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A modular framework for deformation and fracture using GPU shaders., , and . VSMM, page 267-274. IEEE, (2012)Pedestrian simulation as multi-objective reinforcement learning., , , , and . IVA, page 307-312. ACM, (2018)Änd then what happens?": Promoting Children's Verbal Creativity Using a Robot., , , , , , and . HRI, page 71-79. IEEE / ACM, (2022)Expressive virtual characters for social demonstration games., , , , and . VS-GAMES, page 217-224. IEEE Computer Society, (2017)Evaluating the perception of group emotion from full body movements in the context of virtual crowds., , and . SAP, page 7-14. ACM, (2014)Bottom-Up Visual Attention for Virtual Human Animation., and . CASA, page 111-117. IEEE Computer Society, (2003)How Does Varying Gaze Direction Affect Interaction between a Virtual Agent and Participant in an On-Line Communication Scenario?, , and . HCI (16), volume 8525 of Lecture Notes in Computer Science, page 305-316. Springer, (2014)Criticality-based Collision Avoidance Prioritization for Crowd Navigation., , and . HAI, page 153-161. ACM, (2019)Rock Your Story: Effects of Adapting Personality Behavior through Body Movement on Story Recall., and . HAI, page 241-243. ACM, (2019)Introducing Computer Game Technologies in a Mathematical Modelling and Simulation Course., and . SIGRAD, volume 120 of Linköping Electronic Conference Proceedings, page 120:010. Linköping University Electronic Press, (2015)