activity
20192026
most citedUsing Big Five Personality Model to Detect Cultural Aspects in Crowds

25 citations · 79 across the 29 of their papers we have counts for

collaborators
Showing 2022Show all

7 papers · 1 filter

cs.MA2022★ 2 cited

Moving Virtual Agents Forward in Space and Time

Gabriel F. Silva, Paulo Knob, Carlos G. Johansson +2

This article proposes an adaptation from the model of Bianco for fast-forwarding agents in crowd simulation, which enables us to accurately fast forward agents in time. Besides bei…

cs.MA2022★ 5 cited

LODUS: A Multi-Level Framework for Simulating Environment and Population -- A Contagion Experiment on a Pandemic World

Gabriel Fonseca Silva, Vinícius Cassol, Amyr Borges Fortes Neto +4

Nowadays we are experiencing a way of life that never existed before. The pandemic has sharply changed our habits, customs, and behavior. In addition, a lot of work was suddenly re…

cs.HC2022★ 1 cited

Perception of Personality Traits in Crowds of Virtual Humans

Lucas Nardino, Enzo Krzmienszki, Vinícius Jurinic Cassol +6

This paper proposes a perceptual visual analysis regarding the personality of virtual humans. Many studies have presented findings regarding the way human beings perceive virtual h…

cs.HC2022★ 1 cited

WebCrowds: An Authoring Tool for Crowd Simulation

Gabriel Silva, Paulo Knob, Rubens Montanha +1

Crowd simulation is an area of research largely used in the game industry. From the movement of a single NPC to the movement of an entire army, crowd simulation methods can be used…

cs.DL2022★ 7 cited

Gender Representation in Brazilian Computer Science Conferences

Natália Dal Pizzol, Eduardo Dos Santos Barbosa, Soraia Raupp Musse

This study presents an automated bibliometric analysis of 6569 research papers published in thirteen Brazilian Computer Science Society (SBC) conferences from 1999 to 2021. Our pri…

cs.HC2022

Can gender categorization influence the perception of animated virtual humans?

V. Araujo, D. Schaffer, A. B. Costa +1

Animations have become increasingly realistic with the evolution of Computer Graphics (CG). In particular, human models and behaviors were represented through animated virtual huma…