Exploració per autor "Pelechano Gómez, Núria"
Ara es mostren els items 40-54 de 54
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La realidad virtual en el aprendizaje de historia mediante la interacción con humanoides virtuales
Muñoz, Albert; Besora Vilardaga, Isaac; Creus López, Carles; Pelechano Gómez, Núria; Brunet Crosa, Pere; Beacco Porres, Alejandro (2009)
Text en actes de congrés
Accés obertLa realidad virtual ofrece la posibilidad de interactuar de manera inmersiva en mundos virtuales 3D. Estos mundos virtuales pueden ser representaciones de otros momentos históricos que permiten al usuario explorar los ... -
Modeling crowd and trained leader behavior during building evacuation
Pelechano Gómez, Núria; Badler, Norman (2006-11)
Article
Accés obertThis article considers animating evacuation in complex buildings by crowds who might not know the structure’s connectivity, or who find routes accidentally blocked. It takes into account simulated crowd behavior under two ... -
Multi-agent parallel hierarchical path finding in navigation meshes (MA-HNA*)
Rahmani, Vahid; Pelechano Gómez, Núria (2020-02)
Article
Accés obertOne of the main challenges in video games is to compute paths as efficiently as possible for groups of agents. As both the size of the environments and the number of autonomous agents increase, it becomes harder to obtain ... -
Multi-domain real-time planning in dynamic environments
Kapadia, Mubbasir; Beacco Porres, Alejandro; Garcia, Francisco; Reddy, Vivek; Pelechano Gómez, Núria; Badler, Norman I. (2013)
Comunicació de congrés
Accés restringit per política de l'editorialThis paper presents a real-time planning framework for multi-character navigation that enables the use of multiple heterogeneous problem domains of differing complexities for navigation in large, complex, dynamic virtual ... -
Output-sensitive rendering of detailed animated characters for crowd simulation
Spanlang, Bernhard; Andújar Gran, Carlos Antonio; Pelechano Gómez, Núria; Beacco Porres, Alejandro (2010)
Text en actes de congrés
Accés restringit per política de l'editorialRendering detailed animated characters is a major limiting factor in crowd simulation. In this paper we present a new representation for 3D animated characters which supports output-sensitive rendering. Each character is ... -
Procedural crowd generation for semantically augmented virtual cities
Roglà Pujalt, Otger; Patow, Gustavo Ariel; Pelechano Gómez, Núria (2021-10)
Article
Accés obertAuthoring meaningful crowds to populate a virtual city can be a cumbersome, time-consuming and an error-prone task. In this work, we present a new framework for authoring populated environments in an easier and faster way, ... -
Procedural semantic cities
Roglà Pujalt, Otger; Pelechano Gómez, Núria; Patow, Gustavo Ariel (European Association for Computer Graphics (Eurographics), 2017)
Text en actes de congrés
Accés obertProcedural modeling of virtual cities has achieved high levels of realism with little effort from the user. One can rapidly obtain a large city using off-the-shelf software based on procedural techniques, such as the use ... -
Simulating real-life scenarios to better understand the spread of diseases under different contexts
Blanco Guerra, Rafael Andrés; Patow, Gustavo Ariel; Pelechano Gómez, Núria (Springer, 2024-02-01)
Article
Accés obertCurrent statistical models to simulate pandemics miss the most relevant information about the close atomic interactions between individuals which is the key aspect of virus spread. Thus, they lack a proper visualization ... -
Smooth transitioning between two walking metaphors for virtual reality applications
Salvetti, Isadora; Ríos Jerez, Alejandro; Pelechano Gómez, Núria (European Association for Computer Graphics (Eurographics), 2019)
Text en actes de congrés
Accés obertVirtual navigation should be as similar as possible to how we move in the real world, however the limitations of hardware and physical space make this a challenging problem. Tracking natural walk is only feasible when the ... -
SparsePoser: Real-time full-body motion reconstruction from sparse data
Pontón Martínez, José Luis; Yun, Haoran; Aristidou, Andreas; Andújar Gran, Carlos Antonio; Pelechano Gómez, Núria (2023-10-31)
Article
Accés obertAccurate and reliable human motion reconstruction is crucial for creating natural interactions of full-body avatars in Virtual Reality (VR) and entertainment applications. As the Metaverse and social applications gain ... -
The impact of animations in the perception of a simulated crowd
Molina López, Elena; Ríos Jerez, Alejandro; Pelechano Gómez, Núria (Springer, 2021)
Capítol de llibre
Accés obertSimulating virtual crowds is an important challenge in many areas such as games and virtual reality applications. A lot of effort has been dedicated to improving pathfinding, collision avoidance, or decision making, to ... -
The Rocketbox library and the utility of freely available rigged avatars
Gonzalez-Franco, Mar; Ofek, Eyal; Pan, Ye; Antley, Angus; Steed, Anthony; Spanlang, Bernhard; Maselli, Antonella; Banakou, Domna; Pelechano Gómez, Núria; Orts-Escolano, Sergio; Orvalho, Veronica; Trutoiu, Laura; Wójcik, Markus; Sanchez-Vives, Maria V.; Bailenson, Jeremy; Slater, Mel; Lanier, Jaron (2020-11-03)
Article
Accés obertAs part of the open sourcing of the Microsoft Rocketbox avatar library for research and academic purposes, here we discuss the importance of rigged avatars for the Virtual and Augmented Reality (VR, AR) research community. ... -
Towards a human-like approach to path finding
Rahmani, Vahid; Pelechano Gómez, Núria (Elsevier, 2022-02)
Article
Accés obertPath finding for autonomous agents has been traditionally driven by finding optimal paths, typically by using A* search or any of its variants. When it comes to simulating virtual humanoids, traditional approaches rarely ... -
Users’ locomotor behavior in collaborative virtual reality
Ríos Jerez, Alejandro; Palomar Soler, Marc; Pelechano Gómez, Núria (Association for Computing Machinery (ACM), 2018)
Text en actes de congrés
Accés restringit per política de l'editorialThis paper presents a virtual reality experiment in which two participants share both the virtual and the physical space while performing a collaborative task. We are interested in studying what are the differences in human ... -
VR-assisted architectural design in a heritage site: the Sagrada Família case study
Andújar Gran, Carlos Antonio; Brunet Crossa, Pere; Buxareu, Jeronimo; Fons Sánchez, Joan; Laguarda, Narcis; Pascual, Jordi; Pelechano Gómez, Núria (European Association for Computer Graphics (Eurographics), 2018)
Text en actes de congrés
Accés obertVirtual Reality (VR) simulations have long been proposed to allow users to explore both yet-to-built buildings in architectural design, and ancient, remote or disappeared buildings in cultural heritage. In this paper we ...