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Compassionate leadership is the legacy of those special individuals who were called upon to transform their communities and to bring hope, enlightenment, and justice to places where despair, confusion, and exploitation became entrenched. Prophets and leaders with prophetic vision provided throughout history the example of compassionate leadership where character, competence, and compassion were combined. Leading with Compassion draws on the prophetic tradition to outline the type of leadership capable of inspiring communities, empowering their members, and developing traditions that encourage cooperation and mutual support and help. While examples and lessons are drawn from the prophetic tra...
Open world games have tremendously become a demanding criterion for computer games development as user be able to freely roam through land and sea virtually. One of the elements involving computer games development is to bring applicable real-time collision detection for each object. Collision detection required sophisticated process of using hierarchical approach of Bounding-Volume Hierarchies (BVH) for detecting procedure. BVH is one of the most challenging issues in collision detection area that critically undergoing multiple splitting process. Splitting process requires an object with their set of triangles to be split into two parts using binary type tree. It is very crucial to make sur...
Technological advancement in graphics and other human motion tracking hardware has promoted pushing "virtual reality" closer to "reality" and thus usage of virtual reality has been extended to various fields. The most typical fields for the application of virtual reality are medicine and engineering. The reviews in this book describe the latest virtual reality-related knowledge in these two fields such as: advanced human-computer interaction and virtual reality technologies, evaluation tools for cognition and behavior, medical and surgical treatment, neuroscience and neuro-rehabilitation, assistant tools for overcoming mental illnesses, educational and industrial uses. In addition, the considerations for virtual worlds in human society are discussed. This book will serve as a state-of-the-art resource for researchers who are interested in developing a beneficial technology for human society.
Visual informatics is a field of interest not just among the information technology and computer science community, but also other related fields such as engineering, me- cal and health informatics and education starting in the early 1990s. Recently, the field is gaining more attention from researchers and industry. It has become a mul- disciplinary and trans-disciplinary field related to research areas such as computer vision, visualization, information visualization, real-time image processing, medical image processing, image information retrieval, virtual reality, augmented reality, - pressive visual mathematics, 3D graphics, multimedia-fusion, visual data mining, visual ontology, as well...
Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi ...
Computer graphics is now used in various fields; for industrial, educational, medical and entertainment purposes. The aim of computer graphics is to visualize real objects and imaginary or other abstract items. In order to visualize various things, many technologies are necessary and they are mainly divided into two types in computer graphics: modeling and rendering technologies. This book covers the most advanced technologies for both types. It also includes some visualization techniques and applications for motion blur, virtual agents and historical textiles. This book provides useful insights for researchers in computer graphics.
This study reveals the world of Sufi ritual with particular reference to two major Sufi orders. It examines the ritual and practices of these orders and surveys their organisation and hierarchy, initiation ceremonies, and aspects of their liturgy such as dhikr (litany) and sama (mystical concert). Comparisons are made with the five pillars of Islam (arkan), and the Sufi rituals, together with the arkan, are examined from the perspective of theology, phenomenology, anthropology and semiotics. The work concludes with an examination of the Sufi in the context of alienation. This is a major work which highlights the importance of Sufi ritual and locates it within the broader domain of the Islamic world.
This book constitutes the proceedings of the Second International Workshop on Motion in Games, held in Utrecht, The Netherlands, in November 2010. The 30 revised full papers presented together with 9 revised poster papers in this volume were carefully reviewed and selected. The papers are organized in topical sections on body simulation, learning movements, body control, motion planning, physically-based character control, crowds and formation, geometry, autonomous characters, navigation, motion synthesis, perception, real-time graphics, and posters.
Details the rise of the military dictatorship in Ethiopia.