from English to American Sign Language.
Proceedings of the Envisioning Machine Translation in the Information Future, 2000

TraumaSCAN: assessing penetrating trauma with geometric and probabilistic reasoning.
Proceedings of the AMIA 2000, 2000

Dynamically altering agent behaviors using natural language instructions.
Proceedings of the Fourth International Conference on Autonomous Agents, 2000

1999
Animation Control for Real-Time Virtual Humans.
Commun. ACM, 1999

Smart Avatars in JackMOO.
Proceedings of the IEEE Virtual Reality 1999 Conference, 1999

Animating expressivity through effort elements.
Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques, 1999

Automatic recognition and mapping of constraints for motion retargetting.
Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques, 1999

Virtual Human Animation based on Movement Observation and Cognitive Behavior Models.
Proceedings of the Computer Animation 1999, 1999

1998
Gesticulation Behaviors for Virtual Humans.
Proceedings of the 6th Pacific Conference on Computer Graphics and Applications, 1998

Motion Abstraction and Mapping with Spatial Constraints.
Proceedings of the Modelling and Motion Capture Techniques for Virtual Environments, 1998

Avatars á la Snow Crash.
Proceedings of the Computer Animation 1998, 1998

1997
Multi-Level Shape Representation Using Global Deformations and Locally Adaptive Finite Elements.
Int. J. Comput. Vis., 1997

Multi-Pass Pipeline Rendering: Realism for Dynamic Environments.
Proceedings of the 1997 Symposium on Interactive 3D Graphics, 1997

Real-time virtual humans.
Proceedings of the 5th Pacific Conference on Computer Graphics and Applications, 1997

Towards Personalities for Animated Agents with Reactive and Planning Behaviors.
Proceedings of the Creating Personalities for Synthetic Actors, 1997

1996
Real-Time Inverse Kinematics of the Human Arm.
Presence Teleoperators Virtual Environ., 1996

Task-Level Object Grasping for Simulated Agents.
Presence Teleoperators Virtual Environ., 1996

Casualty Modeling for Real-Time Medical Training.
Presence Teleoperators Virtual Environ., 1996

Generating Facial Expressions for Speech.
Cogn. Sci., 1996

Animating human locomotion with inverse dynamics.
IEEE Computer Graphics and Applications, 1996

Decision Networks for Integrating the Behaviors of Virtual Agents and Avatars.
Proceedings of the 1996 Virtual Reality Annual International Symposium, 1996

User-Controlled Physics-Based Animation for Articulated Figures.
Proceedings of the Computer Animation 1996, 1996

1995
Production and Playback of Human Figure Motion for Visual Simulation.
ACM Trans. Model. Comput. Simul., 1995

Rendering Spaces for Architectural Environments.
Presence Teleoperators Virtual Environ., 1995

The Center for Human Modeling and Simulation.
Presence Teleoperators Virtual Environ., 1995

Instructions, Intentions and Expectations.
Artif. Intell., 1995

Production and playback of human figure motion for 3D virtual environments.
Proceedings of the 1995 Virtual Reality Annual International Symposium, 1995

Behavioral Control for Real-Time Simulated Human Agents.
Proceedings of the 1995 Symposium on Interactive 3D Graphics, 1995

Synthesizing Cooperative Conversation.
Proceedings of the Multimodal Human-Computer Communication, 1995

1994
Inverse kinematics positioning using nonlinear programming for highly articulated figures.
ACM Trans. Graph., 1994

Animated human agents with motion planning capability for 3D-space postural goals.
Comput. Animat. Virtual Worlds, 1994

Interactive body awareness.
Comput. Aided Des., 1994

Animated conversation: rule-based generation of facial expression, gesture & spoken intonation for multiple conversational agents.
Proceedings of the 21th Annual Conference on Computer Graphics and Interactive Techniques, 1994

Hierarchical Shape Representation Using Locally Adaptive Finite Elements.
Proceedings of the Computer Vision, 1994

Terrain reasoning for human locomotion.
Proceedings of the Computer Animation 1994, 1994

Posture interpolation with collision avoidance.
Proceedings of the Computer Animation 1994, 1994

1993
Real-Time Control of a Virtual Human Using Minimal Sensors.
Presence Teleoperators Virtual Environ., 1993

Graphical Behaviors and Animated Agents.
Comput. Graph. Forum, 1993

1992
Graphical displays of human strength data.
Comput. Animat. Virtual Worlds, 1992

Automatic Viewing Control for 3D Direct Manipulation.
Proceedings of the 1992 Symposium on Interactive 3D Graphics, SI3D '92, Cambridge, MA, USA, March 29, 1992

Motion Planning For Redundant Branching Articulated Figures With Many Degrees Of Freedom.
Proceedings of the IEEE/RSJ International Conference on Intelligent Robots and Systems, 1992

Fast motion planning for anthropometric figures with many degrees of freedom.
Proceedings of the 1992 IEEE International Conference on Robotics and Automation, 1992

