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.
The topics covered in this comprehensive survey include Modelling of Populations; Virtual Human Animation; Behavioural Animation of Crowds; Crowd Rendering and Populated Environments.
To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S. Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH): Section I describes recent advances in mixed reality enabling technologies, while section II presents the latest findings on interaction with 3D tangible and intangible digital cultural heritage. The sections include selected contributions from some of the most respected scholars, researchers and professionals in the fields of VR/AR, gamification, and digital heritage.
This book is intended for all heritage professionals, researchers, lecturers and students who wish to explore the latest mixed reality and gamification technologies in the context of cultural heritage and creative industries. It pursues a pedagogic approach based on trainings, conferences, workshops and summer schools that the ITN-DCH fellows have been following in order to learn how to design next-generation virtual heritage applications, systems and services.
This book gives examples of some advances that enable VH to behave intelligently. It provides an overview of these research problems and some unsolved problems.
The book contains contributions from leading researchers from a variety of disciplines (including computer graphics, biomechanics, knowledge representation, human-machine interfaces etc) associated with medical imaging, simulation, computer-assisted surgery and 3D semantics.
Divided into three parts: anatomical and physiological modelling, physically-based simulation, and medical analysis and knowledge management, this book provides a clear picture of the most recent advances in this increasingly important area.
The research presented in this volume is split into three sections:
·User Understanding through Multisensory Perception: deals with the analysis and recognition of a given situation or stimuli, addressing issues of facial recognition, body gestures and sound localization.
·Facial and Body Modelling Animation: presents the methods used in modelling and animating faces and bodies to generate realistic motion.
·Modelling Human Behaviours: presents the behavioural aspects of virtual humans and social robots when interacting and reacting to real humans and each other.
Context Aware Human-Robot and Human-Agent Interaction would be of great use to students, academics and industry specialists in areas like Robotics, HCI, and Computer Graphics.
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 rendering
The 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.
The need for multi-scale modalities and multi-disciplinary research is an emerging paradigm in the search for a better biological and medical understanding of the human musculoskeletal system. This is particularly motivated by the increasing socio-economic burden of disability and musculoskeletal diseases, especially in the increasing population of elderly people. Human movement is generated through a complex web of interactions between embedded physiological systems on different spatiotemporal scales, ranging from the molecular to the organ level. Much research is dedicated to the understanding of each of these systems, using methods and modalities tailored for each scale. Nevertheless, combining knowledge from different perspectives opens new venues of scientific thinking and stimulates innovation. Integration of this mosaic of multifaceted data across multiple scales and modalities requires further exploration of methods in simulations and visualization to obtain a comprehensive synthesis. However, this integrative approach cannot be achieved without a broad appreciation for the multiple research disciplines involved.
Do you want to get started with creating your own vehicles, maps, landscapes, and tools that you can use in the game and share with the Farming Simulator community? Then this is the resource for you! With the help of Jason van Gumster, you'll get up and running on everything you need to master 3D modeling and simulation—and have fun while doing it! Inside, you'll find out how to create and edit maps, start using the material panel, customize your mods by adding texture, use the correct file-naming conventions, test your mod in single and multiplayer modes, get a grip on using Vehicle XML, and so much more.
There's no denying that Farming Simulator players love modding—and now there's a trusted, friendly resource to help you take your modding skills to the next level and get even more out of your game. Written in plain English and packed with tons of step-by-step explanations, Farming Simulator Modding For Dummies is a great way to learn the ropes of 3D modeling with the tools available to you in the game. In no time, you'll be wowing your fellow gamesters—and yourself—with custom, kick-butt mods. So what are you waiting for?Includes an easy-to-follow introduction to using the GIANTS 3D modeling tools Explains how to export models to Blender, Maya, 3DS Max, or FBX Provides tips for using the correct image format for textures Details how to use Photoshop and Audacity to create custom mods for Farming Simulator
Whether you're one of the legions of rabid fans of the popular Farming Simulator game or just someone who wants to learn the basics of 3D modeling and animation, you'll find everything you need in this handy guide.
