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This two-volume set of LNCS 12509 and 12510 constitutes the refereed proceedings of the 15th International Symposium on Visual Computing, ISVC 2020, which was supposed to be held in San Diego, CA, USA in October 2020, took place virtually instead due to the COVID-19 pandemic. The 114 full and 4 short papers presented in these volumes were carefully reviewed and selected from 175 submissions. The papers are organized into the following topical sections: Part I: deep learning; segmentation; visualization; video analysis and event recognition; ST: computational bioimaging; applications; biometrics; motion and tracking; computer graphics; virtual reality; and ST: computer vision advances in geo-spatial applications and remote sensing Part II: object recognition/detection/categorization; 3D reconstruction; medical image analysis; vision for robotics; statistical pattern recognition; posters
Open innovation, crowd sourcing, democratised innovation, vernacular design and brand fanaticism are amongst a handful of new approaches to design and innovation that have generated discussion and media coverage in recent years. In practice, these ideas are often inspiring propositions rather than providing pragmatic strategies. Open Design and Innovation develops the argument for a more nuanced acknowledgement and facilitation of 'non-professional' forms of creativity; drawing on lessons from commercial design practice; theoretical analysis and a wider understanding of innovation. Specifically this book examines: innovation and design, the reality and myth of mass creativity and the future ...
First multi-year cumulation covers six years: 1965-70.
This book constitutes the refereed proceedings of the 5th International Workshop on Motion in Games, held in Rennes, France, in November 2012. The 23 revised full papers presented together with 9 posters and 5 extended abstracts were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on planning, interaction, physics, perception, behavior, virtual humans, locomotion, and motion capture.
Interactive visualization and visual analytics tools have been designed and developed in the past and will be developed in the future as well. In each application domain in which data is measured, generated, and recorded we see a potential candidate for an interactive visualization tool with the goal to find insights and knowledge in the data. This knowledge can be found either visually by humans’ interventions or algorithmically by the machine, in the best case by applying both concepts in combination as in visual analytics. One of the easiest ways to get an interactive visualization tool running is by means of dashboards, typically implemented as webpages that can run in a web browser an...
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.
The current state of the art in cognitive robotics, covering the challenges of building AI-powered intelligent robots inspired by natural cognitive systems. A novel approach to building AI-powered intelligent robots takes inspiration from the way natural cognitive systems—in humans, animals, and biological systems—develop intelligence by exploiting the full power of interactions between body and brain, the physical and social environment in which they live, and phylogenetic, developmental, and learning dynamics. This volume reports on the current state of the art in cognitive robotics, offering the first comprehensive coverage of building robots inspired by natural cognitive systems. Con...
The wide diffusion of 3D printing technologies continuously calls for effective solutions for designing and fabricating objects of increasing complexity. The so called "computational fabrication" pipeline comprises all the steps necessary to turn a design idea into a physical object, and this book describes the most recent advancements in the two fundamental phases along this pipeline: design and process planning. We examine recent systems in the computer graphics community that allow us to take a design idea from conception to a digital model, and classify algorithms that are necessary to turn such a digital model into an appropriate sequence of machining instructions.
This book constitutes the thoroughly refereed post-conference proceedings of the 23rd International Symposium on Logic-Based Program Synthesis and Transformation, LOPSTR 2013, held in Madrid, Spain, in September 2013. The 13 revised full papers presented together with 2 invited talks were carefully reviewed and selected from 21 submissions during two rounds of reviewing and improvement. LOPSTR traditionally solicits papers in the areas of specification, synthesis, verification, transformation, analysis, optimization, composition, security, reuse, applications and tools, component-based software development, software architectures, agent-based software development, and program refinement.