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Book Computational Studies of Human Motion

Download or read book Computational Studies of Human Motion written by David Forsyth and published by Now Publishers Inc. This book was released on 2006 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computational Studies of Human Motion: Part 1, Tracking and Motion Synthesis reviews methods for kinematic tracking of the human body in video. The review confines itself to the earlier stages of motion, focusing on tracking and motion synthesis. There is an extensive discussion of open issues. The authors identify some puzzling phenomena associated with the choice of human motion representation --- joint angles vs. joint positions. The review concludes with a quick guide to resources and an extensive bibliography of over 400 references. Computational Studies of Human Motion: Part 1, Tracking and Motion Synthesis is an invaluable reference for those engaged in computational geometry, computer graphics, image processing, imaging in general, and robotic.

Book Motion Control

    Book Details:
  • Author : Federico Casolo
  • Publisher : BoD – Books on Demand
  • Release : 2010-01-01
  • ISBN : 9537619559
  • Pages : 594 pages

Download or read book Motion Control written by Federico Casolo and published by BoD – Books on Demand. This book was released on 2010-01-01 with total page 594 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book reveals many different aspects of motion control and a wide multiplicity of approaches to the problem as well. Despite the number of examples, however, this volume is not meant to be exhaustive: it intends to offer some original insights for all researchers who will hopefully make their experience available for a forthcoming publication on the subject.

Book Motion in Games

    Book Details:
  • Author : Arjan Egges
  • Publisher : Springer
  • Release : 2008-11-07
  • ISBN : 3540892206
  • Pages : 265 pages

Download or read book Motion in Games written by Arjan Egges and published by Springer. This book was released on 2008-11-07 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed post-workshop proceedings of the First International Workshop on Motion in Games, held in Utrecht, The Netherlands, during June 14-17, 2008, in collaboration with the NLGD Festival of Games. The 24 revised papers presented during the workshop cover topics on crowd simulation; virtual humans; motion synthesis; interfaces; navigation and steering; and facial and behavioral animation.

Book Articulated Motion and Deformable Objects

Download or read book Articulated Motion and Deformable Objects written by Francisco J. Perales and published by Springer Science & Business Media. This book was released on 2008-07 with total page 471 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 5th International Conference on Articulated Motion and Deformable Objects, AMDO 2008, held in Port d'Andratx, Mallorca, Spain, in July 2008. The 36 revised full papers and 7 poster papers presented were carefully reviewed and selected from 64 submissions. The papers are organized in topical section on computer graphics: human modelling and animation, human motion: analysis, tracking, 3D reconstruction and recognition, multimodal user interaction: VR and ar, speech, biometrics, and advanced multimedia systems: standards, indexed video contents.

Book DHM2020

    Book Details:
  • Author : L. Hanson
  • Publisher : IOS Press
  • Release : 2020-09-11
  • ISBN : 1643681052
  • Pages : 452 pages

Download or read book DHM2020 written by L. Hanson and published by IOS Press. This book was released on 2020-09-11 with total page 452 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital human modeling (DHM) is an active field of research directed towards the goal of creating detailed digital models of the human body and its functions, as well as assessment methods for evaluating human interaction with products and production systems. These have many applications in ergonomics, design and engineering, in fields as diverse as the automotive industry and medicine. This book presents the proceedings of the 6th International Digital Human Modeling Symposium (DHM2020), held in Skövde, Sweden from 31 August to 2 September 2020. The conference was also accessible online for those unable to attend in person because of restrictions due to the Covid-19 pandemic. The symposium provides an international forum for researchers, developers and users to report their latest innovations, summarize new developments and experiences within the field, and exchange ideas, results and visions in all areas of DHM research and applications. The book contains the 43 papers accepted for presentation at the conference, and is divided into 6 sections which broadly reflect the topics covered: anthropometry; behavior and biomechanical modeling; human motion data collection and modeling; human-product interaction modeling; industry and user perspectives; and production planning and ergonomics evaluation. Providing a state-of-the-art overview of research and developments in digital human modeling, the book will be of interest to all those who are active in the field.

