Soraia Raupp Musse

Orcid: 0000-0002-3278-217X

Affiliations:
  • Pontifical Catholic University of Rio Grande do Sul, PUCRS, Brazil


According to our database1, Soraia Raupp Musse authored at least 162 papers between 1997 and 2024.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Online presence:

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Bibliography

2024
Arthur and Bella: multi-purpose empathetic AI assistants for daily conversations.
Vis. Comput., April, 2024

2023
Mitigating bias in facial analysis systems by incorporating label diversity.
Comput. Graph., November, 2023

Identifying influences between artists based on artwork faces and geographic proximity.
Comput. Graph., August, 2023

Exploring Crowd Dynamics: Simulating Structured Behaviors through Crowd Simulation Models.
CoRR, 2023

Study of Non-Verbal Behavior in Conversational Agents.
CoRR, 2023

Detecting Events in Crowds Through Changes in Geometrical Dimensions of Pedestrians.
CoRR, 2023

Fighting Pandemics With Computer Graphics and Applications.
IEEE Computer Graphics and Applications, 2023

Crafting Realistic Virtual Humans: Unveiling Perspectives on Human Perception, Crowds, and Embodied Conversational Agents.
Proceedings of the 36th SIBGRAPI Conference on Graphics, Patterns and Images, 2023

Evaluating the Uncanny Valley Effect in Dark Colored Skin Virtual Humans.
Proceedings of the 36th SIBGRAPI Conference on Graphics, Patterns and Images, 2023

Can we truly transfer an actor's genuine happiness to avatars? An investigation into virtual, real, posed and spontaneous faces.
Proceedings of the 22nd Brazilian Symposium on Games and Digital Entertainment, 2023

Revisiting Micro and Macro Expressions in Computer Graphics Characters.
Proceedings of the 22nd Brazilian Symposium on Games and Digital Entertainment, 2023

2022
Investigating sentiments in Brazilian and German Blogs.
J. Braz. Comput. Soc., September, 2022

Conference on graphics, patterns and images.
Pattern Recognit. Lett., 2022

Using Visual Features and Early Views to Classify the Popularity of Facebook Videos.
J. Braz. Comput. Soc., 2022

Gender Representation in Brazilian Computer Science Conferences.
CoRR, 2022

Can gender categorization influence the perception of animated virtual humans?
CoRR, 2022

Investigating Emotion Style in Human Faces Using Clustering Methods.
IEEE Computer Graphics and Applications, 2022

Is the Perceived Comfort With CG Characters Increasing With Their Novelty?
IEEE Computer Graphics and Applications, 2022

Estimating Perceived Comfort in Virtual Humans based on Spatial and Spectral Entropy.
Proceedings of the 17th International Joint Conference on Computer Vision, 2022

Towards Virtual Humans without Gender Stereotyped Visual Features.
Proceedings of the SIGGRAPH Asia 2022 Technical Communications, 2022

Measuring the influence of painters through artwork facial features.
Proceedings of the 35th SIBGRAPI Conference on Graphics, Patterns and Images, 2022

WebCrowds: An Authoring Tool for Crowd Simulation.
Proceedings of the 21st Brazilian Symposium on Computer Games and Digital Entertainment, 2022

Leveraging Textual Descriptions for House Price Valuation.
Proceedings of the Intelligent Systems - 11th Brazilian Conference, 2022

2021
A history of crowd simulation: the past, evolution, and new perspectives.
Vis. Comput., 2021

Analysis of charisma, comfort and realism in CG characters from a gender perspective.
Vis. Comput., 2021

Cultural behaviors analysis in video sequences.
Mach. Vis. Appl., 2021

Guest Editorial: SBGames 2018.
Entertain. Comput., 2021

Is my agent good enough? Evaluating Embodied Conversational Agents with Long and Short-term interactions.
CoRR, 2021

Foreword to the special section on SIBGRAPI-Conference on Graphics, Patterns and Images is an international conference 2020.
Comput. Graph., 2021

