Example of Computer Animation and Virtual Worlds format
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Example of Computer Animation and Virtual Worlds format Example of Computer Animation and Virtual Worlds format Example of Computer Animation and Virtual Worlds format Example of Computer Animation and Virtual Worlds format Example of Computer Animation and Virtual Worlds format Example of Computer Animation and Virtual Worlds format Example of Computer Animation and Virtual Worlds format
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Example of Computer Animation and Virtual Worlds format Example of Computer Animation and Virtual Worlds format Example of Computer Animation and Virtual Worlds format Example of Computer Animation and Virtual Worlds format Example of Computer Animation and Virtual Worlds format Example of Computer Animation and Virtual Worlds format Example of Computer Animation and Virtual Worlds format
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open access Open Access

Computer Animation and Virtual Worlds — Template for authors

Publisher: Wiley
Categories Rank Trend in last 3 yrs
Computer Graphics and Computer-Aided Design #43 of 88 up up by 4 ranks
Software #245 of 389 up up by 8 ranks
journal-quality-icon Journal quality:
Good
calendar-icon Last 4 years overview: 195 Published Papers | 465 Citations
indexed-in-icon Indexed in: Scopus
last-updated-icon Last updated: 06/06/2020
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Journal Performance & Insights

Impact Factor

CiteRatio

Determines the importance of a journal by taking a measure of frequency with which the average article in a journal has been cited in a particular year.

A measure of average citations received per peer-reviewed paper published in the journal.

0.654

2% from 2018

Impact factor for Computer Animation and Virtual Worlds from 2016 - 2019
Year Value
2019 0.654
2018 0.644
2017 0.697
2016 0.424
graph view Graph view
table view Table view

2.4

14% from 2019

CiteRatio for Computer Animation and Virtual Worlds from 2016 - 2020
Year Value
2020 2.4
2019 2.1
2018 1.8
2017 1.6
2016 1.6
graph view Graph view
table view Table view

insights Insights

  • Impact factor of this journal has increased by 2% in last year.
  • This journal’s impact factor is in the top 10 percentile category.

insights Insights

  • CiteRatio of this journal has increased by 14% in last years.
  • This journal’s CiteRatio is in the top 10 percentile category.

SCImago Journal Rank (SJR)

Source Normalized Impact per Paper (SNIP)

Measures weighted citations received by the journal. Citation weighting depends on the categories and prestige of the citing journal.

Measures actual citations received relative to citations expected for the journal's category.

0.225

26% from 2019

SJR for Computer Animation and Virtual Worlds from 2016 - 2020
Year Value
2020 0.225
2019 0.306
2018 0.233
2017 0.216
2016 0.231
graph view Graph view
table view Table view

0.696

3% from 2019

SNIP for Computer Animation and Virtual Worlds from 2016 - 2020
Year Value
2020 0.696
2019 0.673
2018 0.839
2017 0.669
2016 0.568
graph view Graph view
table view Table view

insights Insights

  • SJR of this journal has decreased by 26% in last years.
  • This journal’s SJR is in the top 10 percentile category.

insights Insights

  • SNIP of this journal has increased by 3% in last years.
  • This journal’s SNIP is in the top 10 percentile category.
Computer Animation and Virtual Worlds

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Wiley

Computer Animation and Virtual Worlds

With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction...... Read More

Computer Graphics and Computer-Aided Design

Software

Computer Science

i
Last updated on
06 Jun 2020
i
ISSN
1546-4261
i
Impact Factor
High - 1.126
i
Open Access
Yes
i
Sherpa RoMEO Archiving Policy
Yellow faq
i
Plagiarism Check
Available via Turnitin
i
Endnote Style
Download Available
i
Bibliography Name
apa
i
Citation Type
Numbered
[25]
i
Bibliography Example
Beenakker, C.W.J. (2006) Specular andreev reflection in graphene.Phys. Rev. Lett., 97 (6), 067 007. URL 10.1103/PhysRevLett.97.067007.