Book Motion in Games

    Book Details:
  • Author : Marcelo Kallmann
  • Publisher : Springer
  • Release : 2012-11-10
  • ISBN : 364234710X
  • Pages : 394 pages

Download or read book Motion in Games written by Marcelo Kallmann and published by Springer. This book was released on 2012-11-10 with total page 394 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Virtual Crowds

    Book Details:
  • Author : Mubbasir Kapadia
  • Publisher : Springer Nature
  • Release : 2022-05-31
  • ISBN : 3031025865
  • Pages : 248 pages

Download or read book Virtual Crowds written by Mubbasir Kapadia and published by Springer Nature. This book was released on 2022-05-31 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume presents novel computational models for representing digital humans and their interactions with other virtual characters and meaningful environments. In this context, we describe efficient algorithms to animate, control, and author human-like agents having their own set of unique capabilities, personalities, and desires. We begin with the lowest level of footstep determination to steer agents in collision-free paths. Steering choices are controlled by navigation in complex environments, including multi-domain planning with dynamically changing situations. Virtual agents are given perceptual capabilities analogous to those of real people, including sound perception, multi-sense attention, and understanding of environment semantics which affect their behavior choices. The roles and impacts of individual attributes, such as memory and personality are explored. The animation challenges of integrating a number of simultaneous behavior and movement demands on an agent are addressed through an open source software system. Finally, the creation of stories and narratives with groups of agents subject to planning and environmental constraints culminates the presentation.

Book Intelligent Virtual Agents

Download or read book Intelligent Virtual Agents written by David Traum and published by Springer. This book was released on 2016-10-18 with total page 538 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the 16th International Conference on Intelligent Virtual Agents, IVA 2016, held in Los Angeles, CA, USA, in September 2016. The 12 full papers, 18 short papers, and 37 demo and poster papers accepted were carefully reviewed and selected from 81 submissions. IVA 2016 also includes three workshops: Workshop on Chatbots and Conversational Agents (WOCHAT), Can you feel me now? Creating Physiologically Aware Virtual Agents (PAVA), and Graphical and Robotic Embodied Agents for Therapeutic Systems, GREATS16. Intelligent Virtual Aspects (IVAs) are intelligent digital interactive characters that can communicate with humans and other agents using natural human modalities such as facial expressions, speech, gestures, and movement. They are capable of real-time perception, cognition, emotion and action that allow them to participate in dynamic social environments. Constructing and studying IVAs requires tools from a wide range of fields such as computer science, psychology, cognitive science, communication, linguistics, interactive media, human-computer interaction and artificial intelligence.

Book Computational Science and Its Applications     ICCSA 2019

Download or read book Computational Science and Its Applications ICCSA 2019 written by Sanjay Misra and published by Springer. This book was released on 2019-06-29 with total page 805 pages. Available in PDF, EPUB and Kindle. Book excerpt: The six volumes LNCS 11619-11624 constitute the refereed proceedings of the 19th International Conference on Computational Science and Its Applications, ICCSA 2019, held in Saint Petersburg, Russia, in July 2019. The 64 full papers, 10 short papers and 259 workshop papers presented were carefully reviewed and selected form numerous submissions. The 64 full papers are organized in the following five general tracks: computational methods, algorithms and scientific applications; high performance computing and networks; geometric modeling, graphics and visualization; advanced and emerging applications; and information systems and technologies. The 259 workshop papers were presented at 33 workshops in various areas of computational sciences, ranging from computational science technologies to specific areas of computational sciences, such as software engineering, security, artificial intelligence and blockchain technologies.

Book Data Driven 3D Facial Animation

Download or read book Data Driven 3D Facial Animation written by Zhigang Deng and published by Springer Science & Business Media. This book was released on 2008 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: Data-Driven 3D Facial Animation systematically describes the important techniques developed over the last ten years or so. Comprehensive in scope, the book provides an up-to-date reference source for those working in the facial animation field.

Book Transactions on Computational Science XVI

Download or read book Transactions on Computational Science XVI written by and published by Springer. This book was released on 2012-07-25 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: The LNCS journal Transactions on Computational Science reflects recent developments in the field of Computational Science, conceiving the field not as a mere ancillary science but rather as an innovative approach supporting many other scientific disciplines. The journal focuses on original high-quality research in the realm of computational science in parallel and distributed environments, encompassing the facilitating theoretical foundations and the applications of large-scale computations and massive data processing. It addresses researchers and practitioners in areas ranging from aerospace to biochemistry, from electronics to geosciences, from mathematics to software architecture, presenting verifiable computational methods, findings, and solutions and enabling industrial users to apply techniques of leading-edge, large-scale, high performance computational methods. The 16th issue of the Transactions on Computational Science journal contains 11 extended versions of selected papers from Cyberworlds 2011, held in Banff, AB, Canada, in October 2011. The topics span the areas of haptic modeling, shared virtual worlds, virtual reality, human-computer interfaces, e-learning in virtual collaborative spaces, multi-user web games, cybersecurity, social networking, and art and heritage in cyberspaces.