Can we estimate the perceived comfort of virtual human faces using visual cues?
Proceedings of the 15th IEEE International Conference on Semantic Computing, 2021

Arthur: a new ECA that uses Memory to improve Communication.
Proceedings of the 15th IEEE International Conference on Semantic Computing, 2021

Perception of Personality Traits in Crowds of Virtual Humans.
Proceedings of the 20th Brazilian Symposium on Computer Games and Digital Entertainment, 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

Perception of Charisma, Comfort, Micro and Macro Expressions in Computer Graphics Characters.
Proceedings of the 20th Brazilian Symposium on Computer Games and Digital Entertainment, 2021

Towards the Creation of Spontaneous Datasets Based on Youtube Reaction Videos.
Proceedings of the Advances in Visual Computing - 16th International Symposium, 2021

Analyzing the Presentation of Multilingual User Reviews in Accommodation Websites.
Proceedings of the IHC '21: XX Brazilian Symposium on Human Factors in Computing Systems, 2021

Perceptual Analysis of Computer Graphics Characters in Digital Entertainment.
Proceedings of the Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020-2030, 2021

Data Mining on the Prediction of Student's Performance at the High School National Examination.
Proceedings of the 13th International Conference on Computer Supported Education, 2021

How Much Do We Perceive Geometric Features, Personalities and Emotions in Avatars?
Proceedings of the Advances in Computer Graphics, 2021

2020
Investigating Cultural Aspects in the Fundamental Diagram using Convolutional Neural Networks and Simulation.
CoRR, 2020

Towards a Legion of Virtual Humans: Steering Behaviors and Organic Visualization.
Proceedings of the 33rd SIBGRAPI Conference on Graphics, Patterns and Images, 2020

Moving Virtual Agents Forward in Space and Time.
Proceedings of the 19th Brazilian Symposium on Computer Games and Digital Entertainment, 2020

Towards Animating Virtual Humans in Flooded Environments.
Proceedings of the MIG '20: Motion, 2020

How Does Computer Animation Affect Our Perception of Emotions in Video Summarization?
Proceedings of the Advances in Visual Computing - 15th International Symposium, 2020

LODUS: A Multi-Level Framework for Simulating Environment and Population - A Contagion Experiment on a Pandemic World.
Proceedings of the IEEE International Smart Cities Conference, 2020

2019
CrowdEst: a method for estimating (and not simulating) crowd evacuation parameters in generic environments.
Vis. Comput., 2019

Detecting personality and emotion traits in crowds from video sequences.
Mach. Vis. Appl., 2019

Investigating cultural aspects in the fundamental diagram using convolutional neural networks and virtual agent simulation.
Comput. Animat. Virtual Worlds, 2019

A Software to Detect OCC Emotion, Big-Five Personality and Hofstede Cultural Dimensions of Pedestrians from Video Sequences.
CoRR, 2019

Automatic Dataset Augmentation Using Virtual Human Simulation.
CoRR, 2019

How much do you perceive this? An analysis on perceptions of geometric features, personalities and emotions in virtual humans (Extended Version).
CoRR, 2019

Predicting Future Pedestrian Motion in Video Sequences using Crowd Simulation.
CoRR, 2019

Urban Walkability Design Using Virtual Population Simulation.
Comput. Graph. Forum, 2019

Investigating Emotion Style in Human Faces and Avatars.
Proceedings of the 18th Brazilian Symposium on Computer Games and Digital Entertainment, 2019

How Much Do You Perceive This?: An Analysis on Perceptions of Geometric Features, Personalities and Emotions in Virtual Humans.
Proceedings of the 19th ACM International Conference on Intelligent Virtual Agents, 2019

Cross-Media Sentiment Analysis in Brazilian Blogs.
Proceedings of the Advances in Visual Computing, 2019

Confidence in programming skills: gender insights from StackOverflow developers survey.
Proceedings of the 41st International Conference on Software Engineering: Companion Proceedings, 2019

