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Geometric Modeling and Reasoning of Human-Centered Freeform Products (Hardcover, 2013 ed.): Charlie C.L. Wang Geometric Modeling and Reasoning of Human-Centered Freeform Products (Hardcover, 2013 ed.)
Charlie C.L. Wang
R2,667 Discovery Miles 26 670 Ships in 18 - 22 working days

The recent trend in user-customized product design requires the shape of products to be automatically adjusted according to the human body s shape, so that people will feel more comfortable when wearing these products. Geometric approaches can be used to design the freeform shape of products worn by people, which can greatly improve the efficiency of design processes in various industries involving customized products (e.g., garment design, toy design, jewel design, shoe design, and design of medical devices, etc.). These products are usually composed of very complex geometric shapes (represented by free-form surfaces), and are not driven by a parameter table but a digital human model with free-form shapes or part of human bodies (e.g., wrist, foot, and head models).

"Geometric Modeling and Reasoning of Human-Centered Freeform Products "introduces the algorithms of human body reconstruction, freeform product modeling, constraining and reconstructing freeform products, and shape optimization for improving the manufacturability of freeform products. Based on these techniques, the design automation problem for human-centered freeform products can be fundamentally solved.

Researchers and developers working on problems of automatic designing individually customized products can use this book as a reference, and it can also be used in courses in computer-aided product design at the graduate level."

Geometric Modeling and Reasoning of Human-Centered Freeform Products (Paperback, 2013 ed.): Charlie C.L. Wang Geometric Modeling and Reasoning of Human-Centered Freeform Products (Paperback, 2013 ed.)
Charlie C.L. Wang
R3,240 Discovery Miles 32 400 Ships in 18 - 22 working days

The recent trend in user-customized product design requires the shape of products to be automatically adjusted according to the human body's shape, so that people will feel more comfortable when wearing these products. Geometric approaches can be used to design the freeform shape of products worn by people, which can greatly improve the efficiency of design processes in various industries involving customized products (e.g., garment design, toy design, jewel design, shoe design, and design of medical devices, etc.). These products are usually composed of very complex geometric shapes (represented by free-form surfaces), and are not driven by a parameter table but a digital human model with free-form shapes or part of human bodies (e.g., wrist, foot, and head models). Geometric Modeling and Reasoning of Human-Centered Freeform Products introduces the algorithms of human body reconstruction, freeform product modeling, constraining and reconstructing freeform products, and shape optimization for improving the manufacturability of freeform products. Based on these techniques, the design automation problem for human-centered freeform products can be fundamentally solved. Researchers and developers working on problems of automatic designing individually customized products can use this book as a reference, and it can also be used in courses in computer-aided product design at the graduate level.

Technologies for E-Learning and Digital Entertainment - Second International Conference, Edutainment 2007, Hong Kong, China,... Technologies for E-Learning and Digital Entertainment - Second International Conference, Edutainment 2007, Hong Kong, China, June 11-13, 2007, Proceedings (Paperback, 2007 ed.)
Kin-Chuen Hui, Zhigeng Pan, Ronald Chi-Kit Chung, Charlie C.L. Wang, Xiaogang Jin, …
R2,842 Discovery Miles 28 420 Ships in 18 - 22 working days

This book constitutes the refereed proceedings of the Second International Conference on E-learning and Games, Edutainment 2007, held in Hong Kong, China, in June 2007.

The 90 revised full papers presented together with the abstract of the keynote speeches were carefully reviewed and selected from a total of 393 submissions. The papers cover a wide range of topics and are organized in topical sections on virtual and augmented reality in game and education, virtual characters in games and education, e-learning platforms and tools, geometry in games and virtual reality, vision, imaging and video technology, as well as collaborative and distributed environments.

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