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Synthetic Actors


Synthetic Actors
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Download Synthetic Actors PDF/ePub or read online books in Mobi eBooks. Click Download or Read Online button to get Synthetic Actors book now. This website allows unlimited access to, at the time of writing, more than 1.5 million titles, including hundreds of thousands of titles in various foreign languages. If the content not found or just blank you must refresh this page



Creating Personalities For Synthetic Actors


Creating Personalities For Synthetic Actors
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Author : Robert Trappl
language : en
Publisher: Springer Science & Business Media
Release Date : 1997-03-20

Creating Personalities For Synthetic Actors written by Robert Trappl and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 1997-03-20 with Computers categories.


Progress in computer animation has gained such a speed that, before long, computer-generated human faces and figures on screen will be indistinguishable from those of real humans. The potential both for scripted films and real-time interaction with users is enormous. However, in order to cope with this potential, these faces and figures must be guided by autonomous personality agents. This carefully arranged volume presents the state of the art in research and development in making synthetic actors more autonomous. The papers describe the different approaches and solutions developed by computer animation specialists, computer scientists, experts in AI, psychologists and philosophers, from leading laboratories world-wide. Finally, a bibliography comprising more than 200 entries enable further study.



Cyberworlds


Cyberworlds
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Author : Tosiyasu L. Kunii
language : en
Publisher: Springer Science & Business Media
Release Date : 2012-12-06

Cyberworlds written by Tosiyasu L. Kunii and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-12-06 with Computers categories.


The worlds synthesized in the cyberspaces of networked computers are the theme of Cyberworlds. Cyberspaces have come into prominence with the de velopment of the Internet and are expected to expand drastically with the emergence of national and international information systems. The purpose is to discover the architecture and design of cy of the book Cyberworlds berworlds by synthesizing worlds in cyberspaces. The underlying philosophy is crucial to the success of the architecture, and an initial effort is made to delineate it at the beginning of the book. The book's topics are selected to clarify the issues of the philosophy, architecture, and design of cyberworlds through a wide variety of case studies. The approach presented in the book is thus characterized as synthetic rather than analytic. There already are numbers of books with observations and analyses of cyberworlds. They warn of the danger of widespread crimes and accidents in the cyberworlds, for instance. Without a philosophy and methodologies of how to architecturally design and synthesize the cyber worlds, the worlds in cyberspaces tend to be arbitrarily extended, disordered, and, in extreme cases, criminal. This book is intended to benefit readers by providing them with a possible direction to take in deciding how to synthesize worlds in cyberspaces. Cre ating new worlds in new spaces with almost unlimited dimension and scale is an immense challenge. In principle, anyone at any moment can participate in the creation. The book serves as a creator's reference and also as a design guidebook.



Cg International 90


Cg International 90
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Author : Tat-Seng Chua
language : en
Publisher: Springer Science & Business Media
Release Date : 2012-12-06

Cg International 90 written by Tat-Seng Chua and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-12-06 with Computers categories.


In recent years, we have witnessed an increasing use of sophisticated graphics in designing and manufacturing complex architectural and engineering systems; in modeling, simulating and visualizing complicated physical processes; in generating, highly realistic images and animation; and, in most man-machine interfaces. These trends are made possible by the improvement in performance and the lowering of cost of hardware since the mid 1970s, and the continuing advances in many areas of computer graphics. The major advances in computer graphics include: greater sophistication and realism of image generation techniques, improved man-machine interaction techniques, superior geometric modeling techniques for the representation and modeling of complex physical and mathematical objects, sophisticated software systems for animation and modeling of incorporating latest AI and software engineering techniques, greater integration of CAD and CAM in CIM, and techniques to represent and visualize complicated physical processes. These advances are reflected in this present volume either as papers dealing with one particular aspect of research, or as multifaceted studies involving several different areas.



Entertainment Computing Icec 2004


Entertainment Computing Icec 2004
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Author : Matthias Rauterberg
language : en
Publisher: Springer Science & Business Media
Release Date : 2004-08-23

Entertainment Computing Icec 2004 written by Matthias Rauterberg and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004-08-23 with Computers categories.