“Artfully envisions a breathtakingly better world.” —Los Angeles Times
“Elaborate, smart and persuasive.” —The Boston Globe
“A pleasure to read.” —The Wall Street Journal
One of CBS News’s Best Fall Books of 2005 • Among St Louis Post-Dispatch’s Best Nonfiction Books of 2005 • One of Amazon.com’s Best Science Books of 2005
A radical and optimistic view of the future course of human development from the bestselling author of How to Create a Mind and The Age of Spiritual Machines who Bill Gates calls “the best person I know at predicting the future of artificial intelligence”
For over three decades, Ray Kurzweil has been one of the most respected and provocative advocates of the role of technology in our future. In his classic The Age of Spiritual Machines, he argued that computers would soon rival the full range of human intelligence at its best. Now he examines the next step in this inexorable evolutionary process: the union of human and machine, in which the knowledge and skills embedded in our brains will be combined with the vastly greater capacity, speed, and knowledge-sharing ability of our creations.
From the Trade Paperback edition.
Artificial Intelligence helps choose what books you buy, what movies you see, and even who you date. It puts the "smart" in your smartphone and soon it will drive your car. It makes most of the trades on Wall Street, and controls vital energy, water, and transportation infrastructure. But Artificial Intelligence can also threaten our existence.
In as little as a decade, AI could match and then surpass human intelligence. Corporations and government agencies are pouring billions into achieving AI's Holy Grail—human-level intelligence. Once AI has attained it, scientists argue, it will have survival drives much like our own. We may be forced to compete with a rival more cunning, more powerful, and more alien than we can imagine.
Through profiles of tech visionaries, industry watchdogs, and groundbreaking AI systems, Our Final Invention explores the perils of the heedless pursuit of advanced AI. Until now, human intelligence has had no rival. Can we coexist with beings whose intelligence dwarfs our own? And will they allow us to?
Ray Kurzweil is arguably today’s most influential—and often controversial—futurist. In How to Create a Mind, Kurzweil presents a provocative exploration of the most important project in human-machine civilization—reverse engineering the brain to understand precisely how it works and using that knowledge to create even more intelligent machines.
Kurzweil discusses how the brain functions, how the mind emerges from the brain, and the implications of vastly increasing the powers of our intelligence in addressing the world’s problems. He thoughtfully examines emotional and moral intelligence and the origins of consciousness and envisions the radical possibilities of our merging with the intelligent technology we are creating.
Certain to be one of the most widely discussed and debated science books of the year, How to Create a Mind is sure to take its place alongside Kurzweil’s previous classics which include Fantastic Voyage: Live Long Enough to Live Forever and The Age of Spiritual Machines.
From the Hardcover edition.
Jeff Hawkins, the man who created the PalmPilot, Treo smart phone, and other handheld devices, has reshaped our relationship to computers. Now he stands ready to revolutionize both neuroscience and computing in one stroke, with a new understanding of intelligence itself.
Hawkins develops a powerful theory of how the human brain works, explaining why computers are not intelligent and how, based on this new theory, we can finally build intelligent machines.
The brain is not a computer, but a memory system that stores experiences in a way that reflects the true structure of the world, remembering sequences of events and their nested relationships and making predictions based on those memories. It is this memory-prediction system that forms the basis of intelligence, perception, creativity, and even consciousness.
In an engaging style that will captivate audiences from the merely curious to the professional scientist, Hawkins shows how a clear understanding of how the brain works will make it possible for us to build intelligent machines, in silicon, that will exceed our human ability in surprising ways.
Written with acclaimed science writer Sandra Blakeslee, On Intelligence promises to completely transfigure the possibilities of the technology age. It is a landmark book in its scope and clarity.
Covering all the mathematical techniques required to resolve geometric problems and design computer programs for computer graphic applications, each chapter explores a specific mathematical topic prior to moving forward into the more advanced areas of matrix transforms, 3D curves and surface patches. Problem-solving techniques using vector analysis and geometric algebra are also discussed.
