Albert Camus
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From Pixels to Perception: The Interplay Between Real and Virtual Human Experiences
The book delves into two key aspects of the interaction between real and virtual humans. First, it examines the intricate dynamics of human perception in relation to virtual human representation, beginning with an exploration of the Uncanny Valley (UV) theory to understand why certain virtual humans evoke discomfort or a sense of strangeness in users. It also addresses how human biases influence these perceptions, offering a deeper understanding of the subjective factors at play. The book introduces innovative methods to investigate this phenomenon, correlating objective image characteristics, such as Hu Moments and Histogram Oriented Gradient (HOG), with subjective feelings of discomfort. The second aspect of the book shifts focus to the perspective of virtual humans, discussing how they perceive the virtual world and the importance of gaze behavior in creating believable characters. By integrating insights from neuroscience with data-driven models, the book illustrates how animated gaze and virtual human perception can enhance user interaction with virtual environments. Bringing together both sides of perception, this comprehensive analysis reveals how these dynamics impact the user experience with technology.
€ 241,95 -
Discrete Geometry for Computer Imagery
21st IAPR International Conference, DGCI 2019, Marne-la-Vallée, France, March 26–28, 2019, ProceedingsThis book constitutes the thoroughly refereed proceedings of the 21st IAPR International Conference on Discrete Geometry for Computer Imagery, DGCI 2019, held in Marne-la-Vallée, France, in March 2019. The 38 full papers were carefully selected from 50 submissions.
€ 60,50 -
Crowd Simulation
€ 120,95 -
Crowd Simulation
Research into the methods and techniques used in simulating crowds has developed extensively within the last few years, particularly in the areas of video games and film. Despite recent impressive results when simulating and rendering thousands of individuals, many challenges still exist in this area.The comparison of simulation with reality, the realistic appearance of virtual humans and their behavior, group structure and their motion, and collision avoidance are just some examples of these challenges. For most of the applications of crowds, it is now a requirement to have real-time simulations ¿ which is an additional challenge, particularly when crowds are very large.Crowd Simulation analyses these challenges in depth and suggests many possible solutions. Daniel Thalmann and Soraia Musse share their experiences and expertise in the application of: · Population modeling· Virtual human animation· Behavioral models for crowds· The connection between virtual and real crowds· Path planning and navigation· Visual attention models· Geometric and populated semantic environments· Crowd renderingThe second edition presents techniques and methods developed since the authors first covered the simulation of crowds in 2007. Crowd Simulation includes in-depth discussions on the techniques of path planning, including a new hybrid approach between navigation graphs and potential-based methods. The importance of gaze attention ¿ individuals appearing conscious of their environment and of others ¿ is introduced, and a free-of-collision method for crowds is also discussed.
€ 106,99