Modelling and Motion Capture Techniques for Virtual Environments
Title | Modelling and Motion Capture Techniques for Virtual Environments PDF eBook |
Author | Nadia Magnenat-Thalmann |
Publisher | Springer |
Pages | 282 |
Release | 2003-05-20 |
Genre | Computers |
ISBN | 3540493840 |
The CAPTECH'98 workshop took place at the University of Geneva on November 26–27, 1998, sponsored by FIP Working Group 5.10 (Computer Graphics and Virtual Worlds) and the Suisse Romande regional doctoral seminar in computer science. The subject of the conference was ongoing research in data capture and interpretation. The goals of capturing real world data in order to perceive, understand, and interpret them and then reacting to them in a suitable way are currently important research problems. These data can be very diverse: sounds, emotions, shapes, motions, forces, muscles, actions, etc. Once captured, they have to be treated either to make the invisible visible, or to understand a particular phenomenon so as to formulate an appropriate reaction, or to integrate various information in a new multimedia format. The conference included six sessions of presented papers and three panel discussions. Invited speakers treating various aspects of the topic were: Professor R. Earnshaw from Bradford University, Professor T. L. Kunii from Hosei University, and Professor P. Robert from EPFL. Professor K. Bauknecht, of the University of Zürich, President of IFIP, offered the welcoming address. Mr. E. Badique, project officer for the EU in Brussels, discussed recent results of the EU ACTS research program. Finally, the Geneva Computer Animation '98 Film Festival highlighted the evening of November 26.
Modelling and Motion Capture Techniques for Virtual Environments
Title | Modelling and Motion Capture Techniques for Virtual Environments PDF eBook |
Author | Nadia Magnenat-Thalmann |
Publisher | Springer Science & Business Media |
Pages | 282 |
Release | 1998-11-17 |
Genre | Computers |
ISBN | 3540653538 |
The CAPTECH'98 workshop took place at the University of Geneva on November 26–27, 1998, sponsored by FIP Working Group 5.10 (Computer Graphics and Virtual Worlds) and the Suisse Romande regional doctoral seminar in computer science. The subject of the conference was ongoing research in data capture and interpretation. The goals of capturing real world data in order to perceive, understand, and interpret them and then reacting to them in a suitable way are currently important research problems. These data can be very diverse: sounds, emotions, shapes, motions, forces, muscles, actions, etc. Once captured, they have to be treated either to make the invisible visible, or to understand a particular phenomenon so as to formulate an appropriate reaction, or to integrate various information in a new multimedia format. The conference included six sessions of presented papers and three panel discussions. Invited speakers treating various aspects of the topic were: Professor R. Earnshaw from Bradford University, Professor T. L. Kunii from Hosei University, and Professor P. Robert from EPFL. Professor K. Bauknecht, of the University of Zürich, President of IFIP, offered the welcoming address. Mr. E. Badique, project officer for the EU in Brussels, discussed recent results of the EU ACTS research program. Finally, the Geneva Computer Animation '98 Film Festival highlighted the evening of November 26.
Modelling and Motion Capture Techniques for Virtual Environments
Title | Modelling and Motion Capture Techniques for Virtual Environments PDF eBook |
Author | |
Publisher | |
Pages | 271 |
Release | 1998 |
Genre | |
ISBN |
Stepping into Virtual Reality
Title | Stepping into Virtual Reality PDF eBook |
Author | Mario A. Gutiérrez A. |
Publisher | Springer Nature |
Pages | 279 |
Release | 2023-08-11 |
Genre | Computers |
ISBN | 3031364872 |
Virtual reality techniques are increasingly becoming indispensable in many areas. This book looks at how to generate advanced virtual reality worlds. It covers principles, techniques, devices and mathematical foundations, beginning with basic definitions, and then moving on to the latest results from current research and exploring the social implications of these. Very practical in its approach, the book is fully illustrated in colour and contains numerous examples, exercises and case studies. This textbook will allow students and practitioners alike to gain a practical understanding of virtual reality concepts, devices and possible applications.
Frontiers of Human-Centered Computing, Online Communities and Virtual Environments
Title | Frontiers of Human-Centered Computing, Online Communities and Virtual Environments PDF eBook |
Author | Rae Earnshaw |
Publisher | Springer Science & Business Media |
Pages | 482 |
Release | 2012-12-06 |
Genre | Computers |
ISBN | 1447102592 |
Rae Earnshawand John A. Vince --_. . _----- 1 Introduction The USPresident's Information Technology Advisory Committee (PITAC)recently advised the US Senate of the strategic importance of investing in IT for the 21st century, particularlyin the areas of software,human-computer interaction, scalable information infrastructure, high-end computing and socioeconomic issues [1]. Research frontiers ofhuman-computer interaction include the desire that interac tion be more centered around human needs and capabilities, and that the human environment be considered in virtual environments and in other contextual infor mation-processing activities. The overall goal is to make users more effective in their information or communication tasks by reducing learning times, speeding performance, lowering error rates, facilitating retention and increasing subjective satisfaction. Improved designs can dramatically increase effectiveness for users, who range from novices to experts and who have diverse cultures with varying educational backgrounds. Their lives could be made more satisfying, their work safer, their learning easier and their health better.
Handbook of Digital Human Modeling
Title | Handbook of Digital Human Modeling PDF eBook |
Author | Vincent G. Duffy |
Publisher | CRC Press |
Pages | 1034 |
Release | 2016-04-19 |
Genre | Computers |
ISBN | 1420063529 |
The rapid introduction of sophisticated computers, services, telecommunications systems, and manufacturing systems has caused a major shift in the way people use and work with technology. It is not surprising that computer-aided modeling has emerged as a promising method for ensuring products meet the requirements of the consumer. The Handbook of D
Handbook of Virtual Humans
Title | Handbook of Virtual Humans PDF eBook |
Author | Nadia Magnenat-Thalmann |
Publisher | John Wiley & Sons |
Pages | 468 |
Release | 2005-10-31 |
Genre | Computers |
ISBN | 0470023171 |
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.