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The two volume sets LNCS 8033 and 8034 constitutes the refereed proceedings of the 9th International Symposium on Visual Computing, ISVC 2013, held in Rethymnon, Crete, Greece, in July 2013. The 63 revised full papers and 35 poster papers presented together with 32 special track papers were carefully reviewed and selected from more than 220 submissions. The papers are organized in topical sections: Part I (LNCS 8033) comprises computational bioimaging; computer graphics; motion, tracking and recognition; segmentation; visualization; 3D mapping, modeling and surface reconstruction; feature extraction, matching and recognition; sparse methods for computer vision, graphics and medical imaging; face processing and recognition. Part II (LNCS 8034) comprises topics such as visualization; visual computing with multimodal data streams; visual computing in digital cultural heritage; intelligent environments: algorithms and applications; applications; virtual reality.
Looking at film through its communication properties rather than its social or political implications, this work draws on the tenets of James J. Gibson's ecological theory of visual perception and offers a new understanding of how moving images are seen and understood.
The Volume II is entitled “Neurostimulation and pharmacological approaches”. This volume describes augmentation approaches, where improvements in brain functions are achieved by modulation of brain circuits with electrical or optical stimulation, or pharmacological agents. Activation of brain circuits with electrical currents is a conventional approach that includes such methods as (i) intracortical microstimulation (ICMS), (ii) transcranial direct current stimulation (tDCS), and (iii) transcranial magnetic stimulation (TMS). tDCS and TMS are often regarded as noninvasive methods. Yet, they may induce long-lasting plastic changes in the brain. This is why some authors consider the term ...
TheAMDO-e2006conferencetookplaceattheHotelMonPort, Portd'Andratx (Mallorca), on July 11-14, 2006, sponsored by the International Association for Pattern Recognition (IAPR), the MEC (Ministerio de Educaciþ on y Ciencia, SpanishGovernment), theConselleriad'Economia, HisendaiInnovaciþ o(Balearic Islands Government), the AERFAI (Spanish Association in Pattern Recognition and Arti?cial Intelligence), the EG (Eurographics Association) and the Ma- ematics and Computer Science Department of the UIB. Important commercial sponsorsalsocollaboratedwithpracticaldemonstrations;themaincontributions were from: VICOM Tech, ANDROME Iberica, GroupVision, Ndigital (NDI), CESA and TAGrv. The subject of the con...
It is with greatpleasure that we present the proceedings of the 4th International Symposium on Visual Computing (ISVC 2008) in Las Vegas, Nevada. ISVC o?ers a common umbrella for the four main areas of visual computing including vision, graphics, visualization, and virtual reality. Its goal is to provide a forum for researchers, scientists, engineers and practitioners throughout the world to present their latest research ?ndings, ideas, developments and applications in the broader area of visual computing. This year,ISVC grew signi?cantly; the programconsisted of 15 oralsessions, 1 poster session, 8 special tracks, and 6 keynote presentations. The response to the call for papers was very str...
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Video games have come a long way since Atari launched Pong back in 1971. The Innovation Library helps expose students to the important concept of innovation. With the pace of change in the video game industry, even the youngest student has seen the impact of innovation on games that they enjoy.
The 20 research papers in this volume demonstrate novel models and concepts in animation and graphics simulation. Special emphasis is given on innovative approaches to Modelling Human Motion, Models of Collision Detection and Perception, Facial Animation and Communication, Specific Animation Models, Realistic Rendering for Animation, and Behavioral Animation.
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.
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.