Alejandra García-Rojas

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ologies and technologies have strengthened their position in the areas of data and knowledge management. Standards for organizing and querying semantic information, such as RDF(S) and SPARQL are adopted by large academic communities, while corporate vendors adopt semantic technologies to organize, expose, exchange and retrieve their data as Linked Data [1].(More)
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Virtual Human (VH) creation aims to provide virtual characters with realistic behavior, which implies endowing them with autonomy in an inhabited virtual environment. Autonomous behavior consists in interacting with users or the environment and reacting to stimuli. Reactions are unconscious behaviors that are not often implemented in virtual humans.(More)
Producing and updating geospatial data is expensive and resource intensive. Hence, it becomes crucial to be able to integrate, repurpose and extract added value from geospatial data to support decision making and management of local, national and global resources. Spatial Data Infrastructures (SDIs) and the standardisation efforts from the Open Geospatial(More)
The context of this work is the search for realism and believability of Virtual Humans. Our contribution to achieve this goal is to enable Virtual Humans (VH) to react to spontaneous events in virtual environments (VE). In order to reflect the individuality of each VH, these reactions have to be expressive and unique. In this paper we present firstly a(More)
The use of inhabited Virtual Environments is continuously growing. People can embody a human-like avatar to participate inside these Virtual Environments or they can have personalized character acting as mediator; sometimes they can even customize it to some extent. Those Virtual Characters belong to the software owner, but they could be potentially shared,(More)
Virtual Humans creation aims to provide virtual characters with realistic behavior, which implies endowing them with autonomy in an inhabited virtual environment. Autonomous behavior consists in interacting with users or the environment and reacting to stimulus or events. Reactions are unconscious behaviors which are not often implemented in virtual humans.(More)
Most of the efforts concerning graphical representations of humans (Virtual Humans) have been focused on synthesizing geometry for static or animated shapes. The next step is to consider a human body not only as a 3D shape, but as an active semantic entity with features, functionalities, interaction skills, etc. We are currently working on an ontology-based(More)
We aim to create a model of emotional reactive virtual humans. This model will help to define realistic behavior for virtual characters based on emotions and events in the Virtual Environment to which they react. A large set of pre-recorded animations will be used to obtain such model. We have defined a knowledge-based system to store animations of reflex(More)
In recent years, 3D media have become more and more widespread and have been made available in numerous online repositories. A systematic and formal approach for representing and organizing shape-related information is needed to share 3D media, to communicate the knowledge associated to shape modelling processes and to facilitate its reuse in useful(More)