The advancement of information and communication technologies (ICT) has enabled broad use of ICT and facilitated the use of ICT in the private and personal domain. ICT-related industries are directing their business targets to home applications. Among these applications, entertainment will differentiate ICT applications in the private and personal market from the of?ce. Comprehensive research and development on ICT - plications for entertainment will be different for the promotion of ICT use in the home and other places for leisure. So far engineering research and development on enterta- ment has never been really established in the academic communities. On the other hand entertainment-related industries such as the video and computer game industries have been growing rapidly in the last 10 years, and today the entertainment computing bu- ness outperforms the turnover of the movie industry. Entertainment robots are drawing theattentionofyoungpeople. TheeventcalledRoboCuphasbeenincreasingthenumber of participants year by year. Entertainment technologies cover a broad range of pr- ucts and services: movies, music, TV (including upcoming interactive TV), VCR, VoD (including music on demand), computer games, game consoles, video arcades, g- bling machines, the Internet (e. g. , chat rooms, board and card games, MUD), intelligent toys, edutainment, simulations, sport, theme parks, virtual reality, and upcoming service robots. The?eldofentertainmentcomputingfocusesonusers’growinguseofentertainment technologies at work, in school and at home, and the impact of this technology on their behavior. Nearly every working and living place has computers, and over two-thirds of childreninindustrializedcountrieshavecomputersintheirhomesaswell.



Image Synthesis


Image Synthesis
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Author : Nadia Magnenat-Thalmann
language : en
Publisher: Springer Science & Business Media
Release Date : 2012-12-06

Image Synthesis written by Nadia Magnenat-Thalmann and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-12-06 with Computers categories.


Image Synthesis: Theory and Practice is the first book completely dedicated to the numerous techniques of image synthesis. Both theoretical and practical aspects are treated in detail. Numerous impressive computer-generated images are used to explain the most advanced techniques in image synthesis. The book contains a detailed description of the most fundamental algorithms; other less important algorithms are summarized or simply listed. This volume is also a unique handbook of mathematical formulae for image synthesis. The four first chapters of the book survey the basic techniques of computer graphics which play an important role in the design of an image: geometric models, image and viewing transformations, curves and surfaces and solid modeling techniques. In the next chapters, each major topic in image synthesis is presented. The first important problem is the detection and processing of visible surfaces, then two chapters are dedicated to the central problem of light and illumination. As aliasing is a major problem in image rendering, the fundamental antialiasing and motion blur techniques are explained. The most common shadow algorithms are then presented as well as techniques for producing soft shadows and penumbrae. In the last few years, image rendering has been strongly influenced by ray tracing techniques. For this reason, two chapters are dedicated to this important approach. Then a chapter is completely dedicated to fractals from the formal Mandelbrot theory to the recursive subdivision approaches. Natural phenomena present a particularly difficult challenge in image synthesis. For this reason, a large portion of the book is devoted to latest methods to simulate these phenomena: particle systems, scalar fields, volume density scattering models. Various techniques are also described for representing terrains, mountains, water, waves, sky, clouds, fog, fire, trees, and grass. Several techniques for combining images are also explained: adaptive rendering, montage and composite methods. The last chapter presents in detail the MIRALab image synthesis software.



Fourth European Conference On Artificial Life


Fourth European Conference On Artificial Life
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Author : Phil Husbands
language : en
Publisher: MIT Press
Release Date : 1997

Fourth European Conference On Artificial Life written by Phil Husbands and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 1997 with Computers categories.


Topics include self-organization, the origins of life, natural selection, evolutionary computation, neural networks, communication, artificial worlds, software agents, philosophical issues in artificial life, ethical problems, and learning and development. Researchers in artificial life attempt to use the physical representation of lifelike phenomena to understand the organizational principles underlying the dynamics of living systems. The goal of the 1997 European Conference on Artificial Life is to provoke new understandings of the relationships between the natural and the artificial. Topics include self-organization, the origins of life, natural selection, evolutionary computation, neural networks, communication, artificial worlds, software agents, philosophical issues in artificial life, ethical problems, and learning and development.



