Computer Graphics

Computer Graphics

Author: James D. Foley

Publisher: Addison-Wesley Professional

Published: 1996

Total Pages: 1294

ISBN-13: 9780201848403

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On computer graphics


Readings in Intelligent User Interfaces

Readings in Intelligent User Interfaces

Author: Mark Maybury

Publisher: Morgan Kaufmann

Published: 1998-04

Total Pages: 670

ISBN-13: 9781558604445

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This is a compilation of the classic readings in intelligent user interfaces. This text focuses on intelligent, knowledge-based interfaces, combining spoken language, natural language processing, and multimedia and multimodal processing.


Simulating Humans

Simulating Humans

Author: Norman I. Badler

Publisher: Oxford University Press, USA

Published: 1993-09-02

Total Pages: 287

ISBN-13: 0195073592

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The area of simulated human figures is an active research area in computer graphics, and Norman Badler's group at the University of Pennsylvania is one of the leaders in the field. This book summarizes the state of the art in simulating human figures, discusses many of the interesting application areas, and makes some assumptions and predictions about where the field is going.


People and Computers VII

People and Computers VII

Author: British Computer Society. Human Computer Interaction Specialist Group. Conference

Publisher: Cambridge University Press

Published: 1992-10-22

Total Pages: 596

ISBN-13: 9780521445917

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Covers topics like hypertext, multimedia and graphics. Essential for designers, researchers and manufacturers.


Multimedia Interface Design in Education

Multimedia Interface Design in Education

Author: Alistair D.N. Edwards

Publisher: Springer Science & Business Media

Published: 2012-12-06

Total Pages: 232

ISBN-13: 3642581269

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What the book is about This book is about the theory and practice of the use of multimedia, multimodal interfaces for leaming. Yet it is not about technology as such, at least in the sense that the authors do not subscribe to the idea that one should do something just because it is technologically possible. 'Multimedia' has been adopted in some commercial quarters to mean little more than a computer with some form of audio ar (more usually) video attachment. This is a trend which ought to be resisted, as exemplified by the material in this book. Rather than merely using a new technology 'because it is there', there is a need to examine how people leam and eommunicate, and to study diverse ways in which computers ean harness text, sounds, speech, images, moving pietures, gestures, touch, etc. , to promote effective human leaming. We need to identify which media, in whieh combinations, using what mappings of domain to representation, are appropriate far which educational purposes . . The word 'multimodal ' in the title underlies this perspective. The intention is to focus attention less on the technology and more on how to strueture different kinds of information via different sensory channels in order to yield the best possible quality of communication and educational interaction. (Though the reader should refer to Chapter 1 for a discussion of the use of the word 'multimodal' . ) Historically there was little problem.


Crowd Simulation

Crowd Simulation

Author: Daniel Thalmann

Publisher: Springer Science & Business Media

Published: 2012-10-03

Total Pages: 305

ISBN-13: 1447144503

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Research into the methods and techniques used in simulating crowds has developed extensively within the last few years, particularly in the areas of video games and film. Despite recent impressive results when simulating and rendering thousands of individuals, many challenges still exist in this area. The comparison of simulation with reality, the realistic appearance of virtual humans and their behavior, group structure and their motion, and collision avoidance are just some examples of these challenges. For most of the applications of crowds, it is now a requirement to have real-time simulations – which is an additional challenge, particularly when crowds are very large. Crowd Simulation analyses these challenges in depth and suggests many possible solutions. Daniel Thalmann and Soraia Musse share their experiences and expertise in the application of: · Population modeling · Virtual human animation · Behavioral models for crowds · The connection between virtual and real crowds · Path planning and navigation · Visual attention models · Geometric and populated semantic environments · Crowd rendering The second edition presents techniques and methods developed since the authors first covered the simulation of crowds in 2007. Crowd Simulation includes in-depth discussions on the techniques of path planning, including a new hybrid approach between navigation graphs and potential-based methods. The importance of gaze attention – individuals appearing conscious of their environment and of others – is introduced, and a free-of-collision method for crowds is also discussed.