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Going Through, Going Around: A Study on Individual Avoidance of Groups.

, , and . IEEE Trans. Vis. Comput. Graph., 21 (4): 520-528 (2015)

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Eye-Gaze Activity in Crowds: Impact of Virtual Reality and Density., , , , , and . VR, page 322-331. IEEE, (2020)Effect of Social Settings on Proxemics During Social Interactions in Real and Virtual Conditions., , , , , , , , and . EuroVR, volume 12499 of Lecture Notes in Computer Science, page 3-19. Springer, (2020)Avoiding virtual humans in a constrained environment: Exploration of novel behavioural measures., , , , and . Comput. Graph., (February 2023)GREIL-Crowds: Crowd Simulation with Deep Reinforcement Learning and Examples., , , , and . ACM Trans. Graph., 42 (4): 137:1-137:15 (August 2023)Crowds of moving objects: navigation planning and simulation., , and . SIGGRAPH Classes, page 54:1-54:7. ACM, (2008)Exploring behaviour towards avatars and agents in immersive virtual environments with mixed-agency interactions., , , , and . VR Workshops, page 140-143. IEEE, (2021)Social Ways: Learning Multi-Modal Distributions of Pedestrian Trajectories With GANs., , and . CVPR Workshops, page 2964-2972. Computer Vision Foundation / IEEE, (2019)A Local Behavior Model for Small Pedestrian Groups., , , , and . CAD/Graphics, page 275-281. IEEE Computer Society, (2011)Walk this way: Evaluating the effect of perceived gender and attractiveness of motion on proximity in virtual reality., , , , , and . VR Workshops, page 169-170. IEEE, (2020)Effect of Virtual Human Gaze Behaviour During an Orthogonal Collision Avoidance Walking Task., , , , , and . VR, page 136-142. IEEE Computer Society, (2018)