Interactive Technologies and Sociotechnical Systems: 12th International Conference, VSMM 2006, Xi'an, China, October 18-20, 2006, Proceedings

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This book constitutes the refereed proceedings of the 13th International Conference on Interactive Technologies and Sociotechnical Systems, VSMM 2006, held in Xi'an, China in October 2006. The 59 revised full papers presented together with one keynote paper were carefully reviewed and selected from more than 180 submissions.
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Additional Information

Publisher
Springer
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Published on
Oct 12, 2006
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Pages
547
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ISBN
9783540463054
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Language
English
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Genres
Computers / Computer Graphics
Computers / Computer Science
Computers / Desktop Applications / Design & Graphics
Computers / Information Technology
Computers / Intelligence (AI) & Semantics
Computers / Interactive & Multimedia
Computers / Operating Systems / General
Computers / System Administration / Storage & Retrieval
Computers / User Interfaces
History / General
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Content Protection
This content is DRM protected.
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This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 6th volume in this series represents a selection of 7 contributions from DMDCM 2011, the 5th International Conference on Digital Media and Digital Content Management, held in Chongqing, China, in December 2011, as well as 18 contributions from CASA 2011, the 24th International Conference on Computer Animation and Social Agents, held in Chengdu, China, in May 2011. The topics covered are: pen-based interface, urban heat island simulation, BR-based on-line expo, physically-based tree animation, 3D face texture stitching, chessboard corner extraction, textured-based tracking, motion control, motion capture and retargeting, path planning, physics based animation, image based animation, behavioral animation, artificial life, deformation, facial animation, multi-resolution and multi-scale models, knowledge-based animation, motion synthesis; social agents and avatars, emotion and personality, virtual humans, autonomous actors, AI based animation, social and conversational agents, inter-agent communication, social behavior, gesture generation, crowd simulation; animation compression and transmission, semantics and ontologies for virtual humans and virtual environments, animation analysis and structuring, anthropometric virtual human models, acquisition and reconstruction of animation data, level of details, semantic representation of motion and animation, medical simulation, cultural heritage, interaction for virtual humans, augmented reality and virtual reality, computer games and online virtual worlds.
The present AutoCAD reference guide is, basically, an extension of our teaching, training and working experience in the CAD (Computer Aided Design) field and covers only ~200 commands of AutoCAD. In a productivity war, not only fewer weapons (tools and commands) force us to imbibe the defeat, but more than enough weapons are also suicidal (because we have less time for selection of weapon, too). So a compromising balance has been tried to achieve the optimum.

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

4 Dimensions


​​This volume debuts the new scope of Remote Sensing, which was first defined as the analysis of data collected by sensors that were not in physical contact with the objects under investigation (using cameras, scanners, and radar systems operating from spaceborne or airborne platforms). A wider characterization is now possible: Remote Sensing can be any non-destructive approach to viewing the buried and nominally invisible evidence of past activity. Spaceborne and airborne sensors, now supplemented by laser scanning, are united using ground-based geophysical instruments and undersea remote sensing, as well as other non-invasive techniques such as surface collection or field-walking survey. Now, any method that enables observation of evidence on or beneath the surface of the earth, without impact on the surviving stratigraphy, is legitimately within the realm of Remote Sensing. ​The new interfaces and senses engaged in Remote Sensing appear throughout the book. On a philosophical level, this is about the landscapes and built environments that reveal history through place and time. It is about new perspectives—the views of history possible with Remote Sensing and fostered in part by immersive, interactive 3D and 4D environments discussed in this volume. These perspectives are both the result and the implementation of technological, cultural, and epistemological advances in record keeping, interpretation, and conceptualization. Methodology presented here builds on the current ease and speed in collecting data sets on the scale of the object, site, locality, and landscape. As this volume shows, many disciplines surrounding archaeology and related cultural studies are currently involved in Remote Sensing, and its relevance will only increase as the methodology expands.
This video book will quickly teach you what every photographer needs to know about Photoshop CC, including:

 * 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. 

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