Eurographics Digital Library

This is the DSpace 7 platform of the Eurographics Digital Library.
  • The contents of the Eurographics Digital Library Archive are freely accessible. Only access to the full-text documents of the journal Computer Graphics Forum (joint property of Wiley and Eurographics) is restricted to Eurographics members, people from institutions who have an Institutional Membership at Eurographics, or users of the TIB Hannover. On the item pages you will find so-called purchase links to the TIB Hannover.
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Recent Submissions

Item
Avatar Animations and Audio Fillers for Managing Response Delays
(The Eurographics Association, 2025) Singaravelan, Gopi Krishnan; Lay, Zhi Lynn; Han, Ping-Hsuan; Christie, Marc; Han, Ping-Hsuan; Lin, Shih-Syun; Pietroni, Nico; Schneider, Teseo; Tsai, Hsin-Ruey; Wang, Yu-Shuen; Zhang, Eugene
This study presents techniques for managing response delays in avatars with large language models (LLMs) to enhance user interaction. While existing avatar-based LLMs focus on human-like conversational abilities, they often overlook the impact of response delays on user experience. Our system strategically reframes these delays as opportunities to enhance the perceived humanness of the avatar by incorporating emotion-based animations, a companion pet, and contextually appropriate audio fillers. Through thoughtful audio-visual design and user interface enhancements during waiting periods, the demo showcases how effective delay management can sustain engagement, foster natural interactions, and turn waiting moments into meaningful elements of the conversational experience.
Item
Exploring Perceptual Homogenization through a VR-Based AI Narrative
(The Eurographics Association, 2025) Kao, Bing-Chen; Tsai, Tsun-Hung; Christie, Marc; Han, Ping-Hsuan; Lin, Shih-Syun; Pietroni, Nico; Schneider, Teseo; Tsai, Hsin-Ruey; Wang, Yu-Shuen; Zhang, Eugene
This research explores how the drive for cognitive efficiency in Artificial Intelligence (AI) may contribute to the homogenization of sensory experiences. We present Abstract.exe, a Virtual Reality (VR) installation designed as a critical medium for this inquiry. The experience places participants in a detailed virtual forest where their exploration triggers an AI-driven ''simplification'' of the world. Visuals, models, and lighting progressively degrade, aiming to transform the 3D scene into abstract 2D color fields. This work attempts to translate the abstract logic of AI-driven summarization into a tangible, immersive experience. This paper outlines the concept and technical implementation in Unreal Engine 5 (UE5), which utilizes a Procedural Content Generation (PCG) framework. Abstract.exe is intended as both an artistic inquiry and a cautionary exploration of how we might preserve experiential richness in an algorithmically influenced world.
Item
ServeSense: Interactive VR Tennis Serve Training System Enhanced with Haptic Feedback
(The Eurographics Association, 2025) Tsao, Chi; Shan, Ryan; Yu, Neng-Hao; Pan, Tse-Yu; Christie, Marc; Han, Ping-Hsuan; Lin, Shih-Syun; Pietroni, Nico; Schneider, Teseo; Tsai, Hsin-Ruey; Wang, Yu-Shuen; Zhang, Eugene
Tennis serves are a crucial aspect of the sport, often dictating the rhythm of a match and providing players with a competitive edge. While previous studies have explored the use of virtual reality (VR) to enhance tennis performance, they have largely overlooked the significance of tennis serves. To address this gap, the proposed ServeSense integrates gaming elements with Arduino hardware to enhance realism through haptic feedback. Users train in a gamified, fantasy environment, engaging in immersive and interactive tennis serve challenges. The system is designed to motivate user engagement while improving training efficiency.
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From Steps to Verses: Following the Shared Journey of Language and the Body Through Wearable Technology
(The Eurographics Association, 2025) Yi-Wen, Huang; Tsun-Hung, Tsai; Christie, Marc; Han, Ping-Hsuan; Lin, Shih-Syun; Pietroni, Nico; Schneider, Teseo; Tsai, Hsin-Ruey; Wang, Yu-Shuen; Zhang, Eugene
This study investigates a creative practice that uses bodily movement as linguistic input, departing from the efficiency-driven logic of traditional typing. The ''Keyboard Shoes'' embed mechanical switches in the soles, converting walking into letter inputs that map to Chinese characters for acrostic poem generation. Inspired by the legend of ''composing a poem within seven steps,'' the work reframes walking as poetic input, forging new links between language and motion. A minimal algorithm preserves ambiguity and openness, prioritizing the generative process over semantic control. This approach reimagines the relationship between language, writing, and the body through wearable technology.
Item
WotaBeats: Avatar-based Rhythm Interaction Applied Wotagei in Virtual Reality Experience
(The Eurographics Association, 2025) Lai, Kalin Guanlun; Wang, Guan-Wen; Ting, Yi; Wang, Heng-Hao; Lai, Hsuan-Tung; Chang, Zhe-Cheng; Chiang, Po-Hung; Pan, Tse-Yu; Christie, Marc; Han, Ping-Hsuan; Lin, Shih-Syun; Pietroni, Nico; Schneider, Teseo; Tsai, Hsin-Ruey; Wang, Yu-Shuen; Zhang, Eugene
This paper presents a novel interactive system that combines Wotagei culture and virtual reality (VR), with the aim of providing an immersive training platform for beginners and experienced dancers. Despite the growing popularity of Wotagei, current training resources are limited. To address this gap, the system integrates intuitive gaming elements from popular rhythm games, motion capture technology, and interactive virtual environments, facilitating effective learning. By leveraging VR's immersive capabilities, the system significantly enhances user engagement, providing a culturally authentic and accessible platform for mastering Wotagei.