Soraia Musse

Soraia Musse
Pontifícia Universidade Católica do Rio Grande do Sul | PUCRS · Programa de Pós-Graduação em Ciência da Computação

PhD

About

254
Publications
50,263
Reads
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3,860
Citations
Citations since 2017
105 Research Items
1273 Citations
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2017201820192020202120222023050100150200250
2017201820192020202120222023050100150200250
Introduction
Soraia Musse finished her B.Sc. course in Computer Science at PUCRS, in 1990, her M.Sc. at UFRGS in 1994 and her PhD in CS at EPFL in 2000 supervised by Prof. Daniel Thalmann. She is actually at UPENN as visiting faculty. Her research interests include crowd simulation and virtual humans. She has been a reviewer of important journals such and conferences in CG. She is the co-author of the book "Crowd Simulation" firstly published by Springer-Verlag in 2007 and the second edition in 2013.
Additional affiliations
July 2015 - present
University of Pennsylvania
Position
  • Visiting faculty
March 2007 - present
Pontifícia Universidade Católica do Rio Grande do Sul
Position
  • Adjunt professor

Publications

Publications (254)
Article
Full-text available
Social interactions have changed in recent years. People post their thoughts, opinions and sentiments on social media platforms more often, through images and videos, providing a very rich source of data about population of different countries, communities, etc. Due to the increase in the amount of data on the internet, it becomes impossible to per...
Article
Full-text available
These days it is easy to create and share content online. Millions of people create and share their online content, that is consumed by millions more, daily. This flow of content and consumption has been used as a channel for disseminating digital advertisements, generating publicity for brands and financial return for content creators. Thus, ident...
Chapter
Real estate valuation has been vastly studied by the research community, with several articles proposing Automated Valuation Models (AVM). However, most of those models base their estimates only on geographic location and structural characteristics of the property, disregarding several factors that influence prices, such as the need for repairs and...
Preprint
Full-text available
Nowadays we are experiencing a way of life that never existed before. The pandemic has sharply changed our habits, customs, and behavior. In addition, a lot of work was suddenly requested for city managers challenging them to develop strategies to try stopping the pandemic progression. Urban environments must be dynamic and managers need fast decis...
Preprint
Full-text available
This article proposes an adaptation from the model of Bianco for fast-forwarding agents in crowd simulation, which enables us to accurately fast forward agents in time. Besides being able to jump from one position to another, agents are able to stay inside their track, it means, the new position is calculated taking into account the original global...
Preprint
Full-text available
This paper proposes a perceptual visual analysis regarding the personality of virtual humans. Many studies have presented findings regarding the way human beings perceive virtual humans with respect to their faces, body animation, motion in the virtual environment and etc. We are interested in investigating the way people perceive visual manifestat...
Preprint
Full-text available
Crowd simulation is an area of research largely used in the game industry. From the movement of a single NPC to the movement of an entire army, crowd simulation methods can be used to move agents through the environment while avoiding collisions with obstacles and between each other. Thus, it is important that game developers have access to crowd s...
Preprint
Full-text available
This study presents an automated bibliometric analysis of 6569 research papers published in thirteen Brazilian Computer Science Society (SBC) conferences from 1999 to 2021. Our primary goal was to gather data to understand the gender representation in publications in the field of Computer Science. We applied a systematic assignment of gender to 23....
Preprint
Full-text available
Animations have become increasingly realistic with the evolution of Computer Graphics (CG). In particular, human models and behaviors were represented through animated virtual humans, sometimes with a high level of realism. In particular, gender is a characteristic that is related to human identification, so that virtual humans assigned to a specif...
Conference Paper
Full-text available
This study presents an automated bibliometric analysis of 6569 research papers published in thirteen Brazilian Computer Science Society (SBC) conferences from 1999 to 2021. Our primary goal was to gather data to understand the gender representation in publications in the field of Computer Science. We applied a systematic assignment of gender to 23....
Preprint
Full-text available
Facial analysis models are increasingly applied in real-world applications that have significant impact on peoples' lives. However, as previously shown, models that automatically classify facial attributes might exhibit algorithmic discrimination behavior with respect to protected groups, potentially posing negative impacts on individuals and socie...
Article
Full-text available
This paper aims to discuss the past, evolution, and new perspectives in crowd simulation. Many work have been produced and published in this area that was launched approximately 30 years ago. In this paper, we re-visited the main aspects of the area, presenting the periods and evolution we had in the past. In addition, we also discuss the present a...
