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.
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 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.
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.
Imaging Informatics Professionals (IIPs) have come to play an indispensable role in modern medicine, and the scope of this profession has grown far beyond the boundaries of the PACS. A successful IIP must not only understand the PACS itself, but also have knowledge of clinical workflow, a base in several medical specialties, and a solid IT capability regarding software interactions and networking. With the introduction of a certification test for the IIP position, a single source was needed to explain the fundamentals of imaging informatics and to demonstrate how those fundamentals are applied in everyday practice. Practical Imaging Informatics describes the foundations of information technology and clinical image management, details typical daily operations, and discusses rarer complications and issues.
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
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
The synergy between computer technology and medical services has opened fascinating new possibilities for benefit in areas such as continuing care, chronic disease treatment and old people home monitoring, bringing with it the promise of essential changes in existing models of care delivery and system performance. This book addresses the priorities within international informatics and presents a complete and thorough survey of the most promising e-health technologies. This is illustrated with the inclusion of case reports indentifying real applications of the techniques, with the focus on providing an integrated overview of e-health, and the medical, sociological and technical aspects.
The authors’ primary objective has been to provide an in-depth study of internet-enhanced healthcare services, while mobile technology is also reviewed in the context of modern wireless technologies. The authors have provided a unique analysis of the evolution of healthcare services. The book is illustrated by numerous examples and comes together to provide a valuable set of tele-care solutions available to modern informatics practice.
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.
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.
Part one provides a detailed overview of switchable and responsive materials and surfaces, exploring thermo-responsive polymers, environmentally responsive polyelectrolytes and zwitterionic polymers, as well as peptide-based and photonic sensitive switchable materials. Further chapters include a detailed overview of the preparation and analysis of switchable polymer brushes and copolymers for biomedical application. Part two explores the biological interactions and biomedical applications of switchable surfaces, where expert analysis is provided on the interaction of switchable surfaces with proteins and cells. The interaction of stimuli-sensitive polymers for tissue engineering and drug delivery with biosurfaces is critiqued, whilst the editor provides a skillful study into the application of responsive polymers in implantable medical devices and biosensors.A comprehensive overview of switchable and responsive materials and surfacesIncludes in depth analysis of thermo-responsive polymers, photonic sensitive materials and peptide-based surfacesDetailed exploration of biological interactions of responsive and switchable surfaces, covering stimuli-sensitive polymers for drug delivery, surfaces with proteins/cells and application of polymers in medical devices
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.
Pediatric Informatics: Computer Applications in Child Health is a current digest of the important trends in pediatric informatics, written by leading experts in the field. This book explores how the management of biomedical data, information, and knowledge can optimize and advance child health. The contributors investigate the specific importance of pediatric informatics is derived from the biological, psychological, social and cultural needs that the distinguish children from other populations. These distinctions create complexities in the management of pediatric data and information that make children a vulnerable population and require the development of a new body of knowledge in pediatric informatics.
Dan Vallero understands that engineering is a profession that profoundly affects the quality of life from the subcellular and nano to the planetary scale. Protecting and enhancing life is the essence of ethics; thus every engineer and design professional needs a foundation in bioethics. In high-profile emerging fields such as nanotechnology, biotechnology and green engineering, public concerns and attitudes become especially crucial factors given the inherent uncertainties and high stakes involved. Ethics thus means more than a commitment to abide by professional norms of conduct. This book discusses the full suite of emerging biomedical and environmental issues that must be addressed by engineers and scientists within a global and societal context. In addition it gives technical professionals tools to recognize and address bioethical questions and illustrates that an understanding of the application of these measures will seldom reach consensus even among fellow engineers and scientists.
