Author: Robert Trappl
Publisher: Springer Science & Business Media
ISBN: 9783540627357
Category : Computers
Languages : en
Pages : 272
Book Description
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.
Creating Personalities for Synthetic Actors
Author: Robert Trappl
Publisher: Springer Science & Business Media
ISBN: 9783540627357
Category : Computers
Languages : en
Pages : 272
Book Description
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.
Publisher: Springer Science & Business Media
ISBN: 9783540627357
Category : Computers
Languages : en
Pages : 272
Book Description
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.
Synthetic Actors
Author: Nadia Magnenat Thalmann
Publisher: Springer Science & Business Media
ISBN: 3642754538
Category : Computers
Languages : en
Pages : 132
Book Description
This book presents the making of computer-generated films using three-dimensional synthetic actors. It is based mainly on the production of the film Rendez-vous a Montreal, an animated film that uses advanced computer techniques to achieve such effects as reincarnating film stars Humphrey Bogart and Marilyn Monroe. The main purpose of Rendez-vous a Montreal is to show that true synthetic actors can be created. This fllm represents a technological breakthrough which opens up new vistas in motion pictures, television, and advertising. With this technique, it will now be possible to produce short fllms or motion pictures featuring any celebrity in any situation. The book explains in detail how such a film can be produced using numerous drawings and color pictures. In particular, the following topics are presented: - Preparation of object construction: documentation search, and plaster models preparation - Object construction: digitizing and modeling - Body animation - Hand animation and object grasping - Facial animation: expressions, phonemes and emotions - Choreography: decors, actors, cameras, and lights - Realism: colors, lights, shading, shadows, and textures - Image recording: special effects Finally, an extensive appendix describes in detail the HUMAN FACTORY system.
Publisher: Springer Science & Business Media
ISBN: 3642754538
Category : Computers
Languages : en
Pages : 132
Book Description
This book presents the making of computer-generated films using three-dimensional synthetic actors. It is based mainly on the production of the film Rendez-vous a Montreal, an animated film that uses advanced computer techniques to achieve such effects as reincarnating film stars Humphrey Bogart and Marilyn Monroe. The main purpose of Rendez-vous a Montreal is to show that true synthetic actors can be created. This fllm represents a technological breakthrough which opens up new vistas in motion pictures, television, and advertising. With this technique, it will now be possible to produce short fllms or motion pictures featuring any celebrity in any situation. The book explains in detail how such a film can be produced using numerous drawings and color pictures. In particular, the following topics are presented: - Preparation of object construction: documentation search, and plaster models preparation - Object construction: digitizing and modeling - Body animation - Hand animation and object grasping - Facial animation: expressions, phonemes and emotions - Choreography: decors, actors, cameras, and lights - Realism: colors, lights, shading, shadows, and textures - Image recording: special effects Finally, an extensive appendix describes in detail the HUMAN FACTORY system.
Entertainment Computing - ICEC 2004
Author: Matthias Rauterberg
Publisher: Springer Science & Business Media
ISBN: 3540229477
Category : Computers
Languages : en
Pages : 622
Book Description
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.
Publisher: Springer Science & Business Media
ISBN: 3540229477
Category : Computers
Languages : en
Pages : 622
Book Description
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.
Electronic Art
Author: Roger F. Malina
Publisher: Elsevier
ISBN: 1483293769
Category : Art
Languages : en
Pages : 133
Book Description
Computers are more and more becoming creative tools in music as well as in the visual arts and design. In the last few years, it has become clear that digital technology provides a platform for multimedia productions as well as a medium for new art forms. Computer Music and Computer Graphics & Animation have their own international forums. The need was felt, however, to bring together the diverse disciplines within art and technology in one international event - the First International Symposium on Electronic Art (FISEA). The Symposium attracted considerable interest and hundreds of papers and proposals were submitted, of which a selection were accepted. This book, also published as a supplement to the journal Leonardo, publishes 20 of these selected papers under the editorship of Wim van der Plas, Ton Hokken and Johan den Biggelaar. This richly illustrated issue on Electronic Art reflects the enormous international interest which FISEA generated and will further stimulate interest in applications of new technology in music, visual arts and design.