Book A Modern Approach to Intelligent Animation

Download or read book A Modern Approach to Intelligent Animation written by Yueting Zhuang and published by Springer Science & Business Media. This book was released on 2008-10-11 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book discusses the concepts, theory, and core technologies of intelligent theory and human animation, including video based human animation and intelligent technology of motion data management and reusing. It introduces systems developed to demonstrate the technologies of video based animation. Lively pictures and demos throughout the text help make the theory and technologies more accessible to readers.

Book Advances in Computer Graphics

Download or read book Advances in Computer Graphics written by Tomoyuki Nishita and published by Springer Science & Business Media. This book was released on 2006-06-22 with total page 788 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the refereed proceedings of the 24th Computer Graphics International Conference, CGI 2006. The 38 revised full papers and 37 revised short papers presented were carefully reviewed. The papers are organized in topical sections on rendering and texture, efficient modeling and deformation, digital geometry processing, shape matching and shape analysis, face, virtual reality, motion and image, as well as CAGD.

Book Intelligent Virtual Agents

Download or read book Intelligent Virtual Agents written by Ruth Aylett and published by Springer. This book was released on 2013-08-16 with total page 508 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the 13th International Conference on Intelligent Virtual Agents, IVA 2013, held in Edinburgh, UK, in August 2013. There was a total of 94 submissions. The 18 full and 18 short papers presented in this volume were carefully reviewed and selected for inclusion in the book. In addition, the volume lists the 34 posters which were on display during the conference. The papers are organized in topical sections named: cognitive models; applications; dialogue, language, speech; non-verbal behaviour; and social, cultural models and agents.

Book Learning by Playing  Game based Education System Design and Development

Download or read book Learning by Playing Game based Education System Design and Development written by Maiga Chang and published by Springer. This book was released on 2009-07-31 with total page 596 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the widespread interest in digital entertainment and the advances in the technologies of computer graphics, multimedia and virtual reality technologies, the new area of “Edutainment” has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or AR/VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. The Edutainment conference series is a very interesting opportunity for researchers, engineers, and graduate students who wish to communicate at these international annual events. The conference series includes plenary invited talks, workshops, tutorials, paper presen- tion tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first (Edutainment 2006 in Hangzhou, China), the second (Edutainment 2007 in Hong Kong, China), and the third events (Edutainment 2008 in Nanjing, China), Edutainment 2009 was held August 9–11, 2009 in Banff, Canada. This year, we received 116 submissions from 25 different countries and regions - cluding Austria, Canada, China, Denmark, Finland, France, Germany, Greece, Hong Kong, Italy, Japan, Korea, Malaysia, Mexico, The Netherlands, Norway, Portugal, Singapore, Spain, Sweden, Switzerland, Taiwan, Trinidad and Tobago, UK, and USA.

Book Aerospace Flight Control Systems

Download or read book Aerospace Flight Control Systems written by Wayne Stout, Phd and published by DesignAerospace LLC. This book was released on 2018-01-15 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book covers aerospace flight control systems. Both primary and secondary flight control systems are covered in the book. The first chapters cover basic mechanism fundamentals that are relevant to flight control systems. Next is chapters on cable systems, gearing systems and power screws. Hydraulic and electromechanical actuation are also discussed. From here, the book addresses general aspects of flight control systems, including fly by wire systems. After this secondary systems (high lift, spoilers, trim) and primary flight control for each axis are discussed - each in stand-alone chapters. Reversible, irreversible and fly by wire systems are discussed for each axis. The final chapter goes into system fault detection.

Book Modern Machine Learning Techniques and Their Applications in Cartoon Animation Research

Download or read book Modern Machine Learning Techniques and Their Applications in Cartoon Animation Research written by Jun Yu and published by John Wiley & Sons. This book was released on 2013-03-18 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt: The integration of machine learning techniques and cartoon animation research is fast becoming a hot topic. This book helps readers learn the latest machine learning techniques, including patch alignment framework; spectral clustering, graph cuts, and convex relaxation; ensemble manifold learning; multiple kernel learning; multiview subspace learning; and multiview distance metric learning. It then presents the applications of these modern machine learning techniques in cartoon animation research. With these techniques, users can efficiently utilize the cartoon materials to generate animations in areas such as virtual reality, video games, animation films, and sport simulations