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 Embodied conversational agents are computer-generated cartoonlike characters that demonstrate many of the same properties as humans in face-to-face conversation, including the ability to produce and respond to verbal and nonverbal communication. They constitute a type of (a) multimodal interface where the modalities are those natural to human conversation: speech, facial displays, hand gestures, and body stance; (b) software agent, insofar as ... |  Grounded in the basics of traditional cell animation, "Digital Character Animation 2, Volume I: Essential Techniques" provides the necessary information to create convincing computer-generated characters in 3D. This step-by-step, full-color guide applies conventional character animation techniques such as walk cycles and lip sync to computer animation, along with tips for giving your characters the illusion of life. Volume I is the first of two ... |  In den letzten Jahren ist die Animationssoftware zu einem der faszinierendsten neuen Designtools für Architekten geworden. Dieser Band aus der Reihe 'Architectural Design' behandelt die Animationstechniken und ihre Beziehung zur traditionellen Architektur als zentrales Thema. Insbesondere wird untersucht, wie Architekten durch die ständig neuen Entwicklungen auf dem Gebiet der Animation im vergangenen Jahrhundert inspiriert und beeinflusst wurden ... |  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 ... | aus der Reihe Lecture Notes in Computer Science Vol.1537'> This book constitutes the refereed proceedings of the International Workshop on Modelling and Motion Capture Techniques for Virtual Environments, CAPTECH'98, held in Geneva, Switzerland, in November 1998.The 21 revised full papers presented in the book were carefully reviewed and selected for inclusion in the book. The book documents research in data capture and interpretation. The papers are organized in sections on human motion analysis, human ... | Proceedings of the Eurographics Workshop in Milano, Italy, September 7-8, 1999 aus der Reihe Eurographics'> The 20 research papers in this volume demonstrate novel models and concepts in animation and graphics simulation. Special emphasis is given on innovative approaches to Modelling Human Motion, Models of Collision Detection and Perception, Facial Animation and Communication, Specific Animation Models, Realistic Rendering for Animation, and Behavioral Animation. TOC:Virtual Humans: Simple Machines for Scaling Human Motion; Tracking and Modifying ... | Proceedings of the Eurographics Workshop in Lisbon, Portugal, August 31 - September 1, 1998 aus der Reihe Eurographics'> J.-D. Gascuel, M.-P. Cani-Gascuel, M. Desbrun, E. Leroi, C. Mirgon: Simulating Landslides for Natural Disaster Prevention.- G. Besuievsky, X. Pueyo: A Dynamic Light Sources Algorithm for Radiosity Environments.- G. Moreau, S. Donikian: From Psychological and Real-Time Interaction Requirements to Behavioural Simulation.- N. Pazat, J.-L. Nougaret: Identification of Motion Models for Living Beings.- F. Faure: Interactive Solid Animation Using ... |  Clear overall coverage of the principles and techniques of digital animation with step-by-step illustrations-- Get the best from your software and hardware -- understand the constraints and demands when creating for different media-- Expert advice and huge range of resources to help you make the most of animation opportunitiesWhether you want to move into creating moving digital imagery for TV, video, or new media, this guide will help you ... |  This book promises to become the primary reference for the MPEG-4 Facial Animation. It presents the reasoning behind the standard specification, how it works, what are the potential applications, and gives a wide overview of technologies directly related to the standard and its implementation. It will be useful for companies implementing products and services related to the new standard, researchers in several domains related to facial animation, ... |  Computer Animation is now worlds away from its early beginnings when programs merely mimicked the hand drawn cartoon process. Its now regularly used for creating wonderful special effects in major movies like Titanic, Toy Story, Antz and Bugs Life. John Vince tells you all about: The basic principles used in the powerful software products currently available on the market; The terms and processes involved; And in an easy-to-understand way, with ... |
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