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State of the Art in Hand and Finger Modeling and Animation., , , , , and . Comput. Graph. Forum, 34 (2): 735-760 (2015)Modeling and Animating Virtual Humans., , , , and . Int. J. Virtual Real., 6 (4): 11-20 (2007)Guiding gaze: expressive models of reading and face scanning., , , , , and . ETRA, page 25:1-25:9. ACM, (2019)An Empirical Evaluation of Visuo-Haptic Feedback on Physical Reaching Behaviors During 3D Interaction in Real and Immersive Virtual Environments., , , and . ACM Trans. Appl. Percept., 13 (4): 19:1-19:21 (2016)Trade-offs between responsiveness and naturalness for player characters., and . MIG, page 61-70. ACM, (2014)MedAIcine: A Pilot Project on the Social and Ethical Aspects of AI in Medical Imaging., , and . HCI (43), volume 1832 of Communications in Computer and Information Science, page 455-462. Springer, (2023)How Important are Detailed Hand Motions for Communication for a Virtual Character Through the Lens of Charades?, , , , , , and . ACM Trans. Graph., 42 (3): 27:1-27:16 (2023)Dancing alice: exploring embodied pedagogical strategies for learning computational thinking., , , , and . SIGCSE, page 91-96. ACM, (2014)Real-Time Conversational Gaze Synthesis for Avatars., , and . MIG, page 17:1-17:7. ACM, (2023)Eye movement synthesis with 1/f pink noise., , , , , and . MIG, page 47-56. ACM, (2015)