Reinforcing Diversity Company Policies: Insights from StackOverflow Developers Survey.
Proceedings of the 21st International Conference on Enterprise Information Systems, 2019

BioClouds: A Multi-level Model to Simulate and Visualize Large Crowds.
Proceedings of the Advances in Computer Graphics, 2019

Optimal Group Distribution based on Thermal and Psycho-Social Aspects.
Proceedings of the 32nd International Conference on Computer Animation and Social Agents, 2019

Emotion, Personality and Cultural Aspects in Crowds - Towards a Geometrical Mind
Springer, ISBN: 978-3-030-22077-8, 2019

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

Generating background NPCs motion and grouping behavior based on real video sequences.
Entertain. Comput., 2018

Persona: A Method for Facial Analysis in Video and Application in Entertainment.
Comput. Entertain., 2018

Foreword to the Special Section on XVII Brazilian symposium on computer games and digital entertainment (SBGames 2018).
Comput. Graph., 2018

Evaluation of Selection Techniques on a Mobile Augmented Reality Game.
Proceedings of the 17th Brazilian Symposium on Computer Games and Digital Entertainment, SBGames 2018, Foz do Iguaçu, Brazil, October 29, 2018

Visualization of Interactions in Crowd Simulation and Video Sequences.
Proceedings of the 17th Brazilian Symposium on Computer Games and Digital Entertainment, SBGames 2018, Foz do Iguaçu, Brazil, October 29, 2018

Simulating Virtual Humans Crowds in Facilities.
Proceedings of the 18th International Conference on Intelligent Virtual Agents, 2018

Simulating Crowd Evacuation: From Comfort to Panic Situations.
Proceedings of the 18th International Conference on Intelligent Virtual Agents, 2018

Simulating Crowds with OCEAN Personality Traits.
Proceedings of the 18th International Conference on Intelligent Virtual Agents, 2018

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

A framework for generic facial expression transfer.
Entertain. Comput., 2017

Preserving the Motion Features in Nonavoiding Collision Crowds.
Comput. Entertain., 2017

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

Using Big Five Personality Model to Detect Cultural Aspects in Crowds.
Proceedings of the 30th SIBGRAPI Conference on Graphics, Patterns and Images, 2017

Simulating Rescue of Agents in Crowds During Emergency Situations.
Proceedings of the 16th Brazilian Symposium on Computer Games and Digital Entertainment, 2017

Giving Emotional Contagion Ability to Virtual Agents in Crowds.
Proceedings of the Intelligent Virtual Agents - 17th International Conference, 2017

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

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

2016
Shape-Based Pedestrian Segmentation in Still Images.
Int. J. Semantic Comput., 2016

Visual Computing and the Progress of Developing Countries.
IEEE Computer Graphics and Applications, 2016

Detecting Crowd Features in Video Sequences.
Proceedings of the 29th SIBGRAPI Conference on Graphics, Patterns and Images, 2016

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

Using group behaviors to detect Hofstede cultural dimensions.
Proceedings of the 2016 IEEE International Conference on Image Processing, 2016

2015
Procedural floor plan generation from building sketches.
Vis. Comput., 2015

Improved Head-Shoulder Human Contour Estimation through Clusters of Learned Shape Models.
Proceedings of the 28th SIBGRAPI Conference on Graphics, Patterns and Images, 2015

Real-Time Procedural Generation of Personalized Facade and Interior Appearances Based on Semantics.
Proceedings of the 14th Brazilian Symposium on Computer Games and Digital Entertainment, 2015

An Adaptive Methodology for Facial Expression Transfer.
Proceedings of the 14th Brazilian Symposium on Computer Games and Digital Entertainment, 2015

An Approach to Validate Crowd Simulation Software: A Case Study on CrowdSim.
Proceedings of the 14th Brazilian Symposium on Computer Games and Digital Entertainment, 2015

An Experience-Based Approach to Simulate Virtual Crowd Behaviors Under the Influence of Alcohol.
Proceedings of the Intelligent Virtual Agents - 15th International Conference, 2015

