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  • 1
    Electronic Resource
    Electronic Resource
    Amsterdam : Elsevier
    Computer Physics Reports 11 (1989), S. 221-291 
    ISSN: 0167-7977
    Source: Elsevier Journal Backfiles on ScienceDirect 1907 - 2002
    Topics: Computer Science , Physics
    Type of Medium: Electronic Resource
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  • 2
    Electronic Resource
    Electronic Resource
    Springer
    Virtual reality 5 (2000), S. 95-106 
    ISSN: 1434-9957
    Keywords: Socially believable agents ; Socially intelligent virtual agent
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract The creation of virtual humans capable of behaving and interacting realistically with each other requires the development of autonomous believable social agents. Standard goal-oriented approaches are not well suited to it because they don't take into account important characteristics identified by the social sciences. This paper tackles the issue of a general social reasoning mechanism, discussing its basic functional requirements using a sociological perspective, and proposing a high-level architecture based on Roles, Norms, Values and Types.
    Type of Medium: Electronic Resource
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  • 3
    ISSN: 1434-9957
    Keywords: Nonverbal communication ; Embodiments ; Networked virtual environments ; Social interaction in virtual environments ; Emotional feedback
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract Nonverbal communication is an important aspect of real-life face-to-face interaction and one of the most efficient ways to convey emotions, therefore users should be provided the means to replicate it in the virtual world. Because articulated embodiments are well suited to provide body communication in virtual environments, this paper first reviews some of the advantages and disadvantages of complex embodiments. After a brief introduction to nonverbal communication theories, we present our solution, taking into account the practical limitations of input devices and social science aspects. We introduce our sample of actions and implementation using our VLNET (Virtual Life Network) networked virtual environment and discuss the results of an informal evaluation experiment.
    Type of Medium: Electronic Resource
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  • 4
    Electronic Resource
    Electronic Resource
    Springer
    The visual computer 1 (1985), S. 241-248 
    ISSN: 1432-2315
    Keywords: Computer animation ; Heart ; Ventricle ; Atrium ; Subactor
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract This paper presents a strategy for the production of a computer-generated film showing the complete motion of a human heart. The model for construction and animation is discussed. The heart is decomposed into different parts; each part is considered as a subactor of the heart which is viewed as the main actor. The left ventricle simulation is emphasized, because it is based on medical measures. The atrium simulation is based on beta-spline surfaces and blood volume considerations.
    Type of Medium: Electronic Resource
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  • 5
    Electronic Resource
    Electronic Resource
    Springer
    The visual computer 3 (1988), S. 253-253 
    ISSN: 1432-2315
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Type of Medium: Electronic Resource
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  • 6
    Electronic Resource
    Electronic Resource
    Springer
    The visual computer 1 (1985), S. 207-208 
    ISSN: 1432-2315
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Type of Medium: Electronic Resource
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  • 7
    Electronic Resource
    Electronic Resource
    Springer
    The visual computer 3 (1988), S. 290-297 
    ISSN: 1432-2315
    Keywords: Facial animation ; Muscle ; Phoneme ; Expression ; Script
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract A new way of controlling human face animation and synchronizing speech is proposed. It is based on the concept of abstract muscle action procedure (AMA procedure). An AMA procedure is a specialized procedure which simulates the specific action of a face muscle. This paper describes the new technique and presents a methodology for animating the face of synthetic actors based on three levels: the AMA-procedure level, the expression level and the script level. The role of multiple tracks is also emphasized. Practical examples are also explained in detail, based on the filmRendez-vous à Montréal with the synthetic actors Marilyn Monroe and Humphrey Bogart.
    Type of Medium: Electronic Resource
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  • 8
    Electronic Resource
    Electronic Resource
    Springer
    The visual computer 2 (1986), S. 384-390 
    ISSN: 1432-2315
    Keywords: Lifegame ; Transition functions ; Cellular automata ; Bump mapping ; Solid texture
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract Conway's Lifegame is a trivial and wellknown application of a more general theory called the theory of cellular automata. Complex systems modeling may be based on the theory of cellular automata, originated by John von Neumann. Our approach is to define simple components that we call “analog automata”. An analog automaton is a finite state automaton where the state is defined in terms of real numbers representing physical quantities such a position, velocity, mass or color. Deterministic state transition function are applied to these automata using information from the state of neighboring automata. In our case, successive generations in the evolution of these cellular automata are mapped onto polygonal meshes in order to build and texture arbitrary surfaces.
    Type of Medium: Electronic Resource
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  • 9
    Electronic Resource
    Electronic Resource
    Springer
    The visual computer 3 (1987), S. 145-151 
    ISSN: 1432-2315
    Keywords: Fractals ; Recursive midpoint subdivision ; Revolution volumes ; Stochastic textures
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract For producing numerous frames as in computer animation, the direct application of the Mandelbrot theory of fractals is very expensive. The recursive midpoint subdivision is much more efficient although it sacrifices mathematical purity for execution speed. In our implementation, fractal polygons are created using subdivisions of meshes of triangles. But the midpoint is randomly generated inside a revolution volume where the axis is the edge itself. Based on this implementation, we study the impact of three geometric parameters for controlling this algorithm: the edge threshold, the eccentricity of the smallest cylinder surrounding the revolution volume and the displacement of the revolution volume towards the segment center. Several examples are provided. The subdivision algorithm is also applied to generate textures by perturbation of the normal length.
    Type of Medium: Electronic Resource
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  • 10
    Electronic Resource
    Electronic Resource
    Springer
    The visual computer 5 (1989), S. 1-1 
    ISSN: 1432-2315
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Type of Medium: Electronic Resource
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