Computer Animation and Virtual Worlds

Papers
(The TQCC of Computer Animation and Virtual Worlds is 2. The table below lists those papers that are above that threshold based on CrossRef citation counts [max. 250 papers]. The publications cover those that have been published in the past four years, i.e., from 2020-11-01 to 2024-11-01.)
ArticleCitations
ExpressGesture: Expressive gesture generation from speech through database matching24
The realm of metaverse: A survey23
Exploring evolution of augmented and virtual reality education space in 2020 through systematic literature review20
Building information modeling indoor path planning: A lightweight approach for complex BIM building14
Comparing technologies for conveying emotions through realistic avatars in virtual reality‐based metaverse experiences13
X‐person asymmetric interaction in virtual and augmented realities12
Enhancing Emotional Experience by Building Emotional Virtual Characters in VR Volleyball Games11
AFF‐Dehazing: Attention‐based feature fusion network for low‐light image Dehazing11
SCANET: Improving multimodal representation and fusion with sparse‐ and cross‐attention for multimodal sentiment analysis10
Virtual reconstruction of the ancient city of Karakorum10
The use of virtual reality in the training of professionals: with the example of firefighters10
OVS‐Net: An effective feature extraction network for optical coherence tomography angiography vessel segmentation10
Toward understanding embodied human‐virtual character interaction through virtual and tactile hugging10
A review of collision detection for deformable objects9
PhyCoVIS: A visual analytic tool of physical coordination for cheer and dance training8
FaceCaps for facial expression recognition8
Bidirectional temporal feature for 3D human pose and shape estimation from a video7
Fusing surveillance videos and three‐dimensional scene: A mixed reality system7
ASFNet: Adaptive multiscale segmentation fusion network for real‐time semantic segmentation7
SCPA‐Net: Self‐calibrated pyramid aggregation for image dehazing7
DCR‐Net: Dilated convolutional residual network for fashion image retrieval7
Tooth instance segmentation based on capturing dependencies and receptive field adjustment in cone beam computed tomography7
Holographic sign language avatar interpreter: A user interaction study in a mixed reality classroom7
Modeling crowd emotion from emergent event video7
An encoder‐decoder based CNN architecture using end to end dehaze and detection network for proper image visualization and detection7
UGSC‐GAN: User‐guided sketch colorization with deep convolution generative adversarial networks7
The “rebirth” of traditional musical instrument: An interactive installation based on augmented reality and somatosensory technology to empower the exhibition of chimes6
Human‐virtual crowd interaction: Towards understanding the effects of crowd avoidance proximity in an immersive virtual environment6
AeS‐GCN: Attention‐enhanced semantic‐guided graph convolutional networks for skeleton‐based action recognition6
3D scanning digital models for virtual museums6
Interactive multi‐character motion retargeting6
Disentangling audio content and emotion with adaptive instance normalization for expressive facial animation synthesis6
Design and evaluation of postural interactions between users and a listening virtual agent during a simulated job interview6
Local control editing paradigms for part‐based 3D face morphable models5
CEBOW: A Cloud‐Edge‐Browser Online Web3D approach for visualizing large BIM scenes5
ORCANet: Differentiable multi‐parameter learning for crowd simulation5
The role of digital interactive technology in cultural heritage learning: Evaluating a mid‐air gesture‐based interactive media of Ruihetu5
A “magic world” for children: Design and development of a serious game to improve spatial ability5
Human posture tracking with flexible sensors for motion recognition5
Parallel‐branch network for 3D human pose and shape estimation in video5
Exploring the influencing factors of wall‐following behavior in a virtual reality fire evacuation game5
Using a social robot for children with autism: A therapist‐robot interactive model5
Synthesizing Large‐Scale Fluid Simulations with Surface and Wave Foams via Sharp Wave Pattern and Cloudy Foam5
RAIF: A deep learning‐based architecture for multi‐modal aesthetic biometric system4
Research on occlusion block face recognition based on feature point location4
Distillation of human–object interaction contexts for action recognition4
Interactive exploration of drapes by simulation parameters4