All the key areas are covered including: Numbers, Algebra, Trigonometry, Coordinate geometry, Transforms, Vectors, Curves and surfaces, Barycentric coordinates, Analytic geometry.
Plus – and unusually in a student textbook – a chapter on geometric algebra is included.
This book can be used as a text for a year long graduate course in statistics, computer science, or mathematics, for self-study, and as an invaluable research reference on probabiliity and its applications. Particularly worth mentioning are the treatments of distribution theory, asymptotics, simulation and Markov Chain Monte Carlo, Markov chains and martingales, Gaussian processes, VC theory, probability metrics, large deviations, bootstrap, the EM algorithm, confidence intervals, maximum likelihood and Bayes estimates, exponential families, kernels, and Hilbert spaces, and a self contained complete review of univariate probability.
The only book with complete Modelica 3.3 coverage Over one hundred exercises and solutions Examines basic concepts such as cyber-physical, equation-based, object-oriented, system, model, and simulation
Peter Christen’s book is divided into three parts: Part I, “Overview”, introduces the subject by presenting several sample applications and their special challenges, as well as a general overview of a generic data matching process. Part II, “Steps of the Data Matching Process”, then details its main steps like pre-processing, indexing, field and record comparison, classification, and quality evaluation. Lastly, part III, “Further Topics”, deals with specific aspects like privacy, real-time matching, or matching unstructured data. Finally, it briefly describes the main features of many research and open source systems available today.By providing the reader with a broad range of data matching concepts and techniques and touching on all aspects of the data matching process, this book helps researchers as well as students specializing in data quality or data matching aspects to familiarize themselves with recent research advances and to identify open research challenges in the area of data matching. To this end, each chapter of the book includes a final section that provides pointers to further background and research material. Practitioners will better understand the current state of the art in data matching as well as the internal workings and limitations of current systems. Especially, they will learn that it is often not feasible to simply implement an existing off-the-shelf data matching system without substantial adaption and customization. Such practical considerations are discussed for each of the major steps in the data matching process.
The book offers a rich blend of theory and practice. It is suitable for students, researchers and practitioners interested in Web mining and data mining both as a learning text and as a reference book. Professors can readily use it for classes on data mining, Web mining, and text mining. Additional teaching materials such as lecture slides, datasets, and implemented algorithms are available online.
This important guide/reference presents a comprehensive overview of medical image analysis. Highly practical in its approach, the text is uniquely structured by potential applications, supported by exercises throughout. Each of the key concepts are introduced in a concise manner, allowing the reader to understand the interdependencies between them before exploring the deeper details and derivations.
Topics and features: presents learning objectives, exercises and concluding remarks in each chapter, in addition to a glossary of abbreviations; describes a range of common imaging techniques, reconstruction techniques and image artefacts; discusses the archival and transfer of images, including the HL7 and DICOM standards; presents a selection of techniques for the enhancement of contrast and edges, for noise reduction and for edge-preserving smoothing; examines various feature detection and segmentation techniques, together with methods for computing a registration or normalisation transformation; explores object detection, as well as classification based on segment attributes such as shape and appearance; reviews the validation of an analysis method; includes appendices on Markov random field optimization, variational calculus and principal component analysis.
This easy-to-follow, classroom-tested textbook is ideal for undergraduate and graduate courses on medical image analysis and related subjects – with possible course outlines suggested in the Preface. The work can also be used as a self-study guide for professionals in medical imaging technology, and for computer scientists and engineers wishing to specialise in medical applications.
The available average good books on AutoCAD are horribly containing 2-3 thousands of pages for main text, with dozens of pages, only for their contents. All these mess is full of unnecessary details of even very simpler commands, which user can easily learn intuitively. Even after the bulk of pages they skip some really useful commands, which could otherwise boost the productivity of end user.