Publisher: Elsevier
ISBN: 1483293769
Category : Art
Languages : en
Pages : 133
Book Description
Computers are more and more becoming creative tools in music as well as in the visual arts and design. In the last few years, it has become clear that digital technology provides a platform for multimedia productions as well as a medium for new art forms. Computer Music and Computer Graphics & Animation have their own international forums. The need was felt, however, to bring together the diverse disciplines within art and technology in one international event - the First International Symposium on Electronic Art (FISEA). The Symposium attracted considerable interest and hundreds of papers and proposals were submitted, of which a selection were accepted. This book, also published as a supplement to the journal Leonardo, publishes 20 of these selected papers under the editorship of Wim van der Plas, Ton Hokken and Johan den Biggelaar. This richly illustrated issue on Electronic Art reflects the enormous international interest which FISEA generated and will further stimulate interest in applications of new technology in music, visual arts and design.
Computer Animation ’91
Author: Nadia Magnenat-Thalmann
Publisher: Springer Science & Business Media
ISBN: 443166890X
Category : Computers
Languages : en
Pages : 251
Book Description
This book contains invited papers and a selection of research papers submitted to Computer Animation '91, the third international work shop on Computer Animation, which was held in Geneva on May 22-24. This workshop, now an annual event, has been organized by the Computer Graphics Society, the University of Geneva, and the Swiss Federal Institute of Technology in Lausanne. During the international workshop on Computer Animation '91, the fourth Computer-generated Film Festival of Geneva, was held. The book presents original research results and applications experience of the various areas of computer animation. This year most papers are related to character animation, human animation, facial animation, and motion contro!. NA DIA MAGNENAT THALMANN DANIEL THALMANN v Table of Contents Part I: Facial Animation Contral Parameterization for Facial Animation F. I. PARKE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Linguistic Issues in Facial Animation C. PELACHAUD, N. !. BADLER, M. STEEDMAN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Facial Animation by Spatial Mapping E. C. PATTERSON, P. c. LITWINOWICZ, N. GREENE . . . . . . . . . . . . . . . . . . . . . . . . . 31 A Transformation Method for Modeling and Animation of the Human Face fram Photographs T. KURlHARA, K. ARAI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Techniques for Realistic Facial Modeling and Animation D. TERZOPOULOS, K. WATERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 Part ll: Human Modeling and Animation Generation of Human Motion with Emotion M. UNUMA, R. TAKEUCHI . . . . . . . . . . •. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Creating Realistic Three-Dimensional Human Shape Characters for Computer-Generated Films A. PAOURl, N. MAGNENATTHALMANN, D. THALMANN . . . . . . . . . . . . . . . . . . . 89 Design of Realistic Gaits for the Purpose of Animation N. VASlLONIKOLIDAKIS, G. J CLAPWORTHY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Publisher: Springer Science & Business Media
ISBN: 443166890X
Category : Computers
Languages : en
Pages : 251
Book Description
This book contains invited papers and a selection of research papers submitted to Computer Animation '91, the third international work shop on Computer Animation, which was held in Geneva on May 22-24. This workshop, now an annual event, has been organized by the Computer Graphics Society, the University of Geneva, and the Swiss Federal Institute of Technology in Lausanne. During the international workshop on Computer Animation '91, the fourth Computer-generated Film Festival of Geneva, was held. The book presents original research results and applications experience of the various areas of computer animation. This year most papers are related to character animation, human animation, facial animation, and motion contro!. NA DIA MAGNENAT THALMANN DANIEL THALMANN v Table of Contents Part I: Facial Animation Contral Parameterization for Facial Animation F. I. PARKE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Linguistic Issues in Facial Animation C. PELACHAUD, N. !. BADLER, M. STEEDMAN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Facial Animation by Spatial Mapping E. C. PATTERSON, P. c. LITWINOWICZ, N. GREENE . . . . . . . . . . . . . . . . . . . . . . . . . 31 A Transformation Method for Modeling and Animation of the Human Face fram Photographs T. KURlHARA, K. ARAI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Techniques for Realistic Facial Modeling and Animation D. TERZOPOULOS, K. WATERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 Part ll: Human Modeling and Animation Generation of Human Motion with Emotion M. UNUMA, R. TAKEUCHI . . . . . . . . . . •. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Creating Realistic Three-Dimensional Human Shape Characters for Computer-Generated Films A. PAOURl, N. MAGNENATTHALMANN, D. THALMANN . . . . . . . . . . . . . . . . . . . 89 Design of Realistic Gaits for the Purpose of Animation N. VASlLONIKOLIDAKIS, G. J CLAPWORTHY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Computer Applications for Handling Legal Evidence, Police Investigation and Case Argumentation
