Rachel McDonnell

Affiliations:
  • Trinity College Dublin, Ireland


According to our database1, Rachel McDonnell authored at least 108 papers between 2004 and 2023.

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Bibliography

2023
NeuroDog: Quadruped Embodiment using Neural Networks.
Proc. ACM Comput. Graph. Interact. Tech., August, 2023

A lightweight 3D dense facial landmark estimation model from position map data.
CoRR, 2023

Speech Driven Video Editing via an Audio-Conditioned Diffusion Model.
CoRR, 2023

What's My Age Again? Exploring the Impact of Age on the Enfacement of Current State-of-the-Art Avatars.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2023

State of the Art in Telepresence (Part 1).
Proceedings of the ACM SIGGRAPH 2023 Courses, 2023

Effect of Avatar Clothing and User Personality on Group Dynamics in Virtual Reality.
Proceedings of the 16th ACM SIGGRAPH Conference on Motion, Interaction and Games, 2023

Now I Wanna Be a Dog: Exploring the Impact of Audio and Tactile Feedback on Animal Embodiment.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2023

Human Speakers Help Machine Listeners To account For Visual Asymmetries in Dialogue.
Proceedings of the 5th International Conference on Conversational User Interfaces, 2023

Avatar Customization, Personality, and the Perception of Work Group Inclusion in Immersive Virtual Reality.
Proceedings of the Computer Supported Cooperative Work and Social Computing, 2023

A Special Interest Group on Developing Theories of Language Use in Interaction with Conversational User Interfaces.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Investigating the effect of visual realism on empathic responses to emotionally expressive virtual humans.
Proceedings of the ACM Symposium on Applied Perception 2023, 2023

2022
C3I SYNTHETIC FACE DEPTH DATASET.
Dataset, September, 2022

3D face-model reconstruction from a single image: A feature aggregation approach using hierarchical transformer with weak supervision.
Neural Networks, 2022

Compact Facial Landmark Layouts for Performance Capture.
Comput. Graph. Forum, 2022

Sympathy for the digital: Influence of synthetic voice on affinity, social presence and empathy for photorealistic virtual humans.
Comput. Graph., 2022

Pose-Aware Speech Driven Facial Landmark Animation Pipeline for Automated Dubbing.
IEEE Access, 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

Investigating how speech and animation realism influence the perceived personality of virtual characters and agents.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2022

The Effect of Spatial Audio on the Virtual Representation of Personal Space.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022

To smile or not to smile: The effect of mismatched emotional expressions in a Human-Robot cooperative task.
Proceedings of the 31st IEEE International Conference on Robot and Human Interactive Communication, 2022

A Survey on the Application of Virtual Reality in Event-Related Potential Research.
Proceedings of the Machine Learning and Knowledge Extraction, 2022

2021
The Effect of Audio-Visual Smiles on Social Influence in a Cooperative Human-Agent Interaction Task.
ACM Trans. Comput. Hum. Interact., 2021

Facial Feature Manipulation for Trait Portrayal in Realistic and Cartoon-Rendered Characters.
ACM Trans. Appl. Percept., 2021

ExpressGesture: Expressive gesture generation from speech through database matching.
Comput. Animat. Virtual Worlds, 2021

Remotely Perceived: Investigating the Influence of Valence on Self-Perception and Social Experience for Dyadic Video-Conferencing With Personalized Avatars.
Frontiers Virtual Real., 2021

Appearance.
CoRR, 2021

Model for predicting perception of facial action unit activation using virtual humans.
Comput. Graph., 2021

Learning 3D Head Pose From Synthetic Data: A Semi-Supervised Approach.
IEEE Access, 2021

A Preliminary Investigation of Avatar Use in Video-Conferencing.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021

Does Synthetic Voice alter Social Response to a Photorealistic Character in Virtual Reality?
Proceedings of the MIG '21: Motion, 2021

How to train your dog: Neural enhancement of quadruped animations.
Proceedings of the MIG '21: Motion, 2021

Human or Robot?: Investigating voice, appearance and gesture motion realism of conversational social agents.
Proceedings of the IVA '21: ACM International Conference on Intelligent Virtual Agents, 2021

Mirror, Mirror on My Phone: Investigating Dimensions of Self-Face Perception Induced by Augmented Reality Filters.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2021

