Carlos Andujar

Dr. Carlos Andujar

orcid

Research Focus & Metrics

Academic Career Length

31Years (1996-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 May 2013 in Computers & Graphics
Verified
Journal Article
Closed access
FAFerran Argelaguet
Ferran Argelaguet
CACarlos Andujar
Carlos Andujar

23 July 2019 in IEEE Transactions on Affective Computing
Verified
Journal Article
Closed access
JJJulio Cezar Silveira Jacques Junior
Julio Cezar Silveira Jacques Junior
YGYagmur Gucluturk
Yagmur Gucluturk
MPMarc Perez
Marc Perez
UGUmut Guclu
Umut Guclu
CACarlos Andujar
Carlos Andujar
Sergio EscaleraSergio Escalera
Sergio Escalera
Personality analysis has been widely studied in psychology, neuropsychology, and signal processing fields, among others. From the past few years, it also became an attractive research area in visual computing. From the computational point of view, by far speech and text have been the most considered cues of information for analyzing personality. However, recently there has been an increasing interest from the computer vision community in analyzing personality from visual data. Recent computer vision approaches are able to accurately analyze human faces, body postures and behaviors, and use these information to infer apparent personality traits. Because of the overwhelming research interest in this topic, and of the potential impact that this sort of methods could have in society, we present in this paper an up-to-date review of existing vision-based approaches for apparent personality trait recognition. We describe seminal and cutting edge works on the subject, discussing and comparing their distinctive features and limitations. Future venues of research in the field are identified and discussed. Furthermore, aspects on the subjectivity in data labeling/evaluation, as well as current datasets and challenges organized to push the research on the field are reviewed.

27 August 2004 in Computer Graphics Forum
Verified
Journal Article
Closed access
PDF file
CACarlos Andujar
Carlos Andujar
PVPere-Pau Vázquez
Pere-Pau Vázquez
MFM. Fairén
M. Fairén

1 November 2009 in IEEE Computer Graphics and Applications
Verified
Journal Article
Closed access
FAF. Argelaguet
F. Argelaguet
CACarlos Andujar
Carlos Andujar
In this article, we study the impact of such eye-hand visibility mismatch on selection tasks performed with hand-rooted pointing techniques. We propose a new mapping for ray control, called Ray Casting from the Eye (RCE), which attempts to overcome this mismatch's negative effects. In essence, RCE combines the benefits of image-plane techniques (the absence of visibility mismatch and continuity of the ray movement in screen space) with the benefits of ray control through hand rotation (requiring less physical hand movement). This article builds on a previous study on the impact of eye-to-hand separation on 3D pointing selection. Here, we provide empirical evidence that RCE clearly outperforms classic ray casting (RC) selection, both in sparse and cluttered scenes.

31 October 2023 in ACM Transactions on Graphics
Verified
Journal Article
Open access
JPJose Luis Ponton
Jose Luis Ponton
HYHaoran Yun
Haoran Yun
Andreas AristidouAndreas Aristidou
Andreas Aristidou
CACarlos Andujar
Carlos Andujar
NPNuria Pelechano
Nuria Pelechano
Accurate 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 popularity, users are seeking cost-effective solutions to create full-body animations that are comparable in quality to those produced by commercial motion capture systems. In order to provide affordable solutions though, it is important to minimize the number of sensors attached to the subject’s body. Unfortunately, reconstructing the full-body pose from sparse data is a heavily under-determined problem. Some studies that use IMU sensors face challenges in reconstructing the pose due to positional drift and ambiguity of the poses. In recent years, some mainstream VR systems have released 6-degree-of-freedom (6-DoF) tracking devices providing positional and rotational information. Nevertheless, most solutions for reconstructing full-body poses rely on traditional inverse kinematics (IK) solutions, which often produce non-continuous and unnatural poses. In this article, we introduce SparsePoser, a novel deep learning-based solution for reconstructing a full-body pose from a reduced set of six tracking devices. Our system incorporates a convolutional-based autoencoder that synthesizes high-quality continuous human poses by learning the human motion manifold from motion capture data. Then, we employ a learned IK component, made of multiple lightweight feed-forward neural networks, to adjust the hands and feet toward the corresponding trackers. We extensively evaluate our method on publicly available motion capture datasets and with real-time live demos. We show that our method outperforms state-of-the-art techniques using IMU sensors or 6-DoF tracking devices, and can be used for users with different body dimensions and proportions.

1 April 2002 in ACM Transactions on Graphics
Verified
Journal Article
Open access
CACarlos Andujar
Carlos Andujar
PBPere Brunet
Pere Brunet
DADolors Ayala
Dolors Ayala
This paper presents a new approach for generating coarse-level approximations of topologically complex models. Dramatic topology reduction is achieved by converting a 3D model to and from a volumetric representation. Our approach produces valid, error-bounded models and supports the creation of approximations that do not interpenetrate the original model, either being completely contained in the input solid or bounding it. Several simple to implement versions of our approach are presented and discussed. We show that these methods perform significantly better than other surface-based approaches when simplifying topologically-rich models such as scene parts and complex mechanical assemblies.