1991
A kinematic model of the human spine and torso.
IEEE Computer Graphics and Applications, 1991

Task Communication Through Natural Language and Graphics - Workshop Report.
AI Mag., 1991

Simulating human tasks using simple natural language instructions.
Proceedings of the 23th Winter Simulation Conference, 1991

Interactive behaviors for bipedal articulated figures.
Proceedings of the 18th Annual Conference on Computer Graphics and Interactive Techniques, 1991

Interpreting Prepositions Physically.
Proceedings of the 9th National Conference on Artificial Intelligence, 1991

1990
Imperfection for realistic image synthesis.
Comput. Animat. Virtual Worlds, 1990

Strength guided motion.
Proceedings of the 17th Annual Conference on Computer Graphics and Interactive Techniques, 1990

Interactive real-time articulated figure manipulation using multiple kinematic constraints.
Proceedings of the 1990 symposium on Interactive 3D graphics, 1990

Narrated Animation: A Case for Generation.
Proceedings of the Fifth International Workshop on Natural Language Generation, 1990

1989
Local matching of surfaces using a boundary-centered radial decomposition.
Comput. Vis. Graph. Image Process., 1989

1988
JACK: A Toolkit for Manipulating Articulated Figures.
Proceedings of the 1st Annual ACM Symposium on User Interface Software and Technology, 1988

1987
Articulated Figure Positioning by Multiple Constraints.
IEEE Computer Graphics and Applications, 1987

Graphics Bulletin Board.
IEEE Computer Graphics and Applications, 1987

Computer Animation Techniques.
Proceedings of the Wissensbasierte Systeme, 1987

1986
Multi-dimensional input techniques and articulated figure positioning by multiple constraints.
Proceedings of the 1986 workshop on Interactive 3D graphics, 1986

Motion graphics, description and control.
Proceedings of the ACM SIGGRAPH/SIGART Interdisciplinary Workshop on Motion: Representation and Perception, 1986

1985
Positioning and animating human figures in a task-oriented environment.
Vis. Comput., 1985

Parametric keyframe interpolation incorporating kinetic adjustment and phrasing control.
Proceedings of the 12th Annual Conference on Computer Graphics and Interactive Techniques, 1985

Overview of Raster Graphics Hardware.
Proceedings of the Advances in Computer Graphics I (Tutorials from Eurographics'84 and Eurographics'85 Conf.), 1985

Design of a Human Movement Representation Incorporating Dynamics.
Proceedings of the Advances in Computer Graphics I (Tutorials from Eurographics'84 and Eurographics'85 Conf.), 1985

Scan Conversion.
Proceedings of the Advances in Computer Graphics I (Tutorials from Eurographics'84 and Eurographics'85 Conf.), 1985

1984
The Window Controller.
ACM Trans. Graph., 1984

Generating soft shadows with a depth buffer algorithm.
IEEE Computer Graphics and Applications, 1984

The Computer Graphics Scene in the United States.
Proceedings of the 5th European Computer Graphics Conference and Exhibition, 1984

1983
An expression model for graphical command languages.
SIGACT News, 1983

Temporal anti-aliasing in computer generated animation.
Proceedings of the 10th Annual Conference on Computer Graphics and Interactive Techniques, 1983

1982
Jigsaw puzzle matching using a boundary-centered polar encoding.
Comput. Graph. Image Process., 1982

1981
Animating facial expressions.
Proceedings of the 8th Annual Conference on Computer Graphics and Interactive Techniques, 1981

State of the Art in Computer Graphics: A SIGGRAPH Perspective.
Proceedings of the 2nd European Computer Graphics Conference and Exhibition, 1981

1980
Creating polyhedral stellations.
Proceedings of the 7th Annual Conference on Computer Graphics and Interactive Techniques, 1980

Special problems in human movement simulation.
Proceedings of the 7th Annual Conference on Computer Graphics and Interactive Techniques, 1980

Human Movement Understanding: A Variety of Perspectives.
Proceedings of the 1st Annual National Conference on Artificial Intelligence, 1980

1979
Correction to "Decomposition of Three-Dimensional Objects into Spheres".
IEEE Trans. Pattern Anal. Mach. Intell., 1979

Decomposition of Three-Dimensional Objects into Spheres.
IEEE Trans. Pattern Anal. Mach. Intell., 1979

Digital Representations of Human Movement.
ACM Comput. Surv., 1979

Movies from music: Visualizing musical compositions.
Proceedings of the 6th Annual Conference on Computer Graphics and Interactive Techniques, 1979

1978
Interaction with a color computer graphics system for archaeological sites.
Proceedings of the 5th Annual Conference on Computer Graphics and Interactive Techniques, 1978

Three-dimensional representations for computer graphics and computer vision.
Proceedings of the 5th Annual Conference on Computer Graphics and Interactive Techniques, 1978

An architecture for the simulation of human movement.
Proceedings of the Proceedings 1978 ACM Annual Conference, 1978

1973
l.Pak: A SNOBOL-Based Programming Language for Artificial Intelligence Applications.
Proceedings of the 3rd International Joint Conference on Artificial Intelligence. Standford, 1973


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