A User-Based Framework for Group Re-Identification in Still Images.
Proceedings of the 2015 IEEE International Symposium on Multimedia, 2015

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

Recovering 3D human pose based on biomechanical constraints, postures comfort and image shading.
Expert Syst. Appl., 2014

Seeing the Movement through Sound: Giving Trajectory Information to Visually Impaired People.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

Head-shoulder human contour estimation in still images.
Proceedings of the 2014 IEEE International Conference on Image Processing, 2014

2013
A Multipotential Field Model for Crowds with Scalable Behaviors.
Proceedings of the XXVI Conference on Graphics, Patterns and Images, 2013

CrowdVis: a framework for real time crowd visualization.
Proceedings of the 28th Annual ACM Symposium on Applied Computing, 2013

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

Self-occlusion and 3D pose estimation in still images.
Proceedings of the IEEE International Conference on Image Processing, 2013

Crowd Simulation, Second Edition.
Springer, ISBN: 978-1-4471-4449-6, 2013

2012
Semantic Crowds: Reusable Population for Virtual Worlds.
Proceedings of the Fourth International Conference on Games and Virtual Worlds for Serious Applications, 2012

Towards a quantitative approach for comparing crowds.
Comput. Animat. Virtual Worlds, 2012

Simulating crowds based on a space colonization algorithm.
Comput. Graph., 2012

From Their Environment to Their Behavior: A Procedural Approach to Model Groups of Virtual Agents.
Proceedings of the Intelligent Virtual Agents - 12th International Conference, 2012

Evaluation of the Uncanny Valley in CG Characters.
Proceedings of the Intelligent Virtual Agents - 12th International Conference, 2012

Skeleton-based human segmentation in still images.
Proceedings of the 19th IEEE International Conference on Image Processing, 2012

2011
Automatic Detection of 2D Human Postures Based on Single Images.
Proceedings of the 24th SIBGRAPI Conference on Graphics, 2011

Making Them Alive.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

2010
Crowd Analysis Using Computer Vision Techniques.
IEEE Signal Process. Mag., 2010

An Improved Background Subtraction Algorithm and Concurrent Implementations.
Parallel Process. Lett., 2010

Automatic Real-Time Generation of Floor Plans Based on Squarified Treemaps Algorithm.
Int. J. Comput. Games Technol., 2010

An Interactive Model for Steering Behaviors of Groups of Characters.
Appl. Artif. Intell., 2010

Generating Facial Ground Truth with Synthetic Faces.
Proceedings of the SIBGRAPI 2010, 2010

Eyes and Eyebrows Detection for Performance Driven Animation.
Proceedings of the SIBGRAPI 2010, 2010

A Model for Real Time Ocean Breaking Waves Animation.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

Generation of Cartoon 2D Cracks Based on Leaf Venation Patterns.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

Reflecting User Faces in Avatars.
Proceedings of the Intelligent Virtual Agents, 10th International Conference, 2010

Human upper body identification from images.
Proceedings of the International Conference on Image Processing, 2010

2009
An extensible framework for interactive facial animation with facial expressions, lip synchronization and eye behavior.
Comput. Entertain., 2009

Video interviews.
Comput. Entertain., 2009

Procedural Hair Generation.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

VhCVE: A Collaborative Virtual Environment Including Facial Animation and Computer Vision.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

Tree Paths: A New Model for Steering Behaviors.
Proceedings of the Intelligent Virtual Agents, 9th International Conference, 2009

A Template-Matching Based Method to Perform Iris Detection in Real-Time Using Synthetic Templates.
Proceedings of the 11th IEEE International Symposium on Multimedia, 2009

2008
Event Detection Using Trajectory Clustering and 4-D Histograms.
IEEE Trans. Circuits Syst. Video Technol., 2008

Providing expressive gaze to virtual animated characters in interactive applications.
Comput. Entertain., 2008

