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JournalISSN: 1546-4261

Computer Animation and Virtual Worlds 

Wiley-Blackwell
About: Computer Animation and Virtual Worlds is an academic journal published by Wiley-Blackwell. The journal publishes majorly in the area(s): Computer science & Animation. It has an ISSN identifier of 1546-4261. Over the lifetime, 1152 publications have been published receiving 13632 citations. The journal is also known as: Computer animation & virtual worlds.


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Journal ArticleDOI
TL;DR: 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.
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 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.

277 citations

Journal ArticleDOI
TL;DR: The possibility to detect useful human motion based on new techniques using different types of body‐fixed sensors is shown and 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.
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 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.

269 citations

Journal ArticleDOI
TL;DR: This work significantly changed a prior elastic particle model to achieve a flexible model for melting and solidification, and proposes a surface reconstruction technique based on considering the movement of the center of mass to reduce rendering errors in concave regions.
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 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.

235 citations

Journal ArticleDOI
TL;DR: A method for simulating the interaction of fluids with deformable solids represented by polygonal meshes designed for the use in interactive systems such as virtual surgery simulators where the real‐time interplay of liquids and surrounding tissue is important.
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 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.

218 citations

Journal IssueDOI
TL;DR: A survey of different mobile and wireless technologies and how they have impact AR is provided so that it becomes easier to understand the state of art and to help identify new directions of research.
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 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.

205 citations

Performance
Metrics
No. of papers from the Journal in previous years
YearPapers
202358
202295
202151
202044
201947
201853