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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...
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...
This volume presents state-of-the-art research from a wide area of subjects brought about by the digital convergence of computing, television, telecommunications and the World-Wide Web. It represents a unique snapshot of trends across a wide range of subjects including virtual environments; virtual reality; telepresence; human-computer interface design; interactivity; avatars; and the Internet. Both researchers and practitioners will find it an invaluable source of reference.
Virtual Humans are becoming more and more popular and used in many applications such as the entertainment industry (in both film and games) and medical applications. This comprehensive book covers all areas of this growing industry including face and body motion, body modelling, hair simulation, expressive speech simulation and facial communication, interaction with 3D objects, rendering skin and clothes and the standards for Virtual Humans. Written by a team of current and former researchers at MIRALab, University of Geneva or VRlab, EPFL, this book is the definitive guide to the area. Explains the concept of avatars and autonomous virtual actors and the main techniques to create and animate them (body and face). Presents the concepts of behavioural animation, crowd simulation, intercommunication between virtual humans, and interaction between real humans and autonomous virtual humans Addresses the advanced topics of hair representation and cloth animation with applications in fashion design Discusses the standards for Virtual Humans, such as MPEG-4 Face Animation and MPEG-4 Body Animation.
This practically-focused book presents a computational model for detection and analysis of pedestrian features in crowds from video sequences. The study of human behavior is a subject of great scientific interest and probably an inexhaustible source of research. The analysis of pedestrians and groups in crowds is relevant in several areas of application, such as security, entertainment, environmental and public spaces planning and social sciences. Cultural and personality aspects are attributes that can influence personal behavior and affect the group in which individuals belong. In this sense, we consider different ways of characterizing individuals and groups in crowds with respect to thei...
Recent years have witnessed an explosion of new research on constitution making. Comparative Constitution Making provides an up-to-date overview of this rapidly expanding field. p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 10.0px Arial}
The International Symposia on Distributed Autonomous Robotic Systems (DARS) started at Riken, Japan in 1992. Since then, the DARS symposia have been held every two years: in 1994 and 1996 in Japan (Riken, Wako), in 1998 in Germany (Karlsruhe), in 2000 in the USA (Knoxville, TN), in 2002 in Japan (Fukuoka), in 2004 in France (Toulouse), and in 2006 in the USA (Minneapolis, MN). The 9th DARS symposium, which was held during November 17–19 in T- kuba, Japan, hosted 84 participants from 13 countries. The 48 papers presented there were selected through rigorous peer review with a 50% acceptance ratio. Along with three invited talks, they addressed the spreading research fields of DARS, which ar...
The two volume set LNCS 4351 and LNCS 4352 constitutes the refereed proceedings of the 13th International Multimedia Modeling Conference, MMM 2007, held in Singapore in January 2007. Based on rigorous reviewing, the program committee selected 123 carefully revised full papers of the main technical sessions and 33 revised full papers of four special sessions from a total of 392 submissions for presentation in two volumes.
Video has rich information including meta-data, visual, audio, spatial and temporal data which can be analysed to extract a variety of low and high-level features to build predictive computational models using machine-learning algorithms to discover interesting patterns, concepts, relations, and associations. This book includes a review of essential topics and discussion of emerging methods and potential applications of video data mining and analytics. It integrates areas like intelligent systems, data mining and knowledge discovery, big data analytics, machine learning, neural network, and deep learning with focus on multimodality video analytics and recent advances in research/applications...
This book constitutes the proceedings of the 15th International Conference on Intelligent Virtual Agents, IVA 2015, held in Delft, The Netherlands, in August 2015. The 11 full papers, 22 short papers, and 21 demo and poster papers accepted were carefully reviewed and selected from 70 submissions. Constructing and studying intelligent virtual agents requires knowledge , theories, methods, and tools from a wide range of fields such as computer science, psychology, cognitive sciences, communication, linguistics, interactive media, human-computer interaction, and artificial intelligence. The papers are organized in topical sections such as adaptive dialogue and user modeling; cognitive, affective and social models; nonverbal behavior and gestures; pedagogical agents in health and training; tools and frameworks; turn-taking; virtual agent perception studies.