Communicating With Virtual Worlds


Communicating With Virtual Worlds
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Author : Nadia Magnenat Thalmann
language : en
Publisher: Springer Science & Business Media
Release Date : 2012-12-06

Communicating With Virtual Worlds written by Nadia Magnenat Thalmann and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-12-06 with Computers categories.


This volume presents the proceedings of COMPUTER GRAPHICS INTERNATIONAL '93 (COl '93), the Eleventh International Conference of the Computer Graphics Society (CGS), COl '93 has been held in Lausanne, Switzerland from June 21-25,1993 under the theme Communicating with Virtual Worlds. Since its foundation in 1983, COl conference has continued to attract high qUality research articles in all aspects of computer graphics and its applications. Previous conferences in this series were held in Japan (1983-1987), in Switzerland (1988), in the United Kingdom (1989), in Singapore (1990), in the United States (1991), and in Japan (1992). Future CG International conferences are planned in Australia (1994), and in the United Kingdom (1995). COS also organizes each year Computer Animation in Geneva, an international workshop and Computer Generated Film Festival. Two new CGS events are planned in 1993: Pacific Graphics '93 in Seoul and MMM '93, an International Conference on Multi-Media MOdeling in Singapore.



Artificial Intelligence Today


Artificial Intelligence Today
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Author : Michael J. Wooldridge
language : en
Publisher: Springer
Release Date : 2007-03-06

Artificial Intelligence Today written by Michael J. Wooldridge and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007-03-06 with Computers categories.


Artificial Intelligence is one of the most fascinating and unusual areas of academic study to have emerged this century. For some, AI is a true scientific discipline, that has made important and fundamental contributions to the use of computation for our understanding of nature and phenomena of the human mind; for others, AI is the black art of computer science. Artificial Intelligence Today provides a showcase for the field of AI as it stands today. The editors invited contributions both from traditional subfields of AI, such as theorem proving, as well as from subfields that have emerged more recently, such as agents, AI and the Internet, or synthetic actors. The papers themselves are a mixture of more specialized research papers and authorative survey papers. The secondary purpose of this book is to celebrate Springer-Verlag's Lecture Notes in Artificial Intelligence series.



Acting And Character Animation


Acting And Character Animation
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Author : Rolf Giesen
language : en
Publisher: CRC Press
Release Date : 2017-07-28

Acting And Character Animation written by Rolf Giesen and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-07-28 with Computers categories.


Animation has a lot to do with acting. That is, character animation, not the standardized, mechanical process of animation. Acting and animation are highly creative processes. This book is divided into two parts: From film history we learn about the importance of actors and the variety of acting that goes into animation; then, we will turn to the actor's point of view to describe the various techniques involved. Through exhaustive research and interviews with people ranging from the late Ray Harryhausen, Jim Danforth, Joe Letteri, and Bruno Bozzetto, this book will be the primary source for animators and animation actors. Key Features Interviews with industry legends are found throughout this exhaustive work on animation From film history we learn about the importance of actors and the variety of acting that goes into animation, then turn to the actor's point of view to describe the various techniques involved Coverage of acting from Vaudeville to Rotoscoping to Performance Capture Case studies throughout bring the content to life while providing actionable tools and techniques that can be used immediately



Virtual Storytelling Using Virtual Reality Technologies For Storytelling


Virtual Storytelling Using Virtual Reality Technologies For Storytelling
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Author : Olivier Balet
language : en
Publisher: Springer Science & Business Media
Release Date : 2001-09-17

Virtual Storytelling Using Virtual Reality Technologies For Storytelling written by Olivier Balet and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2001-09-17 with Computers categories.


This book constitutes the refereed proceedings of the first International Conference on Virtual Storytelling, ICVS 2001, held in Avignon, France, in September 2001. The 20 revised full papers presented together with four invited papers were carefully reviewed and selected for inclusion in the proceedings. The book offers topical sections on new techniques, authoring tools, a new form of narration, virtual characters, and applications.