Author: Ephraim Nissan
Publisher: Springer Science & Business Media
ISBN: 904818990X
Category : Social Science
Languages : en
Pages : 1375
Book Description
This book provides an overview of computer techniques and tools — especially from artificial intelligence (AI) — for handling legal evidence, police intelligence, crime analysis or detection, and forensic testing, with a sustained discussion of methods for the modelling of reasoning and forming an opinion about the evidence, methods for the modelling of argumentation, and computational approaches to dealing with legal, or any, narratives. By the 2000s, the modelling of reasoning on legal evidence has emerged as a significant area within the well-established field of AI & Law. An overview such as this one has never been attempted before. It offers a panoramic view of topics, techniques and tools. It is more than a survey, as topic after topic, the reader can get a closer view of approaches and techniques. One aim is to introduce practitioners of AI to the modelling legal evidence. Another aim is to introduce legal professionals, as well as the more technically oriented among law enforcement professionals, or researchers in police science, to information technology resources from which their own respective field stands to benefit. Computer scientists must not blunder into design choices resulting in tools objectionable for legal professionals, so it is important to be aware of ongoing controversies. A survey is provided of argumentation tools or methods for reasoning about the evidence. Another class of tools considered here is intended to assist in organisational aspects of managing of the evidence. Moreover, tools appropriate for crime detection, intelligence, and investigation include tools based on link analysis and data mining. Concepts and techniques are introduced, along with case studies. So are areas in the forensic sciences. Special chapters are devoted to VIRTOPSY (a procedure for legal medicine) and FLINTS (a tool for the police). This is both an introductory book (possibly a textbook), and a reference for specialists from various quarters.
Publisher: Springer Science & Business Media
ISBN: 904818990X
Category : Social Science
Languages : en
Pages : 1375
Book Description
This book provides an overview of computer techniques and tools — especially from artificial intelligence (AI) — for handling legal evidence, police intelligence, crime analysis or detection, and forensic testing, with a sustained discussion of methods for the modelling of reasoning and forming an opinion about the evidence, methods for the modelling of argumentation, and computational approaches to dealing with legal, or any, narratives. By the 2000s, the modelling of reasoning on legal evidence has emerged as a significant area within the well-established field of AI & Law. An overview such as this one has never been attempted before. It offers a panoramic view of topics, techniques and tools. It is more than a survey, as topic after topic, the reader can get a closer view of approaches and techniques. One aim is to introduce practitioners of AI to the modelling legal evidence. Another aim is to introduce legal professionals, as well as the more technically oriented among law enforcement professionals, or researchers in police science, to information technology resources from which their own respective field stands to benefit. Computer scientists must not blunder into design choices resulting in tools objectionable for legal professionals, so it is important to be aware of ongoing controversies. A survey is provided of argumentation tools or methods for reasoning about the evidence. Another class of tools considered here is intended to assist in organisational aspects of managing of the evidence. Moreover, tools appropriate for crime detection, intelligence, and investigation include tools based on link analysis and data mining. Concepts and techniques are introduced, along with case studies. So are areas in the forensic sciences. Special chapters are devoted to VIRTOPSY (a procedure for legal medicine) and FLINTS (a tool for the police). This is both an introductory book (possibly a textbook), and a reference for specialists from various quarters.