· Working tool for biomedical engineers in the new age of technology
· Numerous case studies to illustrate the direct application of ethical techniques and standards
· Ancillary materials available online for easy integration into any academic program
• Written and edited by pioneers and experts in healthcare simulation
• Personal memoirs from simulation pioneers
• Each medical specialty covered
• Guidance on teaching in the simulated environment
• Up-to-date information on current techniques and technologies
• Tips from “insiders” on funding, development, accreditation, and marketing of simulation centers
• Floor plans of simulation centers from across the United States
• Comprehensive glossary of terminology
Modelling and Control of Mini-Flying Machines is an exposition of models developed for various types of mini-aircraft:planar Vertical Take-off and Landing aircraft; helicopters; quadrotor mini-rotorcraft; other fixed-wing aircraft; blimps;
for each of which it propounds: detailed models derived from Euler-Lagrange methods; appropriate nonlinear control strategies and convergence properties; real-time experimental comparisons of the performance of control algorithms; review of the principal sensors, on-board electronics, real-time architecture and communications systems for mini-flying machine control, including discussion of their performance; detailed explanation of the use of the Kalman filter to flying machine localization.
To researchers and students in nonlinear control and its applications Modelling and Control of Mini-Flying Machines provides valuable insights to the application of real-time nonlinear techniques in an always challenging area.
* Removing blemishes and distractions
* Creating amazing, natural-looking portraits
* Changing the color of clothing and hair
* Changing the shape of bodies and objects
* Using layers, adjustment layers, and masks
* Replacing skies and backgrounds
* Straightening lines and buildings
* Compositing multiple images together
* Changing facial expressions and poses
* Creating complex selections and masks
* Creating panoramas
* Creating actions to automate tasks
* Choosing the best image formats
* Customizing and configuring Photoshop CC
Tony & Chelsea go beyond teaching you how to use Photoshop; they teach you why and when to use each feature to create stunning, natural images. When Photoshop isn’t the best tool, they suggest other alternatives.
Combining the benefits of video training and book learning, this video book gives you over 10 hours of video and dozens of images to practice with. If you learn better with video, watch the video training and refer to the book for quick reference. For best results, walk through each procedure in the book using the provided sample images. Then, watch the videos to learn more advanced and artistic techniques. If you still have questions, or want peer review, join our Photoshop group on Facebook and get feedback from other Photoshop users.
Tony and Chelsea cover every aspect of Photoshop in-depth, but structure their teaching so that both beginner and advanced photographers can learn as efficiently as possible. If you just want a quick start, you can watch the first video or read the first chapter and you'll know the basics of photo editing in less than an hour. If you want to know more about a specific feature, switch to that video or jump to that chapter in the ebook. If you want to know everything about Photoshop, watch the videos and read the book from start to finish.
New, expanded tutorials take readers of all abilities through full character and environment modeling from beginning to end
Companion website (3d-for-games.com) offers a robust, supportive forum where readers can get commentary on new work, develop skills and portfolio art, as well as network with other game artists on a variety of projects. Also features project files for all tutorials in the book and enough support images and photos to keep the budding artist busy for months
Completely updated gallery allows the reader to build on various models
Creative professionals who seek the fastest, easiest, most comprehensive way to learn Adobe Illustrator CC (2015 release) choose this Classroom in a Book® from the best-selling series of hands-on software training workbooks. This series offers what no other book or training program does—an official training series from Adobe Systems Incorporated, developed with the support of Adobe product experts.
Adobe Illustrator CC Classroom in a Book (2015 release) contains 15 lessons that cover the basics and beyond, providing countless tips and techniques to help you become more productive with the program. You can follow the book from start to finish or choose only those lessons that interest you. As with all Classroom in a Book products, online companion files include all the necessary assets you need to complete the projects featured in each lesson.
Build a strong foundation for working with Adobe Illustrator CC, by following hands-on projects for creating logos, illustrations, and posters. Learn how to use the Shaper tool and Live Shapes along with dynamic symbols to streamline graphics creation. Create website assets and export them in SVG format to support modern responsive web designs. From exacting illustration to more free-form painting, you’ll gain vital Illustrator skills as you progress through the lessons.
What you need to use this book: Adobe Illustrator CC (2015 release) software, for either Windows or Mac OS. (Software not included.)