Susana Castillo

Susana Castillo
Technische Universität Braunschweig · Department of Computer Science

Doctor of Engineering

About

39
Publications
3,489
Reads
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126
Citations
Introduction
My research work to date has focused in applied perception in computer graphics. My final goal would be, not just to be able to produce more efficient and credible results, but to help increasing the synergy between psychology and graphics.
Additional affiliations
June 2019 - present
Technische Universität Braunschweig
Position
  • Senior Researcher
October 2012 - June 2019
Brandenburg University of Technology Cottbus - Senftenberg
Position
  • PhD Student
January 2009 - October 2012
University of Zaragoza
Position
  • Researcher

Publications

Publications (39)
Article
Full-text available
The peak of virtual reality offers new exciting possibilities for the creation of media content but also poses new challenges. Some areas of interest might be overlooked because the visual content fills up a large portion of viewers’ visual field. Moreover, this content is available in 360° around the viewer, yielding locations completely out of si...
Article
Full-text available
This article investigates neural and physiological correlates of simulator sickness (SS) through a controlled experiment conducted within a fully immersive dome projection system. Our goal is to establish a reliable, objective, and in situ measurable predictive indicator of SS. SS is a problem common to all types of visual simulators consisting of...
Preprint
Full-text available
Video-based human motion transfer creates video animations of humans following a source motion. Current methods show remarkable results for tightly-clad subjects. However, the lack of temporally consistent handling of plausible clothing dynamics, including fine and high-frequency details, significantly limits the attainable visual quality. We addre...
Conference Paper
Full-text available
In this paper, we report on perceptual experiments indicating that there are distinct and quantitatively measurable differences in the way we visually perceive genuine versus face-swapped videos. Recent progress in deep learning has made face-swapping techniques a powerful tool for creative purposes, but also a means for unethical forgeries. Curren...
Conference Paper
Full-text available
We present an efficient and effective computational frame-work for the inverse rendering problem of reconstructing the3D shape of a piece of glass from its caustic image. Our approach is motivated by the needs of 3D glass printing,a nascent additive manufacturing technique that promises to revolutionize the production of optics elements, from light...
Preprint
In this paper we propose a wavelet-based video codec specifically designed for VR displays that enables real-time playback of high-resolution 360{\deg} videos. Our codec exploits the fact that only a fraction of the full 360{\deg} video frame is visible on the display at any time. To load and decode the video viewport-dependently in real-time, we m...
Article
We present a novel framework for the evaluation of eye tracking data in portrait videos including the automatic generation of customized areas of interest (AOIs) based on facial landmarks. In contrast to previous work, our framework allows the user to flexibly create AOIs by grouping the detected landmarks. Moreover, their shape and size can be mod...
Article
Full-text available
Cybersickness often taints virtual experiences. Its source can be associated to the perceptual mismatch happening when our eyes tell us we are moving while we are, in fact, at rest. We reconcile the signals from our senses by using omnidirectional galvanic vestibular stimulation (GVS), stimulating the vestibular canals behind our ears with low-curr...
Preprint
Full-text available
This paper deals with the highly challenging problem of reconstructing the shape of a refracting object from a single image of its resulting caustic. Due to the ubiquity of transparent refracting objects in everyday life, reconstruction of their shape entails a multitude of practical applications. The recent Shape from Caustics (SfC) method casts t...
Conference Paper
Full-text available
We investigate the mitigation of cybersickness (CS) in 360° videos, a phenomenon caused by the visually induced impression of ego-motion while being physically at rest. We evaluate the effectiveness of scene modulations to reduce motion in the peripheral visual field by deliberately blurring or opaque occluding eccentric view areas of up to ten deg...
Poster
Full-text available
Cybersickness is a unpleasant phenomenon caused by the visually induced impression of ego-motion while in fact being seated. To reduce its negative impact in virtual reality experiences, we analyze the effectiveness of two techniques-peripheral blurring and field of view reduction-through an experiment in an interactive race game environment displa...
Chapter
Full-text available
Videos obtained by current face swapping techniques can contain artifacts potentially detectable, yet unobtrusive to human observers. However, the perceptual differences between real and altered videos, as well as properties leading humans to classify a video as manipulated, are still unclear. Thus, to support the research on perceived realism and...
Chapter
Full-text available
Current facial reenactment techniques are able to generate results with a high level of photo-realism and temporal consistency. Although the technical possibilities are rapidly progressing, recent techniques focus on achieving fast, visually plausible results. Further perceptual effects caused by altering the original facial expressivity of the rec...
Conference Paper
Full-text available
We present a new pipeline to enable head-motion parallax in omnidirectional stereo (ODS) panorama video rendering using a neural depth decoder. While recent ODS panorama cameras record short-baseline horizontal stereo parallax to offer the impression of binocular depth, they do not support the necessary translational degrees-of-freedom (DoF) to als...
Conference Paper
Full-text available
Current facial reenactment techniques are able to generate results with a high level of photo-realism and temporal consistency. Although the technical possibilities are rapidly progressing, recent techniques focus on achieving fast, visually plausible results. Further perceptual effects caused by altering the original facial expressivity of the rec...
Thesis
This thesis focuses on establishing a - theoretically founded and empirically derived - novel methodological pipeline to provide Embodied Conversational Agents (ECAs) with natural facial expressions and desired personality traits. After giving an overview on the content of this thesis, we dedicate its second part to derive the Semantic Space (SSp)...
