Katja Zibrek

ORCID: 0000-0002-0204-3472
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About
Contact & Profiles
Research Areas
  • Virtual Reality Applications and Impacts
  • Action Observation and Synchronization
  • Human Motion and Animation
  • Social Robot Interaction and HRI
  • Human Pose and Action Recognition
  • Evolutionary Psychology and Human Behavior
  • Face Recognition and Perception
  • Color perception and design
  • Video Analysis and Summarization
  • Face recognition and analysis
  • Aesthetic Perception and Analysis
  • Visual perception and processing mechanisms
  • Evacuation and Crowd Dynamics
  • Personality Traits and Psychology
  • Media Influence and Health
  • Human-Automation Interaction and Safety
  • Multisensory perception and integration
  • Visual Attention and Saliency Detection
  • Traffic and Road Safety
  • Media, Gender, and Advertising
  • Color Science and Applications
  • Categorization, perception, and language
  • Data Visualization and Analytics
  • Computer Graphics and Visualization Techniques
  • 3D Shape Modeling and Analysis

Centre National de la Recherche Scientifique
2020-2024

Institut de Recherche en Informatique et Systèmes Aléatoires
2020-2024

Université de Rennes
2020-2024

Trinity College Dublin
2013-2024

Institut national de recherche en informatique et en automatique
2020-2024

Inria Rennes - Bretagne Atlantique Research Centre
2020-2022

Trinity College
2018

Virtual characters that appear almost photo-realistic have been shown to induce negative responses from viewers in traditional media, such as film and video games. This effect, described the uncanny valley, is reason why realism often avoided when aim create an appealing virtual character. In Reality, there few attempts investigate this phenomenon implications of rendering with high levels on user enjoyment. paper, we conducted a large-scale experiment over one thousand members public order...

10.1109/tvcg.2018.2794638 article EN IEEE Transactions on Visualization and Computer Graphics 2018-01-23

Virtual characters contribute strongly to the entire visuals of 3D animated films. However, designing believable remains a challenging task. Artists rely on stylization increase appeal or expressivity, exaggerating softening specific features. In this paper we analyze two most influential factors that define how character looks: shape and material. With help artists, design set carefully crafted stimuli consisting different levels for both parameters, combinations affect perceived realism,...

10.1145/2816795.2818126 article EN ACM Transactions on Graphics 2015-10-27

In this paper, we investigate the effect of a realism mismatch in voice and appearance photorealistic virtual character both immersive screen-mediated contexts. While many studies have investigated attributes for robots, not much is known about naturalness has on perception realistic characters. We conducted first experiment Virtual Reality (VR) with over two hundred participants investigating between unrealistic feeling presence, emotional response user to expressing strong negative...

10.1016/j.cag.2022.03.009 article EN cc-by Computers & Graphics 2022-03-31

In recent years, the quality of real-time rendering has reached new heights—realistic reflections, physically based materials, and photometric lighting are all becoming commonplace in modern game engines even interactive virtual environments, such as reality (VR). As strive for realism continues, there is a need to investigate effect photorealism on users’ perception, particularly interactive, emotional scenarios VR. this article, we explored three main topics, where predicted will make...

10.1145/3349609 article EN ACM Transactions on Applied Perception 2019-07-31

In human interaction, people will keep different distances from each other depending on their gender. For example, males stand further away and closer to females. Previous studies in virtual reality (VR), where were interacting with humans, showed a similar result. However, many variables influence proximity, such as appearance characteristics of the character (e.g., attractiveness). Our study focuses proximity walkers, gender could be recognised motion only, since previous using point-light...

10.1145/3419985 article EN ACM Transactions on Applied Perception 2020-10-31

Delivering appealing virtual characters conveying personality is becoming extremely important in the entertainment industry and beyond. A theory called 'Uncanny Valley' has been used to describe phenomenon that appearance of a character can contribute negative/positive audience reactions [Mori 1970]. Since style render strongly changes appearance, we investigate whether difference indirectly influence reaction, which measure based on perception personality. Based psychology research, first...

10.1145/2628257.2628270 article EN 2014-07-29

Recent advances in rendering and data-driven animation have enabled the creation of compelling characters with impressive levels realism. While techniques can produce animations that are extremely faithful to original motion, many challenging problems remain because high complexity human motion. A better understanding factors make motion recognizable appealing would be great value industries where creating a variety virtual realistic is required. To investigate these issues, we captured...

10.1145/2508363.2508367 article EN ACM Transactions on Graphics 2013-11-01

In recent years, there has been much research and media attention devoted to investigating virtual reality environments. this paper, we are if differences in how characters perceived immersive as opposed more common, screen-based We were particularly interested the spatial components play an important part perception of interactive, game-like settings, where can either be controlled (avatars) or observed (agents). focus on subjective reports realism, affinity, co-presence agency. Since...

10.1145/3119881.3119887 article EN 2017-09-12

Graphical realism and the naturalness of voice used are important aspects to consider when designing a virtual agent or character.In this work, we evaluate how synthetic speech impacts people's perceptions rendered character.Using controlled experiment, focus on role that speech, in particular expressiveness form personality, has assessment level character perceptions.We found people rated real human as more expressive, understandable likeable than expressive developed.Contrary our...

10.21437/interspeech.2017-325 article EN Interspeech 2022 2017-08-16

This course will introduce students, researchers and digital artists to the recent results in perceptual research on virtual characters. It covers both how technical artistic aspects that constitute appearance of a character influence human perception. We report studies addressed low-level cues like facial proportions, shading or level detail higher-level such as behavior stylization. place emphasis are encountered during development, animation, achieving consistency between visuals...

