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Online applications have been gaining wide acceptance among the general public. Companies like Amazon, Google, Yahoo! and NetFlicks have been doing extremely well over the last few years largely because of people becoming more comfortable and trusting of the Internet. The increasing acceptance of online products makes it increasingly important to address some of the scientific techniques involved in developing efficient 3D online systems.The topics discussed in this book broadly cover four categories: networking issues in online multimedia; joint texture-mesh simplification and view independent transmission; view dependent transmission and server-side rendering; content and background creation; and creating simple online games.
SPBEI 2013 aims to be an excellent platform to facilitate international exchange of state-ofthe- art research and practice in image, video, and signal processing, biomedical engineering, informatics, and their cross-intersection to catalyze innovative research ideas and to dissimilate new scientific discoveries. The nature of the research demands collaboration in medicine, biology, physics, engineering, computer science, and statistics; and SPBEI attempts to expedite and strengthen the exploration and systemization of interdisciplinary knowledge. This year, the conference received a large number of submissions around the globe, and all papers have been rigorously reviewed by a large number of peer reviewers who have spent tremendous amount of time and effort on the evaluations, with each paper receiving three to six reviews. We would like to thank all those who submitted papers for considerations, and we extend our sincere gratitude to all those who devoted their time and effort professionally to ensuring the high standards of the technical program, including the authors, committee members, peer reviewers, and session chairs.
This volume contains the articles presented at the 16th International Meshing Roundtable (IMR) organized, in part, by Sandia National Laboratories and held in Seattle, Washington, U.S.A. in October, 2007. The volume presents recent results of mesh generation and adaptation which has applications to finite element simulation. It introduces theoretical and novel ideas with practical potential.
This volume contains the accepted papers presented during the International Conference on Research and Education in Robotics – EUROBOT Conference 2009, held in La Fert ́ e-Bernard, France, May 21–23, 2009. Today, robots are indispensable tools for ?exible, automated manufacturing in many areas of industry as well as for the execution of sophisticated or d- gerous tasks in the nuclear industry, in medicine and in space technology, and last but not least, they are being increasingly used in everyday life. To further encourage researchin this area, the EUROBOT Conferences have been set up. They aim to gather researchersand developersfromacademic ?elds and industries worldwide to explore the state of the art. This conference is - companiedbythe EUROBOTContestFinals,aninternationalamateur robotics contest open to teams of young people. During the ?nals in 2009, teams from 25 countries came together not only to compete, but also to exchange knowledge and ideas and to learn from each other. In addition to the paper and poster presentations, there were two invited talks: – Raja Chatila, Director of the LAAS – CNRS, Toulouse, France whose talk was about “Cognitive Robots” – V ́ eronigue Raoul, EUROBOT Association, France whose talk was about “EUROBOT” Organizing a conference is a task that requires the collaboration of many p- ple. We personally would like to warmly thank all members of the EUROBOT Conference2009programcommittee; without their help and dedicationit would not have been possible to produce these proceedings.
This book constitutes the refereed proceedings of the First International Conference on Digital Human Modeling, DHM 2007, held in Beijing, China in July 2007. The papers thoroughly cover the thematic area of digital human modeling, addressing the following major topics: shape and movement modeling and anthropometry, building and applying virtual humans, medical and rehabilitation applications, as well as industrial and ergonomic applications.
In just the last few years, the visualization industry has arguably become the fastest-growing 3D industry and may soon overtake all others in total number of users. Just as the use of computer-aided design became the norm for nearly all architectural, engineering, and construction firms in the 1990s, 3D visualizations have become standard practice today. Autodesk® 3ds Max® is a powerful and versatile 3D software package that requires a thorough understanding in order to use it effectively. 3D Modeling Using Autodesk 3ds Max With Rendering View considers the challenges of learning 3ds Max®, focuses on the critical aspects of the program needed to produce stunning architectural visualizations, and discusses some of the fastest and most efficient ways to accomplish tasks. Covering a range of topics such as camera rendering and standard light effects, this reference work is ideal for researchers, academicians, scholars, practitioners, industry professionals, instructors, and students.
Computational Studies of Human Motion: Part 1, Tracking and Motion Synthesis reviews methods for kinematic tracking of the human body in video. The review confines itself to the earlier stages of motion, focusing on tracking and motion synthesis. There is an extensive discussion of open issues. The authors identify some puzzling phenomena associated with the choice of human motion representation --- joint angles vs. joint positions. The review concludes with a quick guide to resources and an extensive bibliography of over 400 references. Computational Studies of Human Motion: Part 1, Tracking and Motion Synthesis is an invaluable reference for those engaged in computational geometry, computer graphics, image processing, imaging in general, and robotic.
This textbook presents a comprehensive treatment of touch technologies, explaining current mainstream and new contact/non-contact based human-machine interactivity (HMI) techniques, which are ubiquitous in modern electronic devices and allow machines to exchange information with users in an efficient and reliable manner. The book provides a detailed study of HMI working principles and practical product examples. Haptic, which has become essential for users to gain immersive experience, is also discussed. The book concludes with an overview of novel applications enabled by emerging technologies, such as advanced materials, virtual reality and machine learning, providing a roadmap for possible development trends for touch interactivities. The book can be used as a graduate text for students in display and touch interface technology courses in electrical and computer engineering, and a professional reference for researchers, practicing engineers, and product designers working in broad areas of engineering. Helps students understand the working principles of current touch technologies; Offers design considerations for prototypes and products; Provides seamless connectivity between broad subject areas involved in HMI, including material science, microelectronic circuits, mechanical engineering, and digital signal processing.
Welcome to the proceedings of 9th Pacific-Rim Conference on Multimedia (PCM 2008) held at the National Cheng Kung University, Tainan, Taiwan during Dec- ber 9–13, 2008. The first PCM was held in Sydney in 2000. Since then, it has been held successfully around the Pacific Rim, including Beijing in 2001, Hsinchu in 2002, Singapore in 2003, Tokyo in 2004, Jeju in 2005, Zhejiang in 2006, Hong Kong in 2007 and finally Tainan. PCM is a major annual international conference bringing together researchers, developers, and educators in the field of multimedia from around the world. It covers a wide spectrum of multimedia research, from state-of-the-art theoretical breakthroughs to the practical systems of multimedia analysis and processing. PCM 2008 featured a comprehensive program including tutorials, keynote talks, regular oral presentations, special sessions, and poster sessions. This year, we - cepted 79 papers out of 210 submissions, giving an acceptance rate of 37%. In addition, 39 papers were accepted for poster presentation. The submissions were categorized into five different tracks: multimedia compression, communication and networking, multimedia processing, analysis and retrieval, multimedia databases, systems, and applications, multimedia human–computer interfaces, multimedia security and digital right management, with a total of 210 submissions from 18 countries and regions. Among the five tracks, “multimedia analysis and retrieval” received the most submissions (34% of the submissions). We kindly appreciate the great effort made by the Program Committee members and the additional reviewers in the reviewing of submissions.
Provides analytical theories offered by innovative artificial intelligence computing methods in the archaeological domain.