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Current computer graphics hardware and software make it possible to
synthesize near photo-realistic images, but the simulation of
natural-looking motion of articulated figures remains a
difficultand challenging task. Skillfully rendered animation of
humans, animals, and robots can delight and move us, but simulating
their realistic motion holds great promise for many other
applications as well, including ergonomic engineering design,
clinical diagnosis of pathological movements, rehabilitation
therapy, and biomechanics.Making Them Move presents the work of
leading researchers in computer graphics, psychology, robotics and
mechanical engineering who were invited to attend the Workshop on
the Mechanics, Control and Animation of ArticulatedFigures held at
the MIT Media Lab in April 1989. The book explores biological and
robotic motor control, as well as state-of-the-art computergraphics
techniques for simulating human and animal figures in a natural and
physically realistic manner.
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Intelligent Virtual Agents - 10th International Conference, IVA 2010, Philadelphia, PA, USA. Proceedings (Paperback, Edition.)
Jan Allbeck, Norman Badler, Timothy Bickmore, Catherine Pelachaud, Alla Safonova
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R1,530
Discovery Miles 15 300
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Ships in 10 - 15 working days
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th Welcome to the proceedings of the 10 International Conference on
Intelligent Virtual Agents (IVA), held 20-22 September, 2010 in
Philadelphia, Pennsylvania, USA. Intelligent Virtual Agents are
interactive characters that exhibit human-like qualities and
communicate with humans or with each other using natural human
modalities such as behavior, gesture, and speech. IVAs are capable
of real-time perception, cognition, and action that allow them to
participate in a dynamic physical and social environment. IVA 2010
is an interdisciplinary annual conference and the main forum for
prese- ing research on modeling, developing, and evaluating
Intelligent Virtual Agents with a focus on communicative abilities
and social behavior. The development of IVAs - quires expertise in
multimodal interaction and several AI fields such as cognitive
modeling, planning, vision, and natural language processing.
Computational models are typically based on experimental studies
and theories of human-human and hum- robot interaction; conversely,
IVA technology may provide interesting lessons for these fields.
Visualizations of IVAs require computer graphics and animation te-
niques, and in turn supply significant realism problem domains for
these fields. The realization of engaging IVAs is a challenging
task, so reusable modules and tools are of great value. The fields
of application range from robot assistants, social simulation, and
tutoring to games and artistic exploration. The enormous challenges
and diversity of possible applications of IVAs have - sulted in an
established annual conference.
There are many applications of computer animation and simulation
where it is necessary to model virtual crowds of autonomous agents.
Some of these applications include site planning, education,
entertainment, training, and human factors analysis for building
evacuation. Other applications include simulations of scenarios
where masses of people gather, flow, and disperse, such as
transportation centers, sporting events, and concerts. Most crowd
simulations include only basic locomotive behaviors possibly
coupled with a few stochastic actions. Our goal in this survey is
to establish a baseline of techniques and requirements for
simulating large-scale virtual human populations. Sometimes, these
populations might be mutually engaged in a common activity such as
evacuation from a building or area; other times they may be going
about their individual and personal agenda of work, play, leisure,
travel, or spectator. Computational methods to model one set of
requirements may not mesh well with good approaches to another. By
including both crowd and individual goals and constraints into a
comprehensive computational model, we expect to simulate the visual
texture and contextual behaviors of groups of seemingly sentient
beings. Table of Contents: Introduction / Crowd Simulation
Methodology Survey / Individual Differences in Crowds / Framework
(HiDAC + MACES + CAROSA) / HiDAC: Local Motion / MACES: Wayfinding
with Communication and Roles / CAROSA: Functional Crowds /
Initializing a Scenario / Evaluating Crowds
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