Learning Accurate Head Pose for Consumer Technology From 3D Synthetic Data.
Proceedings of the IEEE International Conference on Consumer Electronics, 2021

It's A Match! Gesture Generation Using Expressive Parameter Matching.
Proceedings of the AAMAS '21: 20th International Conference on Autonomous Agents and Multiagent Systems, 2021

Ascending from the valley: Can state-of-the-art photorealism avoid the uncanny?
Proceedings of the SAP '21: ACM Symposium on Applied Perception 2021, 2021

Evaluating Study Design and Strategies for Mitigating the Impact of Hand Tracking Loss.
Proceedings of the SAP '21: ACM Symposium on Applied Perception 2021, 2021

Dimensional perception of a 'smiling McGurk effect'.
Proceedings of the 9th International Conference on Affective Computing and Intelligent Interaction, 2021

Appearance.
Proceedings of the Handbook on Socially Interactive Agents: 20 Years of Research on Embodied Conversational Agents, 2021

2020
Enlighten Me: Importance of Brightness and Shadow for Character Emotion and Appeal.
ACM Trans. Graph., 2020

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

Methodology for Building Synthetic Datasets with Virtual Humans.
CoRR, 2020

Expression Packing: As-Few-As-Possible Training Expressions for Blendshape Transfer.
Comput. Graph. Forum, 2020

Adversarial gesture generation with realistic gesture phasing.
Comput. Graph., 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

Investigating perceptually based models to predict importance of facial blendshapes.
Proceedings of the MIG '20: Motion, 2020

Understanding the Predictability of Gesture Parameters from Speech and their Perceptual Importance.
Proceedings of the IVA '20: ACM International Conference on Intelligent Virtual Agents, 2020

From Perception to Interaction with Virtual Characters.
Proceedings of the 41st Annual Conference of the European Association for Computer Graphics, 2020

Evalu-light: A practical approach for evaluating character lighting in real-time.
Proceedings of the SAP '20: ACM Symposium on Applied Perception 2020, 2020

2019
Is Photorealism Important for Perception of Expressive Virtual Humans in Virtual Reality?
ACM Trans. Appl. Percept., 2019

Perception of virtual characters.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2019

Social presence and place illusion are affected by photorealism in embodied VR.
Proceedings of the Motion, Interaction and Games, 2019

Multi-objective adversarial gesture generation.
Proceedings of the Motion, Interaction and Games, 2019

The Effect of Multimodal Emotional Expression and Agent Appearance on Trust in Human-Agent Interaction.
Proceedings of the Motion, Interaction and Games, 2019

A psychophysical model to control the brightness and key-to-fill ratio in CG cartoon character lighting.
Proceedings of the ACM Symposium on Applied Perception 2019, 2019

2018
The Effect of Realistic Appearance of Virtual Characters in Immersive Environments - Does the Character's Personality Play a Role?
IEEE Trans. Vis. Comput. Graph., 2018

A perceptual study on the manipulation of facial features for trait portrayal in virtual agents.
Proceedings of the 18th International Conference on Intelligent Virtual Agents, 2018

Investigating the use of recurrent motion modelling for speech gesture generation.
Proceedings of the 18th International Conference on Intelligent Virtual Agents, 2018

Survival at the Museum: A Cooperation Experiment with Emotionally Expressive Virtual Characters.
Proceedings of the 2018 on International Conference on Multimodal Interaction, 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
Facial Features of Non-player Creatures Can Influence Moral Decisions in Video Games.
ACM Trans. Appl. Percept., 2017

Data-Driven Approach to Synthesizing Facial Animation Using Motion Capture.
IEEE Computer Graphics and Applications, 2017

The Influence of Synthetic Voice on the Evaluation of a Virtual Character.
Proceedings of the Interspeech 2017, 2017

Don't stand so close to me: investigating the effect of control on the appeal of virtual humans using immersion and a proximity-based behavioral task.
Proceedings of the ACM Symposium on Applied Perception, 2017

2016
Improving blendshape performance for crowds with GPU and GPGPU techniques.
Proceedings of the 9th International Conference on Motion in Games, 2016

Crowd appearance affects player performance in game combat scenarios.
Proceedings of the 9th International Conference on Motion in Games, 2016

