Browsing CLIPE 2024 by Issue Date
Now showing items 1-7 of 7
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LexiCrowd: A Learning Paradigm towards Text to Behaviour Parameters for Crowds
(The Eurographics Association, 2024)Creating believable virtual crowds, controllable by high-level prompts, is essential to creators for trading-off authoring freedom and simulation quality. The flexibility and familiarity of natural language in particular, ... -
Embodied Augmented Reality for Lower Limb Rehabilitation
(The Eurographics Association, 2024)Immersive platforms have emerged as valuable tools in rehabilitation, with potential to enhance patient engagement and recovery outcomes. Addressing the limitations of traditional Virtual Reality (VR) setups that restrict ... -
Interacting with a Virtual Cyclist in Mixed Reality Affects Pedestrian Walking
(The Eurographics Association, 2024)When walking in shared traffic spaces, the nearby presence and movement of other pedestrians and cyclists can prompt individuals to make speed and path adjustments to avoid potential collisions. The study of such collision ... -
A CRITS Foray Into Cultural Heritage: Background Characters For The SHELeadersVR Project
(The Eurographics Association, 2024)This article presents CRITS, a software framework designed to enhance virtual environments, particularly in the context of cultural heritage and immersive learning simulations. CRITS enables the easy integration of autonomous, ... -
Overcoming Challenges of Cycling Motion Capturing and Building a Comprehensive Dataset
(The Eurographics Association, 2024)This article describes a methodology for capturing cyclist motion using motion capture (mocap) hardware. It also details the creation of a comprehensive dataset that will be publicly available. The methodology involves a ... -
CLIPE 2024: Frontmatter
(The Eurographics Association, 2024) -
Capture and Automatic Production of Digital Humans in Real Motion with a Temporal 3D Scanner
(The Eurographics Association, 2024)The demand for virtual human characters in Extended Realities (XR) is growing across industries from entertainment to healthcare. Achieving natural behaviour in virtual environments requires digitizing real-world actions, ...