Article
For the past decade, performance-driven animation has been a reality in games and movies. While capturing and transferring emotions from human beings to avatars is a reasonably solved problem, it is accepted that humans express themselves in different ways, with personal styles, even when performing the same action. This paper proposes a method to...
Conference Paper
The use of digital resources has been increasing in every instance of today’s society, being it in business or even ludic purposes. Despite such ever increasing use of technologies as interfaces, in all fields, it seems that it lacks the importance of users perception in this context. This work aims to present a case study about the evaluation of E...
Conference Paper
Full-text available
This paper presents a discussion regarding the area of perceptual analysis in Computer Graphics characters. This discussion is focused on presenting one challenge area in Digital Entertainment. Many issues in the area of perception analysis have been researched in last years, in particular with respect to the theory of Uncanny Valley (UV) proposed...
Conference Paper
Full-text available
This paper aims to assess the human perception of groups about charisma, comfort and realism in relation to black and white skin colors of characters created with Computer Graphics (CG) in different media, such as movies, games, animations, simulations, among others. We created a form that contained images of groups of CG characters with black and...
Chapter
The goal of this paper is to evaluate the human perception regarding geometric features, personalities and emotions in avatars. To achieve this, we used a dataset that contains pedestrian tracking files captured in spontaneous videos which are visualized as identical virtual human beings. The main objective is to focus on individuals motion, not ha...
Preprint
Full-text available
The use of digital resources has been increasing in every instance of todays society, being it in business or even ludic purposes. Despite such ever increasing use of technologies as interfaces, in all fields, it seems that it lacks the importance of users perception in this context. This work aims to present a case study about the evaluation of EC...
Article
Full-text available
Realistic characters from movies, games and simulations can make viewers feel strange (discomfort), an effect known as the Uncanny Valley (UV) theory. However, can the genders of CG characters and the genders of viewers change perceived comfort? In addition, can the genders (both characters and viewers) also influence the perceived charisma? Can th...
Conference Paper
Social interactions have changed in recent years. People post their thoughts, opinions and feelings on social media platforms more often. Due to the increase in the amount of data on the internet, it is impracticable to carry out the sentiment analysis manually, requiring automation of the process. In this work, we present the corpus Cross-Media Ge...
Conference Paper
With the popularization of social networks, the sharing and consumption of content in video format becomes easier. Understanding what makes a video popular and being able to predict its popularity in number of views is useful for both content creators and advertising. In this work, we explore visual features extracted from 1,820 Facebook videos in...
Article
Full-text available
In this paper, we investigate the cultural aspects of different populations from video sequences. For that, we proposed a model that considers a series of characteristics of the pedestrians and the crowd, such as distances and speeds and performs the mapping of these characteristics in personalities, emotions, and cultural aspects. The model called...
Article
Realistic characters from movies and games can cause strangeness and involuntary feelings in viewers, an effect known as the Uncanny Valley (UV). This paper revisits the central UV hypothesis, proposed by Masahiro Mori in 1970, to evaluate its impact on people's perception of characters created using Computer Graphics (CG). More precisely, our goal...
Conference Paper
The High School National Exam (ENEM) is the major Brazilian exam to measure the knowledge of high school students. Since it is also used as a criterion to enter public and private universities, there is an interest in identifying the indicators that have the most influence in obtaining good performance. This work presents a prediction model for the...
Preprint
Full-text available
This article proposes an embodied conversational agent named Arthur. In addition to being able to talk to a person (using text and voice), he is also able to recognize the person he is talking to and detect his/her expressed emotion through facial expressions. Arthur uses these skills to improve communication with the user, also using his artificia...
Preprint
Full-text available
This paper presents a methodology to detect personality and basic emotion characteristics of crowds in video sequences. Firstly, individuals are detected and tracked, then groups are recognized and characterized. Such information is then mapped to OCEAN dimensions, used to find out personality and emotion in videos, based on OCC emotion models. Alt...
Chapter
Reaction videos from YouTube provide a range of possibilities when looking to investigate human behavior. This research aims to present a method of creating a spontaneous facial expression dataset from YouTube reaction videos. In this work, we use Convolutional Neural Networks to classify emotions in facial expressions, as well as feature extractio...