Top papers written in this journal

open accessOpen access Journal Article DOI: 10.1002/CAV.6
Synthesizing multimodal utterances for conversational agents

Abstract:

Conversational agents are supposed to combine speech with non-verbal modalities for intelligible multimodal utterances. In this paper, we focus on the generation of gesture and speech from XML-based descriptions of their overt form. An incremental production model is presented that combines the synthesis of synchronized gestu... Conversational agents are supposed to combine speech with non-verbal modalities for intelligible multimodal utterances. In this paper, we focus on the generation of gesture and speech from XML-based descriptions of their overt form. An incremental production model is presented that combines the synthesis of synchronized gestural, verbal, and facial behaviors with mechanisms for linking them in fluent utterances with natural co-articulation and transition effects. In particular, an efficient kinematic approach for animating hand gestures from shape specifications is presented, which provides fine adaptation to temporal constraints that are imposed by cross-modal synchrony. Copyright (C) 2004 John Wiley Sons, Ltd. read more read less

Topics:

Gesture (55%)55% related to the paper
View PDF
277 Citations
Journal Article DOI: 10.1002/CAV.2
Capturing human motion using body-fixed sensors: Outdoor measurement and clinical applications
Kamiar Aminian1, Bijan Najafi

Abstract:

Motion capture is mainly based on standard systems using optic, magnetic or sonic technologies. In this paper, the possibility to detect useful human motion based on new techniques using different types of body-fixed sensors is shown. In particular, a combination of accelerometers and angular rate sensors (gyroscopes) showed ... Motion capture is mainly based on standard systems using optic, magnetic or sonic technologies. In this paper, the possibility to detect useful human motion based on new techniques using different types of body-fixed sensors is shown. In particular, a combination of accelerometers and angular rate sensors (gyroscopes) showed a promising design for a hybrid kinematic sensor measuring the 2D kinematics of a body segment. These sensors together with a portable datalogger, and using simple biomechanical models, allow capture of outdoor and long-term movements and overcome some limitations of the standard motion capture systems. Significant parameters of body motion, such as nature of motion (postural transitions, trunk rotation, sitting, standing, lying, walking, jumping) and its spatio-temporal features (velocity, displacement, angular rotation, cadence and duration) have been evaluated and compared to the camera-based system. Based on these parameters, the paper outlines the possibility to monitor physical activity and to perform gait analysis in the daily environment, and reviews several clinical investigations related to fall risk in the elderly, quality of life, orthopaedic outcome and sport performance. Taking advantage of all the potential of these body-fixed sensors should be promising for motion capture and particularly in environments not suitable for standard technology such as in any field activity. Copyright © 2004 John Wiley & Sons, Ltd. read more read less

Topics:

Motion capture (56%)56% related to the paper, Kinematics (55%)55% related to the paper, Gait (human) (51%)51% related to the paper, Motion compensation (50%)50% related to the paper
269 Citations
Journal Article DOI: 10.1002/CAV.162
A unified particle model for fluid–solid interactions
Barbara Solenthaler1, Jürg Schläfli1, Renato Pajarola1

Abstract:

We present a new method for the simulation of melting and solidification in a unified particle model. Our technique uses the Smoothed Particle Hydrodynamics (SPH) method for the simulation of liquids, deformable as well as rigid objects, which eliminates the need to define an interface for coupling different models. Using thi... We present a new method for the simulation of melting and solidification in a unified particle model. Our technique uses the Smoothed Particle Hydrodynamics (SPH) method for the simulation of liquids, deformable as well as rigid objects, which eliminates the need to define an interface for coupling different models. Using this approach, it is possible to simulate fluids and solids by only changing the attribute values of the underlying particles. We significantly changed a prior elastic particle model to achieve a flexible model for melting and solidification. By using an SPH approach and considering a new definition of a local reference shape, the simulation of merging and splitting of different objects, as may be caused by phase change processes, is made possible. In order to keep the system stable even in regions represented by a sparse set of particles we use a special kernel function for solidification processes. Additionally, we propose a surface reconstruction technique based on considering the movement of the center of mass to reduce rendering errors in concave regions. The results demonstrate new interaction effects concerning the melting and solidification of material, even while being surrounded by liquids. read more read less

