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Crowd Simulation
  • Language: en
  • Pages: 305

Crowd Simulation

Research into the methods and techniques used in simulating crowds has developed extensively within the last few years, particularly in the areas of video games and film. Despite recent impressive results when simulating and rendering thousands of individuals, many challenges still exist in this area. The comparison of simulation with reality, the realistic appearance of virtual humans and their behavior, group structure and their motion, and collision avoidance are just some examples of these challenges. For most of the applications of crowds, it is now a requirement to have real-time simulations – which is an additional challenge, particularly when crowds are very large. Crowd Simulation...

Expanding the Frontiers of Visual Analytics and Visualization
  • Language: en
  • Pages: 555

Expanding the Frontiers of Visual Analytics and Visualization

The field of computer graphics combines display hardware, software, and interactive techniques in order to display and interact with data generated by applications. Visualization is concerned with exploring data and information graphically in such a way as to gain information from the data and determine significance. Visual analytics is the science of analytical reasoning facilitated by interactive visual interfaces. Expanding the Frontiers of Visual Analytics and Visualization provides a review of the state of the art in computer graphics, visualization, and visual analytics by researchers and developers who are closely involved in pioneering the latest advances in the field. It is a unique presentation of multi-disciplinary aspects in visualization and visual analytics, architecture and displays, augmented reality, the use of color, user interfaces and cognitive aspects, and technology transfer. It provides readers with insights into the latest developments in areas such as new displays and new display processors, new collaboration technologies, the role of visual, multimedia, and multimodal user interfaces, visual analysis at extreme scale, and adaptive visualization.

Stepping into Virtual Reality
  • Language: en
  • Pages: 218

Stepping into Virtual Reality

Virtual reality techniques are increasingly becoming indispensable in many areas. This book looks at how to generate advanced virtual reality worlds. It covers principles, techniques, devices and mathematical foundations, beginning with basic definitions, and then moving on to the latest results from current research and exploring the social implications of these. Very practical in its approach, the book is fully illustrated in colour and contains numerous examples, exercises and case studies. This textbook will allow students and practitioners alike to gain a practical understanding of virtual reality concepts, devices and possible applications.

Scientific Visualization and Graphics Simulation
  • Language: en
  • Pages: 304

Scientific Visualization and Graphics Simulation

Dedicated to scientific visualization--the new approach in the field of numerical simulation--which focuses on basic geometric, animation and rendering techniques specific to visualization, as well as concrete applications in sciences and medicine. Chapters are written by recognized experts in various aspects of visualization. Following an overview of graphics workstations and processors, covers fundamental problems of computational geometry, various aspects related to representing volume and special methods for modelling natural objects. Particle systems and modular maps, basic and advanced techniques in computer animation, and robotics methods for task-level and behavioral animation are discussed, in addition to applications of visualization and graphics simulation, and computer vision.

Cyberemotions
  • Language: en
  • Pages: 322

Cyberemotions

  • Type: Book
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  • Published: 2016-10-25
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  • Publisher: Springer

This first monograph of its kind introduces the reader to fundamental definitions, key concepts and case studies addressing the following issues of rapidly growing relevance for online communities: What are emotions? How do they emerge, how are they transmitted? How can one measure emotional states? What are cyberemotions? When do emotions and cyberemotions become collective phenomena? How can one model emotions and their changes? What role do emotions play for on-line communities? Edited and authored by leading scientists in this field, this book is a comprehensive reference for anyone working on applications of complex systems methods in the social sciences, as well as for social scientist...

Computer Animation
  • Language: en
  • Pages: 254

Computer Animation

Computer Science Workbench is a monograph series which will provide you with an in-depth working knowledge of current developments in computer technology. Every volume in this series will deal with a topic of importance in computer science and elaborate on how you yourself can build systems related to the main theme. You will be able to develop a variety of systems, including computer software tools, computer gra phics, computer animation, database management systems, and compu ter-aided design and manufacturing systems. Computer Science Work bench represents an important new contribution in the field of practical computer technology. TOSIYASU L. KUNII Preface to the Second Edition Computer ...

Artificial Intelligence Today
  • Language: en
  • Pages: 489

Artificial Intelligence Today

  • Type: Book
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  • Published: 2007-03-06
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  • Publisher: Springer

Artificial Intelligence is one of the most fascinating and unusual areas of academic study to have emerged this century. For some, AI is a true scientific discipline, that has made important and fundamental contributions to the use of computation for our understanding of nature and phenomena of the human mind; for others, AI is the black art of computer science. Artificial Intelligence Today provides a showcase for the field of AI as it stands today. The editors invited contributions both from traditional subfields of AI, such as theorem proving, as well as from subfields that have emerged more recently, such as agents, AI and the Internet, or synthetic actors. The papers themselves are a mixture of more specialized research papers and authorative survey papers. The secondary purpose of this book is to celebrate Springer-Verlag's Lecture Notes in Artificial Intelligence series.

Digital Design Media
  • Language: en
  • Pages: 516

Digital Design Media

In Digital Design Media, Second Edition, architects and related design professionals will find a complete conceptual guide to the multidimensional world of computer-aided design. In contrast to the many books that describe how to use particular programs (and which therefore go out of date very quickly), Digital Design Media constructs a lasting theoretical framework, which will make it easier to understand a great number of programs—existing and future—as a whole. Clear structure, numerous historical references, and hundreds of illustrations make this framework both accessible to the nontechnical professional and broadening for the experienced computer-aided designer. The book will be especially valuable to anyone who is ready to expand their work in CAD beyond production drafting systems. The new second edition adds chapters one merging technologies, such as the Internet, but the book’s original content is as valid as ever. Thousands of design students and practitioners have made this book a standard.

Live Performance and Video Games
  • Language: en
  • Pages: 269

Live Performance and Video Games

Narrative strategies, immersion, interaction, participation, identification, multimodality, characters and the connection between physical and fictional or virtual worlds: the fields of inquiry into the complex relationship between live performance and video games are numerous and diverse. For the first time, this collection brings together international researchers and artists to explore this relationship in a variety of essays. The contributors to this volume focus on reciprocal inspirations, appropriations and transfers applied by theatre artists, game designers and researchers. They analyze several artistic forms such as VR performance, immersive theatre, speedrunning or game theatre.

Cloth Modeling and Animation
  • Language: en
  • Pages: 375

Cloth Modeling and Animation

  • Type: Book
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  • Published: 2000-07-13
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  • Publisher: CRC Press

Written by leaders in the field of computer clothing design and simulation, Cloth Modeling and Animation is a vital resource for researchers and developers of cloth simulation software as well as computer animators and graphics programmers. Readers will learn about cloth's nature and structure, and scientific approaches to understanding its behavior.