Computer Animation
Author: Rick Parent
Publisher: Newnes
ISBN: 0124159737
Category : Computers
Languages : en
Pages : 541
Book Description
Driven by demand from the entertainment industry for better and more realistic animation, technology continues to evolve and improve. The algorithms and techniques behind this technology are the foundation of this comprehensive book, which is written to teach you the fundamentals of animation programming. In this third edition, the most current techniques are covered along with the theory and high-level computation that have earned the book a reputation as the best technically-oriented animation resource. Key topics such as fluids, hair, and crowd animation have been expanded, and extensive new coverage of clothes and cloth has been added. New material on simulation provides a more diverse look at this important area and more example animations and chapter projects and exercises are included. Additionally, spline coverage has been expanded and new video compression and formats (e.g., iTunes) are covered. - Includes companion site with contemporary animation examples drawn from research and entertainment, sample animations, and example code - Describes the key mathematical and algorithmic foundations of animation that provide you with a deep understanding and control of technique - Expanded and new coverage of key topics including: fluids and clouds, cloth and clothes, hair, and crowd animation - Explains the algorithms used for path following, hierarchical kinematic modelling, rigid body dynamics, flocking behaviour, particle systems, collision detection, and more
Publisher: Newnes
ISBN: 0124159737
Category : Computers
Languages : en
Pages : 541
Book Description
Driven by demand from the entertainment industry for better and more realistic animation, technology continues to evolve and improve. The algorithms and techniques behind this technology are the foundation of this comprehensive book, which is written to teach you the fundamentals of animation programming. In this third edition, the most current techniques are covered along with the theory and high-level computation that have earned the book a reputation as the best technically-oriented animation resource. Key topics such as fluids, hair, and crowd animation have been expanded, and extensive new coverage of clothes and cloth has been added. New material on simulation provides a more diverse look at this important area and more example animations and chapter projects and exercises are included. Additionally, spline coverage has been expanded and new video compression and formats (e.g., iTunes) are covered. - Includes companion site with contemporary animation examples drawn from research and entertainment, sample animations, and example code - Describes the key mathematical and algorithmic foundations of animation that provide you with a deep understanding and control of technique - Expanded and new coverage of key topics including: fluids and clouds, cloth and clothes, hair, and crowd animation - Explains the algorithms used for path following, hierarchical kinematic modelling, rigid body dynamics, flocking behaviour, particle systems, collision detection, and more
Sergei Radlov: The Shakespearian Fate of a Soviet Director
Author: David Zolotnistky
Publisher: Routledge
ISBN: 1134360738
Category : Performing Arts
Languages : en
Pages : 208
Book Description
First Published in 1996. Professor Zolotnitsky provides a picture of the life and work of Sergei Radlov - one of the most outstanding interpreters of Shakespeare on the Soviet stage in the 1930s. Sergei Radlov started as one of the left-wing directors among the disciples and companions of Vsevolod Meyerhold in post-revolutionary Russia. He directed Jack London, Ernst Toller, Evgeni Zamyatin and updated Aristophanes. In the latter he did "modern" operas, such as "The Love for Three Oranges" by Sergei Prokofiev and "Der ferne Klang" by Franz Schrecker.
Publisher: Routledge
ISBN: 1134360738
Category : Performing Arts
Languages : en
Pages : 208
Book Description
First Published in 1996. Professor Zolotnitsky provides a picture of the life and work of Sergei Radlov - one of the most outstanding interpreters of Shakespeare on the Soviet stage in the 1930s. Sergei Radlov started as one of the left-wing directors among the disciples and companions of Vsevolod Meyerhold in post-revolutionary Russia. He directed Jack London, Ernst Toller, Evgeni Zamyatin and updated Aristophanes. In the latter he did "modern" operas, such as "The Love for Three Oranges" by Sergei Prokofiev and "Der ferne Klang" by Franz Schrecker.
Intelligent Virtual Agents
Author: Jonathan Gratch
Publisher: Springer Science & Business Media
ISBN: 3540375937
Category : Computers
Languages : en
Pages : 485
Book Description
This book constitutes the refereed proceedings of the 6th International Workshop on Intelligent Virtual Agents, IVA 2006. The book presents 24 revised full papers and 11 revised short papers together with 3 invited talks and the abstracts of 19 poster papers. The papers are organized in topical sections on social impact of IVAs, IVAs recognizing human behavior, human interpretation of IVA behavior, embodied conversational agents, characteristics of nonverbal behavior and more.
Publisher: Springer Science & Business Media
ISBN: 3540375937
Category : Computers
Languages : en
Pages : 485
Book Description
This book constitutes the refereed proceedings of the 6th International Workshop on Intelligent Virtual Agents, IVA 2006. The book presents 24 revised full papers and 11 revised short papers together with 3 invited talks and the abstracts of 19 poster papers. The papers are organized in topical sections on social impact of IVAs, IVAs recognizing human behavior, human interpretation of IVA behavior, embodied conversational agents, characteristics of nonverbal behavior and more.
Handbook of Research on Synthetic Emotions and Sociable Robotics: New Applications in Affective Computing and Artificial Intelligence
Author: Vallverd£, Jordi
Publisher: IGI Global
ISBN: 1605663557
Category : Technology & Engineering
Languages : en
Pages : 597
Book Description
"This book focuses on the integration of emotions into artificial environments such as computers and robotics"--Provided by publisher.
Publisher: IGI Global
ISBN: 1605663557
Category : Technology & Engineering
Languages : en
Pages : 597
Book Description
"This book focuses on the integration of emotions into artificial environments such as computers and robotics"--Provided by publisher.