Topics:

Smoothed-particle hydrodynamics (52%)52% related to the paper
View PDF
235 Citations
Journal Article DOI: 10.1002/CAV.18
Interaction of fluids with deformable solids
Matthias Müller1, Simon Schirm, Matthias Teschner, Bruno Heidelberger, Markus Gross

Abstract:

In this paper, we present a method for simulating the interaction of fluids with deformable solids. The method is designed for the use in interactive systems such as virtual surgery simulators where the real-time interplay of liquids and surrounding tissue is important. In computer graphics, a variety of techniques have been ... In this paper, we present a method for simulating the interaction of fluids with deformable solids. The method is designed for the use in interactive systems such as virtual surgery simulators where the real-time interplay of liquids and surrounding tissue is important. In computer graphics, a variety of techniques have been proposed to model liquids and deformable objects at interactive rates. As important as the plausible animation of these substances is the fast and stable modeling of their interaction. The method we describe in this paper models the exchange of momentum between Lagrangian particle-based fluid models and solids represented by polygonal meshes. To model the solid-fluid interaction we use virtual boundary particles. They are placed on the surface of the solid objects according to Gaussian quadrature rules allowing the computation of smooth interaction potentials that yield stable simulations. We demonstrate our approach in an interactive simulation environment for fluids and deformable solids. Copyright © 2004 John Wiley & Sons, Ltd. read more read less
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218 Citations
Journal Issue DOI: 10.1002/CAV.V19:1
A survey of mobile and wireless technologies for augmented reality systems
George Papagiannakis1, Gurminder Singh1, Nadia Magnenat-Thalmann2

Abstract:

Recent advances in hardware and software for mobile computing have enabled a new breed of mobile augmented reality (AR) systems and applications. A new breed of computing called ‘augmented ubiquitous computing’ has resulted from the convergence of wearable computing, wireless networking, and mobile AR interfaces. In this pape... Recent advances in hardware and software for mobile computing have enabled a new breed of mobile augmented reality (AR) systems and applications. A new breed of computing called ‘augmented ubiquitous computing’ has resulted from the convergence of wearable computing, wireless networking, and mobile AR interfaces. In this paper, we provide a survey of different mobile and wireless technologies and how they have impact AR. Our goal is to place them into different categories so that it becomes easier to understand the state of art and to help identify new directions of research. Copyright © 2008 John Wiley & Sons, Ltd. read more read less

Topics:

Mobile computing (65%)65% related to the paper, Mobile technology (63%)63% related to the paper, Mobile search (62%)62% related to the paper, Ubiquitous computing (62%)62% related to the paper, Augmented reality (59%)59% related to the paper
View PDF
205 Citations
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Computer Animation and Virtual Worlds format uses apa citation style.

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Frequently asked questions

1. Can I write Computer Animation and Virtual Worlds in LaTeX?

Absolutely not! Our tool has been designed to help you focus on writing. You can write your entire paper as per the Computer Animation and Virtual Worlds guidelines and auto format it.

2. Do you follow the Computer Animation and Virtual Worlds guidelines?

Yes, the template is compliant with the Computer Animation and Virtual Worlds guidelines. Our experts at SciSpace ensure that. If there are any changes to the journal's guidelines, we'll change our algorithm accordingly.

3. Can I cite my article in multiple styles in Computer Animation and Virtual Worlds?

Of course! We support all the top citation styles, such as APA style, MLA style, Vancouver style, Harvard style, and Chicago style. For example, when you write your paper and hit autoformat, our system will automatically update your article as per the Computer Animation and Virtual Worlds citation style.

4. Can I use the Computer Animation and Virtual Worlds templates for free?

Sign up for our free trial, and you'll be able to use all our features for seven days. You'll see how helpful they are and how inexpensive they are compared to other options, Especially for Computer Animation and Virtual Worlds.