Chapter
With the exponential growth of film productions and the popularization of the web, the summary of films has become a useful and important resource. Movies data specifically has become one of the most entertaining sources for viewers, especially during quarantine. However, browsing a movie in enormous collections and searching for a desired scene wi...
Article
Full-text available
In this work we proposed a computational model to extract pedestrian characteristics from video sequences. The proposed model considers a series of characteristics of the pedestrians and the crowd, such as number and size of groups, distances, speeds, among others, and performs the mapping of these characteristics in personalities, emotions and cul...
Preprint
Evacuation plans have been historically used as a safety measure for the construction of buildings. The existing crowd simulators require fully-modeled 3D environments and enough time to prepare and simulate scenarios, where the distribution and behavior of the crowd needs to be controlled. In addition, its population, routes or even doors and pass...
Chapter
The use of social media is becoming highly present in our lives. It is through images, texts, and videos that human beings try to communicate in social networks and expose their opinions in the face of everyday events. Due to the increased volume of data transmitted over the Internet, it becomes difficult to do a human analysis of this content. For...
Conference Paper
Most of the techniques available nowadays for crowd simulation are focused on a specific situation, e.g. evacuation inhazardous events. Very few of them consider the cultural and personality aspects present in a society to determine the behavior of agents. Therefore, this work aims to build a framework able to deal with different cultural and perso...
Conference Paper
In this work we proposed a computational model to extract pedestrian characteristics from video sequences. The proposed model considers a series of characteristics of the pedestrians and the crowd, such as number and size of groups, distances, speeds, among others, and performs the mapping of these characteristics in personalities, emotions and cul...
Chapter
In this chapter we present an approach to simulate pedestrian behaviors using personality and cultural aspects in crowd simulation. Initially we show some complementary investigations regarding FD patterns obtained in crowd simulations. Section 11.1 describes how we use two different simulation environments well known in crowd simulation area: BioC...
Chapter
Full-text available
In this chapter is presented the approach to detect cultural aspects from videos considering Hofstede Cultural Dimensions (Cultures and organizations: software of the mind, vol 2. London: McGraw-Hill, London 1991). In our model, the Hofstede Cultural Dimensions (presented in Sect. 3.2) is related to the IV - Cultural geometrical dimension. In order...
Chapter
In addition to Big4GD model presented in this book, we have built a dataset of videos with crowds of different countries. Together these videos are files with tracking, pedestrian, and crowd features and geometric dimensions information. In addition, we have developed software for the detection and analysis of geometric dimensions in videos, along...
Chapter
The study of groups, crowds, and their dynamics is not only essential for understanding pedestrians behavior but also for understanding communities, cultures, and society itself (Forsyth, Group dynamics. Cengage Learning, Boston, 2018). In this sense, in the present book, we investigate pedestrian and crowd characteristics, regarding personalities,...
Chapter
In this chapter, we evaluated our model considering the fundamental diagrams experiment regarding personal distance and walking speeds in three different countries, India, Brazil, and Germany, in a controlled experiment. In this evaluation, due to the performed experiment, i.e., only one group at each time executing the same task, we analyzed only...
Chapter
Many different types of NPCs (non-playable character) can be found in games, which can be endowed with different skills, degrees of intelligence, and more or less realistic motion. The more sophisticated are the NPCs abilities, the more complex are techniques to model and control them. Ideally, we want to provide characters that act and move in a w...
Chapter
The content of this chapter covers emotion, cultural aspects, and personality traits, how these aspects are culturally and psychologically characterized, and how these factors affect pedestrians in a crowd. Regarding emotions, Ortony, Clore, and Collins (The cognitive structure of emotions. Cambridge University Press, New York) proposed an emotion...
Chapter
This chapter presents the proposed methodology to detect personality and basic emotion characteristics of crowds in video sequences, features from the III – Personal and Emotional dimension. Firstly, individuals are detected and tracked, and then such information is mapped to OCEAN dimensions, used to find out personality and emotion in videos, bas...
Chapter
In this chapter we present several concepts and foundations that aim to facilitate and help reading this thesis manuscript, as well as serve as a basis for a better understanding of the next chapters. The content covers crowds and groups of people. This chapter characterizes crowds and their types and presents the concept of proxemics, which deals...