Towards consistency in interactive storytelling: Tension arcs and dead-ends.
Comput. Entertain., 2008

2007
Editorial.
Vis. Comput., 2007

Normalpaint: an interactive tool for painting normal maps.
Vis. Comput., 2007

Understanding people motion in video sequences using Voronoi diagrams.
Pattern Anal. Appl., 2007

Using computer vision to simulate the motion of virtual agents.
Comput. Animat. Virtual Worlds, 2007

Planning algorithms for interactive storytelling.
Comput. Entertain., 2007

Automatic Generation of Expressive Gaze in Virtual Animated Characters: From Artists Craft to a Behavioral Animation Model.
Proceedings of the Intelligent Virtual Agents, 7th International Conference, 2007

Improving Narrative Consistency in Planning-Based Interactive Storytelling.
Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, 2007

Crowd simulation.
Springer, ISBN: 978-1-8462-8824-1, 2007

2006
Real-time generation of populated virtual cities.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2006

Detection of Unusual Motion Using Computer Vision.
Proceedings of the 19th Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2006), 2006

A Background Subtraction Model Adapted to Illumination Changes.
Proceedings of the International Conference on Image Processing, 2006

2005
Simulating virtual crowds in emergency situations.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2005

Groups and crowd simulation.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2005

Background Subtraction and Shadow Detection in Grayscale Video Sequences.
Proceedings of the 18th Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2005), 2005

Ontology-based crowd simulation for normal life situations.
Proceedings of the Computer Graphics International 2005, 2005

Simulation of large crowds in emergency situations including gaseous phenomena.
Proceedings of the Computer Graphics International 2005, 2005

Introducing narrative principles into planning-based interactive storytelling.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005

2003
A Rules-Based Model Used to Describe Group Dynamics for Games.
Proceedings of the 16th Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2003), 2003

A Model for Generating and Animating Groups of Virtual Agents.
Proceedings of the Intelligent Agents, 4th International Workshop, 2003

Modeling Individual Behaviors in Crowd Simulation.
Proceedings of the 16th International Conference on Computer Animation and Social Agents, 2003

2002
A Framework to Investigate Behavioural Models.
Proceedings of the 10-th International Conference in Central Europe on Computer Graphics, 2002

Intelligent Virtual Environment and Camera Control in Behavioural Simulation.
Proceedings of the 15th Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2002), 2002

Animating Virtual Humans Using Hand Postures.
Proceedings of the 15th Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2002), 2002

Building Artificial Memory to Autonomous Agents using Dynamic and Hierarchical Finite State Machine.
Proceedings of the Computer Animation 2002, 2002

2001
Hierarchical Model for Real Time Simulation of Virtual Human Crowds.
IEEE Trans. Vis. Comput. Graph., 2001

Behavioral Modeling of Virtual Human Actors.
RITA, 2001

Simulating Virtual Humans in Networked Virtual Environments.
Presence Teleoperators Virtual Environ., 2001

2000
A Paradigm for Controlling Virtual Humans in Urban Environment Simulations.
Appl. Artif. Intell., 2000

From one virtual actor to virtual crowds: requirements and constraints.
Proceedings of the Fourth International Conference on Autonomous Agents, 2000

1999
The COVEN project: exploring applicative, technical and usage dimensions of collaborative virtual environments.
Presence Teleoperators Virtual Environ., 1999

Guiding and Interacting with Virtual Crowds.
Proceedings of the Eurographics Workshop on Computer Animation and Simulation 1999, 1999

Level of Autonomy for Virtual Human Agents.
Proceedings of the Advances in Artificial Life, 5th European Conference, 1999

An Architecture to Guide Crowds Using a Rule-Based Behavior System.
Proceedings of the Third Annual Conference on Autonomous Agents, 1999

1998
Crowd modelling in collaborative virtual environments.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 1998

1997
A Model of Human Crowd Behavior : Group Inter-Relationship and Collision Detection Analysis.
Proceedings of the Eurographics Workshop on Computer Animation and Simulation 1997, 1997


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