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Transactions on Edutainment VI

53,49 €*

Sofort verfügbar, Lieferzeit: 1-3 Tage

Produktnummer: 188bd07cac99de4e24ac3d8f0669b0ef48
Themengebiete: avatar genetic algorithm motion capture semi-supervised learning virtual agent
Veröffentlichungsdatum: 06.09.2011
EAN: 9783642226380
Sprache: Englisch
Seitenzahl: 266
Produktart: Kartoniert / Broschiert
Herausgeber: Cheok, Adrian David Müller, Wolfgang Pan, Zhigeng
Verlag: Springer Berlin
Produktinformationen "Transactions on Edutainment VI"
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 6th volume in this series represents a selection of 7 contributions from DMDCM 2011, the 5th International Conference on Digital Media and Digital Content Management, held in Chongqing, China, in December 2011, as well as 18 contributions from CASA 2011, the 24th International Conference on Computer Animation and Social Agents, held in Chengdu, China, in May 2011. The topics covered are: pen-based interface, urban heat island simulation, BR-based on-line expo, physically-based tree animation, 3D face texture stitching, chessboard corner extraction, textured-based tracking, motion control, motion capture and retargeting, path planning, physics based animation, image based animation, behavioral animation, artificial life, deformation, facial animation, multi-resolution and multi-scale models, knowledge-based animation, motion synthesis; social agents and avatars, emotion and personality, virtual humans, autonomous actors, AI based animation, social and conversational agents, inter-agent communication, social behavior, gesture generation, crowd simulation; animation compression and transmission, semantics and ontologies for virtual humans and virtual environments, animation analysis and structuring, anthropometric virtual human models, acquisition and reconstruction of animation data, level of details, semantic representation of motion and animation, medical simulation, cultural heritage, interaction for virtual humans, augmented reality and virtual reality, computer games and online virtual worlds.

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