While this reference guide is intended to provide a compact guide of AutoCAD to a wide range of working CAD professionals and students, ranging from engineering streams (architectural, civil, mechanical, electrical, etc.) to non-technical streams. We are relying heavily on the AutoCAD’s user friendly interface while writing the reference guide, as after entering the command alias in AutoCAD, it, itself, tells ‘n asks for minimum ‘n necessary details through command line. So, practically, there is no need of written procedural details.
As this reference guide book is complimentary with the ‘AutoCAD-Advanced’ and ‘AutoCAD-Professional’ courses of ‘4Dimensions’, most commands given in this guide need at least one time lab training on real projects by an experienced tutor/professional. Each command, once mastered, doesn’t need the whole procedure to be remembered exactly (as different versions may have different procedures).
Content Development Team
This book starts you off on the right foot, emphasizing small, simple game ideas and playable projects that you can actually finish. The complexity of the games increases gradually as we progress through the chapters. The chosen examples help you learn a wide variety of game development techniques. With this understanding of Unity 3D and bite-sized bits of programming, you can make your own mark on the game industry by finishing fun, simple games.
This book shows you how to build crucial game elements that you can reuse and re-skin in many different games, using the phenomenal (and free!) Unity 3D game engine. It initiates you into indie game culture by teaching you how to make your own small, simple games using Unity3D and some gentle, easy-to-understand code. It will help you turn a rudimentary keep-up game into a madcap race through hospital hallways to rush a still-beating heart to the transplant ward, program a complete 2D game using Unity's User Interface controls, put a dramatic love story spin on a simple catch game, and turn that around into a classic space shooter with spectacular explosions and "pew" sounds! By the time you're finished, you'll have learned to develop a number of important pieces to create your own games that focus in on that small, singular piece of joy that makes games fun.
This book shoots straight for the heart of fun, simple game design and keeps shooting until you have all the pieces you need to assemble your own great games.
But how does one exactly do data science? Do you have to hire one of these priests of the dark arts, the "data scientist," to extract this gold from your data? Nope.
Data science is little more than using straight-forward steps to process raw data into actionable insight. And in Data Smart, author and data scientist John Foreman will show you how that's done within the familiar environment of a spreadsheet.
Why a spreadsheet? It's comfortable! You get to look at the data every step of the way, building confidence as you learn the tricks of the trade. Plus, spreadsheets are a vendor-neutral place to learn data science without the hype.
But don't let the Excel sheets fool you. This is a book for those serious about learning the analytic techniques, the math and the magic, behind big data.
Each chapter will cover a different technique in a spreadsheet so you can follow along:Mathematical optimization, including non-linear programming and genetic algorithms Clustering via k-means, spherical k-means, and graph modularity Data mining in graphs, such as outlier detection Supervised AI through logistic regression, ensemble models, and bag-of-words models Forecasting, seasonal adjustments, and prediction intervals through monte carlo simulation Moving from spreadsheets into the R programming language
You get your hands dirty as you work alongside John through each technique. But never fear, the topics are readily applicable and the author laces humor throughout. You'll even learn what a dead squirrel has to do with optimization modeling, which you no doubt are dying to know.
The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.
This book is unique in that it gives readers the skills necessary for obtaining excellent images for scientific purposes in a concise and procedurally oriented manner. This not only gets the reader used to a disciplined approach to imaging to maximize quality, but also to maximize the success (and minimize the frustration!) inherent in the pursuit of astrophotography. The knowledge and skills imparted to the reader of this handbook also provide an excellent basis for “beautiful picture” astrophotography!
There is a wealth of information in this book – a distillation of ideas and data presented by a diverse set of sources and based on the most recent techniques, equipment, and data available to the amateur astronomer. There are also numerous practical exercises. Scientific Astrophotography is perfect for any amateur astronomer who wants to go beyond just astrophotography and actually contribute to the science of astronomy.
The book covers the full range of the state of the art of NPR with every chapter authored by internationally renowned experts in the field, covering both classical and contemporary techniques. It will enable both graduate students in computer graphics, computer vision or image processing and professional developers alike to quickly become familiar with contemporary techniques, enabling them to apply 2D NPR algorithms in their own projects.