Ghazanfar Ali

Dr. Ghazanfar Ali

University of Science and Technology(UST)
orcid

Research Focus & Metrics

Academic Career Length

8Years (2019-Present)

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

Representative Publications

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1 July 2019
Verified
Conference Paper
Open access
Ghazanfar AliGhazanfar Ali
Ghazanfar Ali
HLHong-Quan Le
Hong-Quan Le
JKJunho Kim
Junho Kim
SHSeung-Won Hwang
Seung-Won Hwang
JHJae-In Hwang
Jae-In Hwang

1 July 2020 in Computer Animation and Virtual Worlds
Verified
Journal Article
Closed access
PDF file
Ghazanfar AliGhazanfar Ali
Ghazanfar Ali
Myungho LeeMyungho Lee
Myungho Lee
JHJae-In Hwang
Jae-In Hwang

19 March 2021 in Applied Sciences
Verified
Journal Article
Open access
PDF file
Hanseob KimHanseob Kim
Hanseob Kim
Ghazanfar AliGhazanfar Ali
Ghazanfar Ali
APAndréas Pastor
Andréas Pastor
Myungho LeeMyungho Lee
Myungho Lee
GKGerard Kim
Gerard Kim
JHJae-In Hwang
Jae-In Hwang
Realistic interactions with real objects (e.g., animals, toys, robots) in an augmented reality (AR) environment enhances the user experience. The common AR apps on the market achieve realistic interactions by superimposing pre-modeled virtual proxies on the real objects in the AR environment. This way user perceives the interaction with virtual proxies as interaction with real objects. However, catering to environment change, shape deformation, and view update is not a trivial task. Our proposed method uses the dynamic silhouette of a real object to enable realistic interactions. Our approach is practical, lightweight, and requires no additional hardware besides the device camera. For a case study, we designed a mobile AR application to interact with real animal dolls. Our scenario included a virtual human performing four types of realistic interactions. Results demonstrated our method’s stability that does not require pre-modeled virtual proxies in case of shape deformation and view update. We also conducted a pilot study using our approach and reported significant improvements in user perception of spatial awareness and presence for realistic interactions with a virtual human.

6 December 2022
Verified
Conference Paper
Open access
Ghazanfar AliGhazanfar Ali
Ghazanfar Ali
JHJae-In Hwang
Jae-In Hwang
In this poster, we present a method to generate co-speech text-to-gesture mapping for 3D digital humans. We obtained text and 2D pose data from public monologue videos. Gesture units were obtained from motion capture sequences. The method works by matching 2D poses to 3D gesture units. We trained a model via contrastive learning to improve the matching of noisy pose sequences with gesture units. To ensure diverse gesture sequences at runtime, gesture units were clustered using K-Mean clustering. We incorporated 2035 gestures and 210k rules. Our method is highly adaptable and easy to control and use. Demo Video : https://youtu.be/QBtGdGE1Wgk

3 August 2024 in Multimedia Tools and Applications
Verified
Journal Article
Closed access
PDF file
Hanseob KimHanseob Kim
Hanseob Kim
Ghazanfar AliGhazanfar Ali
Ghazanfar Ali
BHBin Han
Bin Han
HKHwang Youn Kim
Hwang Youn Kim
JKJieun Kim
Jieun Kim
JHJae-In Hwang
Jae-In Hwang

6 December 2022
Verified
Conference Paper
Open access
Hanseob KimHanseob Kim
Hanseob Kim
Ghazanfar AliGhazanfar Ali
Ghazanfar Ali
BHBin Han
Bin Han
HKHwangyoun Kim
Hwangyoun Kim
JKJieun Kim
Jieun Kim
JHJae-In Hwang
Jae-In Hwang
We present ASAP, a system that uses virtual humans to Automatically generate Storyboards And Pre-visualized scenes from movie scripts. In our ASAP system, virtual humans play the role of actors. To visualize the screenplay scene, our system understands the movie script, which is the text data, and then facilitates the automatic generation of the following virtual human's non-/verbal behavior: (1) co-speech gesture, (2) facial expression, and (3) body movements. First of all, co-speech gestures are created from dialogue paragraphs using a text-to-gesture model trained with 2D videos and 3D motion-captured data. Next, for the facial expressions, we interpret the actors' emotions in the parenthetical paragraphs and then adjust the virtual human's face animation to reflect emotions such as anger and sadness. For body movements, our system extract action entities from action paragraphs (e.g., subject, target, and action) and then combine sets of animations to make animation sequences (e.g., a man's act of sitting on a bed). As soon as possible, ASAP can reduce the amount of time, money, and labor-intensive work that needs to be done in the early stages of filmmaking.