10.1145/3305366.3328101 article EN 2019-07-28

Photorealism of virtual characters and environments is becoming more achievable in Virtual Reality (VR). With this development comes the need for further investigation into role it plays on people's responses to characters. Whether or not these improvements make any difference perception response towards character was central question present study. In order evaluate this, we designed a within-subjects experiment, where participants were embodied high-fidelity body VR observing an animated...

10.1145/3359566.3360064 article EN 2019-10-25

Lighting has been used to enhance emotion and appeal of characters for centuries, from paintings in the Renaissance modern-day digital arts. In VFX animation studios, lighting is considered as important modelling, shading, or rigging. Most existing work focuses on either empirical best-practice created by artists centuries perception with basic shapes. contrast, our effect emotional characters. Our study presents an extensive set novel perceptual experiments designed investigate effects...

10.1145/3383195 article EN ACM Transactions on Graphics 2020-04-17

OPINION article Front. Psychol., 04 October 2021 | https://doi.org/10.3389/fpsyg.2021.705448

10.3389/fpsyg.2021.705448 article EN cc-by Frontiers in Psychology 2021-10-04

Abstract The real‐time simulation of human crowds has many applications. In a typical crowd simulation, each person ('agent') in the moves towards goal while adhering to local constraints. Many algorithms exist for specific ‘steering’ tasks such as collision avoidance or group behavior. However, these do not easily extend completely new types behavior, circling around another agent hiding behind an obstacle. They also tend focus purely on agent's velocity without explicitly controlling its...

10.1111/cgf.14491 article EN Computer Graphics Forum 2022-05-01

In this article, we investigate the perception of gender from motion virtual humans under different emotional conditions and explore effect bias on (e.g., anger being attributed to males more than females). As types can present levels physiological cues, also how two (walking conversations) are affected by bias. Walking typically displays cues about hip sway) therefore is expected be less To these effects, used a corpus captured facial body motions four male female actors, performing basic...

10.1145/2767130 article EN ACM Transactions on Applied Perception 2015-07-21

In this paper, we conducted a perceptual experiment to determine if specific personality traits can be portrayed through eye and head movement in the absence of other facial animation cues. We created collection motions captured from three female actors portraying different personalities, while listening instructional videos. between-groups experiment, tested perception on realistic model cartoon stylisation order positively influence perceived or is more easily identified face. Our results...

10.1145/2804408.2804424 article EN 2015-09-13

In this paper, we investigate the ability of humans to determine gender conversing characters, based on facial and body cues for emotion. We used a corpus simultaneously captured motions from four male female actors. our Gender Rating task, participants were asked rate how or they considered be, under different emotional states. Emotion Recognition classify emotions, in order accurately perceived those emotions were. found that perception was affected by emotion, where certain facilitated...

10.1145/2492494.2492510 article EN 2013-08-22

Blendshape facial rigs are used extensively in the industry for animation of virtual humans. However, storing and manipulating large numbers meshes (blendshapes) is costly terms memory computation gaming applications. comprised sets semantically-meaningful expressions, which govern how expressive character will be, often based on Action Units from Facial Coding System (FACS). relative perceptual importance blendshapes has not yet been investigated. Research Psychology Neuroscience shown that...

10.1016/j.cag.2021.07.022 article EN cc-by Computers & Graphics 2021-08-08

Nonverbal communication is paramount in daily life, as well populated virtual reality (VR) environments. In this paper, we focused on gaze behaviour, which key to initiate and drive social interactions. Previous work photographs agents showed the importance of gaze, even presence multiple stimuli, by demonstrating stare-in-the-crowd effect: humans detect faster observe gazes directed towards them longer than averted ones. While previous studies static scenarios, fail representing complexity...

10.1145/3605495.3605796 article EN ACM Symposium on Applied Perception 2023-07-20

In this paper, we investigate the effect of a realism mismatch in voice and appearance photorealistic virtual character reality. While many studies have investigated attributes for robots, not much is known about naturalness has on perception realistic characters. We conducted an experiment Virtual Reality (VR) with over two hundred participants investigating between unrealistic feeling presence, emotional response user to expressing strong negative emotion (sadness, guilt). predicted that...

10.1145/3487983.3488296 article EN 2021-11-05

Abstract Generating realistic animated virtual humans is a problem that has been extensively studied with many applications in different types of environments. However, the creation process such animations challenging, especially because number and variety influencing factors, should then be identified evaluated. In this paper, we attempt to provide clearer understanding how multiple factors have literature impact level realism humans, by providing survey studies assessing their realism....

10.1111/cgf.15064 article EN Computer Graphics Forum 2024-04-30

Nonverbal cues are paramount in real-world interactions. Among these cues, gaze has received much attention the literature. In particular, previous work shown a search asymmetry between directed and averted towards observer using photographic stimuli, with faster detection longer fixation by observer. This is known as stare-in-the-crowd effect. this study, we investigate whether stare-in-the crowd effect preserved Virtual Reality (VR). To end, designed within-subject experiment where 30...

10.1109/vr51125.2022.00047 article EN 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2022-03-01

Blendshape facial rigs are used extensively in the industry for animation of virtual humans. However, storing and manipulating large numbers meshes is costly terms memory computation gaming applications, yet relative perceptual importance blendshapes has not been investigated. Research Psychology Neuroscience shown that our brains process faces differently than other objects, so we postulate perception expressions will be feature-dependent rather based purely on amount movement required to...

10.1145/3424636.3426904 article EN 2020-10-16
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