Chapter
Creating convincing representations of humans is a fundamental problem in both traditional arts and modern media. In our digital world, virtual avatars allow us to simulate and render the human body for a variety of applications, including movie production, sports, human-computer interaction, and medical sciences. However, capturing digital represe...
Article
It has been widely proven among several research disciplines that the information conveyed through the visual channel can be critical for communication. Altering either the motion or the appearance of our interlocutor can change the opinion we form about them or lead us to drastically different conclusions on what is being communicated. In this pap...
Conference Paper
It has been widely proven among several research disciplines that the information conveyed through the visual channel can be critical for communication. Altering either the motion or the appearance of our interlocutor can change the opinion we form about them or lead us to drastically different conclusions on what is being communicated. In this pap...
Article
People tend to personify machines. Giving machines the ability to actually produce social information can help improve human-machine interactions. Embodied Conversational agents (ECAs) are virtual software agents that can process and produce speech, facial expressions, gestures and eye gaze, enabling natural, multimodal, human-machine communication...
Article
We are increasingly approaching the point where computer-based technology is truly ambient and omnipresent. People tend to personify their technical servants, including giving them human names as well as attributing personality traits and intentions to them. The more those devices advance from simple tools to intelligent assistants the more serious...
Article
Full-text available
Inpainting is the process of replacing areas in an image with a perceptually plausible substitution. A common technique is to iteratively match and fill small patches at the edge of the target region making use of similar patches from the same image. Nearly all inpainting algorithms based on this approach use a single patch size for the entire imag...
Article
Full-text available
The majority of virtual agents have adult bodies. There are, however, a number of reasons for using younger avatars. For example, an adult interface agent usually leads users to expect adult-level communicational and social skills. As a result, users tend to be rather intolerant when the interface agent makes obvious mistakes (e.g., incorrect gramm...
Article
Normally, when people talk to other people, they communicate not only using specific words, but also with intentional changes in their voice melody, facial expressions, and gestures. Not only is human communication inherently multimodal, it is also multi-layered. That is, it conveys more than simple semantic information, but also passes on a wide v...
Article
Full-text available
We cannot not communicate! During our daily lives, we convey information verbally and nonverbally. Most of the affective meaning of a message is transferred with the help of facial expressions, and thereby, when trying to establish a realistic human‐like virtual character, we should pay close attention to the animation. Motion capture is one of the...
Conference Paper
We convey a tremendous amount of information vocally. In addition to the obvious exchange of semantic information, we unconsciously vary a number of acoustic properties of the speech wave to provide information about our emotions, thoughts, and intentions. [Cahn 1990] Advances in understanding of human physiology combined with increases in the comp...
Article
Many tasks such as driving or rapidly sorting items can be best achieved by direct actions. Other tasks such as giving directions, being guided through a museum, or organizing a meeting are more easily solved verbally. Since computers are increasingly being used in all aspects of daily life, it would be of great advantage if we could communicate ve...
Article
Full-text available
We can learn a lot about someone by watching their facial expressions and body language. Harnessing these aspects of non-verbal communication can lend artificial communication agents greater depth and realism but requires a sound understanding of the relationship between cognition and expressive behaviour. Here, we extend traditional word-based met...
Conference Paper
Full-text available
Assessing media retargeting is not a trivial issue. When resizing one image to a particular percentage of its original size, some content has to be removed, which may affect the image's original meaning and/or composition. We examine the impact of the retargeting process on human fixations, by gathering eye-tracking data for a representative benchm...
Article
Full-text available
Motion blur is a frequent requirement for the rendering of high-quality animated images. However, the computational resources involved are usually higher than those for images that have not been temporally antialiased. In this article we study the influence of high-level properties such as object material and speed, shutter time, and antialiasing l...

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Projects

Projects (4)
Project
Motion sickness, also referred as Simulator Sickness, Virtual sickness, or Cyber sickness, is a problem common to all types of visual simulators consisting of motion sickness-like symptoms that may be experienced while and after being exposed to a dynamic, immersive visualization. It leads to ethical concerns and impaired validity of simulator-based research. Due to the popularity of virtual reality devices, the number of people exposed to this problem is increasing and, therefore, it is crucial to not only find reliable predictors of this condition before any symptoms appear, but also find alternatives to fully prevent its occurrence while experiencing VR content.
Project
Recent advances in deep learning-based techniques enable highly realistic facial video manipulations. We investigate the response of human observers’ on these manipulated videos in order to assess the perceived realness of modified faces and their conveyed emotions. Facial reenactment and face swapping offer great possibilities in creative fields like the post-processing of movie materials. However, they can also easily be abused to create defamatory video content in order to hurt the reputation of the target. As humans are highly specialized in processing and analyzing faces, we aim to investigate perception towards current facial manipulation techniques. Our insights can guide both the creation of virtual actors with a high perceived realness as well as the detection of manipulations based on explicit and implicit feedback of observers.