5. Can I use a manuscript in Computer Animation and Virtual Worlds that I have written in MS Word?

Yes. You can choose the right template, copy-paste the contents from the word document, and click on auto-format. Once you're done, you'll have a publish-ready paper Computer Animation and Virtual Worlds that you can download at the end.

6. How long does it usually take you to format my papers in Computer Animation and Virtual Worlds?

It only takes a matter of seconds to edit your manuscript. Besides that, our intuitive editor saves you from writing and formatting it in Computer Animation and Virtual Worlds.

7. Where can I find the template for the Computer Animation and Virtual Worlds?

It is possible to find the Word template for any journal on Google. However, why use a template when you can write your entire manuscript on SciSpace , auto format it as per Computer Animation and Virtual Worlds's guidelines and download the same in Word, PDF and LaTeX formats? Give us a try!.

8. Can I reformat my paper to fit the Computer Animation and Virtual Worlds's guidelines?

Of course! You can do this using our intuitive editor. It's very easy. If you need help, our support team is always ready to assist you.

9. Computer Animation and Virtual Worlds an online tool or is there a desktop version?

SciSpace's Computer Animation and Virtual Worlds is currently available as an online tool. We're developing a desktop version, too. You can request (or upvote) any features that you think would be helpful for you and other researchers in the "feature request" section of your account once you've signed up with us.

10. I cannot find my template in your gallery. Can you create it for me like Computer Animation and Virtual Worlds?

Sure. You can request any template and we'll have it setup within a few days. You can find the request box in Journal Gallery on the right side bar under the heading, "Couldn't find the format you were looking for like Computer Animation and Virtual Worlds?”

11. What is the output that I would get after using Computer Animation and Virtual Worlds?

After writing your paper autoformatting in Computer Animation and Virtual Worlds, you can download it in multiple formats, viz., PDF, Docx, and LaTeX.

12. Is Computer Animation and Virtual Worlds's impact factor high enough that I should try publishing my article there?

To be honest, the answer is no. The impact factor is one of the many elements that determine the quality of a journal. Few of these factors include review board, rejection rates, frequency of inclusion in indexes, and Eigenfactor. You need to assess all these factors before you make your final call.

13. What is Sherpa RoMEO Archiving Policy for Computer Animation and Virtual Worlds?

SHERPA/RoMEO Database

We extracted this data from Sherpa Romeo to help researchers understand the access level of this journal in accordance with the Sherpa Romeo Archiving Policy for Computer Animation and Virtual Worlds. The table below indicates the level of access a journal has as per Sherpa Romeo's archiving policy.

RoMEO Colour Archiving policy
Green Can archive pre-print and post-print or publisher's version/PDF
Blue Can archive post-print (ie final draft post-refereeing) or publisher's version/PDF
Yellow Can archive pre-print (ie pre-refereeing)
White Archiving not formally supported
FYI:
  1. Pre-prints as being the version of the paper before peer review and
  2. Post-prints as being the version of the paper after peer-review, with revisions having been made.

14. What are the most common citation types In Computer Animation and Virtual Worlds?

The 5 most common citation types in order of usage for Computer Animation and Virtual Worlds are:.

S. No. Citation Style Type
1. Author Year
2. Numbered
3. Numbered (Superscripted)
4. Author Year (Cited Pages)
5. Footnote

15. How do I submit my article to the Computer Animation and Virtual Worlds?

It is possible to find the Word template for any journal on Google. However, why use a template when you can write your entire manuscript on SciSpace , auto format it as per Computer Animation and Virtual Worlds's guidelines and download the same in Word, PDF and LaTeX formats? Give us a try!.

16. Can I download Computer Animation and Virtual Worlds in Endnote format?

Yes, SciSpace provides this functionality. After signing up, you would need to import your existing references from Word or Bib file to SciSpace. Then SciSpace would allow you to download your references in Computer Animation and Virtual Worlds Endnote style according to Elsevier guidelines.

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