Path planning for multiple agents in an unknown environment using soft actor critic and curriculum learning4
Simulation‐as‐a‐Service: Analyzing Crowd Movements in Virtual Environments4
Generation of multiagent animation for object transportation using deep reinforcement learning and blend‐trees4
Deep boundary‐aware semantic image segmentation4
Muscle‐driven virtual human motion generation approach based on deep reinforcement learning4
Power‐VR: Interactive 3D virtual environment to increase motivation levels of powerlifters during training sessions4
Dense multiview stereo based on image texture enhancement3
Semantic interaction learning for fine‐grained vehicle recognition3
KeyFrame extraction for human motion capture data via multiple binomial fitting3
Angle based hand gesture recognition using graph convolutional network3
Parallel realistic visualization of particle‐based fluid3
State‐of‐the‐art improvements and applications of position based dynamics3
Stereoscopic 3D teaching material usability analysis for interactive boards3
Evaluation of particle‐based smoothed particle hydrodynamics boundary handling approaches in computer animation3
VDN: Variant‐depth network for motion deblurring3
Multiagent evacuation framework for a virtual fire emergency scenario based on generative adversarial imitation learning3
The uncanny valley of a virtual animal3
Role‐based attention in deep reinforcement learning for games3
A semantic‐driven generation of 3D Chinese opera performance scenes3
Experts' review of a virtual environment for virtual clinical simulation in South Africa3
Functional narrative animation as visual feedback for interactions in 3D visualization3
A 3D visualization‐based augmented reality application for brain tumor segmentation3
Trajectory‐BERT: Pre‐training and fine‐tuning bidirectional transformers for crowd trajectory enhancement3
Interactive learning in the classroom: A mobile augmented reality assistance application for learning3
A linear wave propagation‐based simulation model for dense and polarized crowds3
SeTGAN: Semantic‐text guided face image generation3
Detecting color boundaries on 3D surfaces by applying edge‐detection image filters on a quad‐remeshing3
Engagement estimation of the elderly from wild multiparty human–robot interaction3
Controlling StyleGANs using rough scribbles via one‐shot learning2
Automatic image caption generation using deep learning and multimodal attention2
How generous interface affect user experience and behavior: Evaluating the information display interface for museum cultural heritage2
Intelligent recognition of portrait sketch components for child autism assessment2
Personalized facial makeup transfer based on outline correspondence2
Learning‐based pose edition for efficient and interactive design2
An interaction design model for virtual reality mindfulness meditation using imagery‐based transformation and positive feedback2
Laplacian face blending2
Interacting with virtual instructors: The effect of gender and years of study on the perception of in‐game instructors2
Using scaffolding theory in serious games to enhance traditional Chinese murals culture learning2
Continuous remeshing for inverse rendering2
Spatial semantic graph enhanced monocular SLAM System2
DeepHistory: A convolutional neural network for automatic animation of museum paintings2
Generation of cart‐pulling animation in a multiagent environment using deep learning2
Dynamic leader role modeling for self‐organizing crowd evacuation simulation2
Vision sensor‐based SLAM problem for small UAVs in dynamic indoor environments2
GestureTeach: A gesture guided online teaching interactive model2
Improved divergence‐free smoothed particle hydrodynamics via priority of divergence‐free solver and SOR2
DeepORCA: Realistic crowd simulation for varying scenes2
Single‐view procedural braided hair modeling through braid unit identification2
Anchor‐based crowd formation transformation2
AEGAN: Generating imperceptible face synthesis via autoencoder‐based generative adversarial network2
Multi‐level tetrahedralization‐based accelerator for ray‐tracing animated scenes2
Iris recognition based on few‐shot learning2
The effect of task specific aids on students' performance and minimization of cognitive load in a virtual reality chemistry laboratory2
Region feature smoothness assumption for weakly semi‐supervised crowd counting2
Exploring the effects of virtual hand appearance on midair typing efficiency2
Deep learning for assessing the aesthetics of professional photographs2
Modeling craftspeople for cultural heritage: A case study2
Is the avatar scared? Pupil as a perceptual cue2
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