Perception of lighting and shading for animated virtual characters.
Proceedings of the ACM Symposium on Applied Perception, 2016

Do I trust you, abstract creature?: a study on personality perception of abstract virtual faces.
Proceedings of the ACM Symposium on Applied Perception, 2016

2015
To stylize or not to stylize?: the effect of shape and material stylization on the perception of computer-generated faces.
ACM Trans. Graph., 2015

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

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

Animation realism affects perceived character appeal of a self-virtual face.
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games, 2015

The Effect of Animation Realism on Face Ownership and Engagement.
Proceedings of the Facial Analysis and Animation, Vienna, Austria, September 11, 2015, 2015

Speech independent emotion transfer for virtual faces.
Proceedings of the Facial Analysis and Animation, Vienna, Austria, September 11, 2015, 2015

Evaluating the Uncanny valley with the implicit association test.
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception, 2015

Perception of personality through eye gaze of realistic and cartoon models.
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception, 2015

2014
Facial retargeting using neural networks.
Proceedings of the Seventh International Conference on Motion in Games, Playa Vista, CA, USA, November 06, 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

Does render style affect perception of personality in virtual humans?
Proceedings of the ACM Symposium on Applied Perception, 2014

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

2012
Render me real?: investigating the effect of render style on the perception of animated virtual humans.
ACM Trans. Graph., 2012

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

Introduction to special issue SAP 2012.
ACM Trans. Appl. Percept., 2012

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

Appealing Virtual Humans.
Proceedings of the Motion in Games - 5th International Conference, 2012

2010
Seeing is believing: body motion dominates in multisensory conversations.
ACM Trans. Graph., 2010

Perceptual evaluation of human animation timewarping.
Proceedings of the ACM SIGGRAPH ASIA 2010 Sketches, 2010

Face reality: investigating the Uncanny Valley for virtual faces.
Proceedings of the ACM SIGGRAPH ASIA 2010 Sketches, 2010

Moving crowds: a linear animation system for crowd simulation.
Proceedings of the 2010 Symposium on Interactive 3D Graphics, 2010

Facial animation for real-time conversing groups.
Proceedings of the ACM / SSPNET 2nd International Symposium on Facial Analysis and Animation, 2010

Movements and voices affect perceived sex of virtual conversers.
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization, 2010

2009
Eye-catching crowds: saliency based selective variation.
ACM Trans. Graph., 2009

Investigating the role of body shape on the perception of emotion.
ACM Trans. Appl. Percept., 2009

Evaluating the effect of motion and body shape on the perceived sex of virtual characters.
ACM Trans. Appl. Percept., 2009

Talking bodies: Sensitivity to desynchronization of conversations.
ACM Trans. Appl. Percept., 2009

2008
Clone attack! Perception of crowd variety.
ACM Trans. Graph., 2008

Crowds in Context: Evaluating the Perceptual Plausibility of Pedestrian Orientations.
Proceedings of the 29th Annual Conference of the European Association for Computer Graphics, 2008

Evaluating the emotional content of human motions on real and virtual characters.
Proceedings of the 5th Symposium on Applied Perception in Graphics and Visualization, 2008

2007
Pipeline for Populating Games with Realistic Crowds.
Int. J. Intell. Games Simul., 2007

Skinning arbitrary deformations.
Proceedings of the 2007 Symposium on Interactive 3D Graphics, 2007

Smooth movers: perceptually guided human motion simulation.
Proceedings of the 2007 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2007

EG 2007 Course on Populating Virtual Environments with Crowds.
Proceedings of the 28th Annual Conference of the European Association for Computer Graphics, 2007

Virtual shapers & movers: form and motion affect sex perception.
Proceedings of the 4th Symposium on Applied Perception in Graphics and Visualization, 2007

2006
Perceptual evaluation of LOD clothing for virtual humans.
Proceedings of the 2006 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2006

Clothing the Masses: Real-Time Clothed Crowds With Variation.
Proceedings of the 27th Annual Conference of the European Association for Computer Graphics, 2006

2005
Perceptual Evaluation of Impostor Representations for Virtual Humans and Buildings.
Comput. Graph. Forum, 2005

2004
Perceptually Adaptive Graphics.
Proceedings of the 25th Annual Conference of the European Association for Computer Graphics, 2004


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