Chapter
In this chapter we present the related work identified with the main goal of this monograph. In crowds, cultural and personality influence can be considered in attributes such as interpersonal spaces, speeds of pedestrians, collision avoidance, and formation of groups of people in the crowd, among others. Several researches by Zhan et al. (MVA 19(5...
Chapter
In this chapter we describe the initial steps of the Big-Four Geometrical Dimensions model presented in this book: tracking process and data extraction. The first step in extracting the characteristics of a pedestrian or a crowd in the video is the detection of people and, based on this, the achievement of their trajectories. After that, homogeneou...
Chapter
This chapter presents a metric to find out similarity between crowds in videos and the detection of the crowd type. It is important because when comparing two crowds of different countries to find cultural differences, it is necessary that they have similar characteristics, for example, it would not be correct to compare a crowd with many hurried p...
Preprint
Full-text available
This paper presents a video analysis application to detect personality, emotion and cultural aspects from pedestrians in video sequences, along with a visualizer of features. The proposed model considers a series of characteristics of the pedestrians and the crowd, such as number and size of groups, distances, speeds, among others, and performs the...
Preprint
This paper presents a video analysis application to detect personality, emotion and cultural aspects from pedestrians in video sequences, along with a visualizer of features. The proposed model considers a series of characteristics of the pedestrians and the crowd, such as number and size of groups, distances, speeds, among others, and performs the...
Article
Full-text available
This paper presents a methodology to detect personality and basic emotion characteristics of crowds in video sequences. Firstly, individuals are detected and tracked, and then groups are recognized and characterized. Such information is then mapped to OCEAN dimensions, used to find out personality and emotion in videos, based on OCC emotion models....
Conference Paper
Full-text available
In crowds, one important aspect that has been studied in literature is the sociability of groups dealing with aspects based on personality and emotions. In this paper we contribute to the space design area while considering the cultural, personality and thermal aspects to provide spatial group distribution. Our method applies a thermal comfort meth...
Conference Paper
Full-text available
This work aims to evaluate people's perception regarding geometric features, personalities and emotions characteristics in virtual humans. For this, we use as a basis, a dataset containing the tracking files of pedestrians captured from spontaneous videos and visualized them as identical virtual humans. In addition to tracking files containing thei...
Chapter
This paper presents a multi-level approach to simulate large crowds [18] called BioClouds. The goal of this work is to model larger groups of agents by simulating aggregation of agents as singular units. This approach combines microscopic and macroscopic simulation strategies, where each group of agents (called cloud) keeps the global characteristi...
Article
Full-text available
Evacuation plans have been historically used as a safety measure for the construction of buildings. The existing crowd simulators require fully modeled 3D environments and enough time to prepare and simulate scenarios, where the distribution and behavior of the crowd needs to be controlled. In addition, its population, routes or even doors and pass...
Article
This paper presents a study, organized in two phases, regarding group behavior in a controlled experiment focused on differences in an important attribute that vary across cultures—personal spaces. First, we want to study and compare the spatial behavior different populations adopt with respect to their personal space. Second, we want to use simula...
Preprint
Full-text available
Virtual Human Simulation has been widely used for different purposes, such as comfort or accessibility analysis. In this paper, we investigate the possibility of using this type of technique to extend the training datasets of pedestrians to be used with machine learning techniques. Our main goal is to verify if Computer Graphics (CG) images of virt...
Preprint
A bstract This work aims to evaluate people’s perception regarding geometric features, personalities and emotions characteristics in virtual humans. For this, we use as a basis, a dataset containing the tracking files of pedestrians captured from spontaneous videos and visualized them as identical virtual humans. The goal is to focus on their behav...
Preprint
Full-text available
This work aims to evaluate people's perception regarding geometric features, personalities and emotions characteristics in virtual humans. For this, we use as a basis, a dataset containing the tracking files of pedestrians captured from spontaneous videos and visualized them as identical virtual humans. The goal is to focus on their behavior and no...
Conference Paper
Full-text available
This work aims to evaluate people's perception regarding geometric features, personalities and emotions characteristics in virtual humans. For this, we use as a basis, a dataset containing the tracking files of pedestrians captured from spontaneous videos and visualized them as identical virtual humans. The goal is to focus on their behavior and no...
Preprint
While human and group analysis have become an important area in last decades, some current and relevant applications involve to estimate future motion of pedestrians in real video sequences. This paper presents a method to provide motion estimation of real pedestrians in next seconds, using crowd simulation. Our method is based on Physics and heuri...