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The CAPTECH'98 workshop took place at the University of Geneva on November 26–27, 1998, sponsored by FIP Working Group 5.10 (Computer Graphics and Virtual Worlds) and the Suisse Romande regional doctoral seminar in computer science. The subject of the conference was ongoing research in data capture and interpretation. The goals of capturing real world data in order to perceive, understand, and interpret them and then reacting to them in a suitable way are currently important research problems. These data can be very diverse: sounds, emotions, shapes, motions, forces, muscles, actions, etc. Once captured, they have to be treated either to make the invisible visible, or to understand a particular phenomenon so as to formulate an appropriate reaction, or to integrate various information in a new multimedia format. The conference included six sessions of presented papers and three panel discussions. Invited speakers treating various aspects of the topic were: Professor R. Earnshaw from Bradford University, Professor T. L. Kunii from Hosei University, and Professor P. Robert from EPFL. Professor K. Bauknecht, of the University of Zürich, President of IFIP, offered the welcoming address. Mr. E. Badique, project officer for the EU in Brussels, discussed recent results of the EU ACTS research program. Finally, the Geneva Computer Animation '98 Film Festival highlighted the evening of November 26.
Virtual Humans are becoming more and more popular and used in many applications such as the entertainment industry (in both film and games) and medical applications. This comprehensive book covers all areas of this growing industry including face and body motion, body modelling, hair simulation, expressive speech simulation and facial communication, interaction with 3D objects, rendering skin and clothes and the standards for Virtual Humans. Written by a team of current and former researchers at MIRALab, University of Geneva or VRlab, EPFL, this book is the definitive guide to the area. Explains the concept of avatars and autonomous virtual actors and the main techniques to create and animate them (body and face). Presents the concepts of behavioural animation, crowd simulation, intercommunication between virtual humans, and interaction between real humans and autonomous virtual humans Addresses the advanced topics of hair representation and cloth animation with applications in fashion design Discusses the standards for Virtual Humans, such as MPEG-4 Face Animation and MPEG-4 Body Animation.
Virtual reality techniques are increasingly becoming indispensable in many areas. This book looks at how to generate advanced virtual reality worlds. It covers principles, techniques, devices and mathematical foundations, beginning with basic definitions, and then moving on to the latest results from current research and exploring the social implications of these. Very practical in its approach, the book is fully illustrated in colour and contains numerous examples, exercises and case studies. This textbook will allow students and practitioners alike to gain a practical understanding of virtual reality concepts, devices and possible applications.
Rae Earnshawand John A. Vince --_. . _----- 1 Introduction The USPresident's Information Technology Advisory Committee (PITAC)recently advised the US Senate of the strategic importance of investing in IT for the 21st century, particularlyin the areas of software,human-computer interaction, scalable information infrastructure, high-end computing and socioeconomic issues [1]. Research frontiers ofhuman-computer interaction include the desire that interac tion be more centered around human needs and capabilities, and that the human environment be considered in virtual environments and in other contextual infor mation-processing activities. The overall goal is to make users more effective in their information or communication tasks by reducing learning times, speeding performance, lowering error rates, facilitating retention and increasing subjective satisfaction. Improved designs can dramatically increase effectiveness for users, who range from novices to experts and who have diverse cultures with varying educational backgrounds. Their lives could be made more satisfying, their work safer, their learning easier and their health better.
The rapid introduction of sophisticated computers, services, telecommunications systems, and manufacturing systems has caused a major shift in the way people use and work with technology. It is not surprising that computer-aided modeling has emerged as a promising method for ensuring products meet the requirements of the consumer. The Handbook of D
This book constitutes the thoroughly refereed post-conference proceedings of the Third International Workshop on Next Generation Computer Animation Techniques, AniNex 2017, held in Bournemouth, UK, in June 2017. The workshop was held in conjunction with the 11th International Conference on E-Learning and Games, Edutainment 2017. The 17 full papers presented in this volume were carefully reviewed and selected from 27 submissions. The papers are structured according to the four main themes: simulation and rendering for computer animation; character modeling and dynamics; user centered design and modeling; computer animation systems and virtual reality based applications.
Sport technology has to be seen from the holistic, as well as inter- and transdisciplinary point of view. Product development requires close collaboration between engineers, athletes, sports scientists, and business managers. It requires an in-depth understanding of engineering disciplines, life and sport sciences, as well as economics. The Impact
In 2001 AFIHM and the British HCI Group combined their annual conferences, bringing together the best features of each organisation's separate conference series, and providing a special opportunity for the French- and English-speaking HCI communities to interact. This volume contains the full papers presented at IHM-HCI 2001, the 15th annual conference of the British HCI group, a specialist group of the British Computer Society and the 14th annual conference of the Association Francophone d'interaction Homme-Machine, an independent association for any French-speaking person who is interested in Human-Computer Interaction. Human-Computer Interaction is a discipline well-suited to such a multi-linguistic and multi-cultural conference since it brings together researchers and practitioners from a variety of disciplines with very different ways of thinking and working. As a community we are already used to tackling the challenges of working across such boundaries, dealing with the problems and taking advantage of the richness of the resulting insights: interaction without frontiers. The papers presented in this volume cover all the main areas of HCI research, but also focus on considering the challenges of new applications addressing the following themes: - Enriching HCI by crossing national, linguistic and cultural boundaries; - Achieving greater co-operation between disciplines to deliver usable, useful and exciting design solutions; - Benefiting from experience gained in other application areas; - Transcending interaction constraints through the use of novel technologies; - Supporting mobile users.