
Transactions on Edutainment VI
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Inhalt
- Title
- Preface
- Transactions on Edutainment
- Table of Contents
- Digital Media and Digital Content Management (Papers from DMDCM 2010)
- Prediction and Visualization for Urban Heat Island Simulation
- Introduction
- Artificial Neural Net
- Basic Idea of Genetic Algorithm
- Information Visualization
- Simulation of Heat Island Effect
- Building Artificial Neural Networks
- Neural Learning of Genetic Algorithm
- Simulation and Prediction Algorithm of the Urban Heat Island Effect
- Algorithm Explanation
- Algorithm Description
- Experiment and Correlation Analysis
- Experiment Analysis
- Correlation Analysis
- Visual Analyses
- Conclusion
- References
- Architecture Design and Avatar Customization of On-Line Expo
- Introduction
- Architecture Design of Online Expo
- 3D Face Modeling with Frontal Face Photo
- Conclusions
- References
- 3D Face Texture Stitching Based on Differential Coordinates
- Introduction
- 3D Face Pretreatment
- 3D Geometry Texture Stitching
- Differential Operator
- Interpolation Equation
- Experiments
- Conclusion and Future Work
- References
- Physically-Based Tree Animation and Leaf Deformation Using CUDA in Real-Time
- Introduction
- Related Work
- Physically-Based Animation
- Procedurally-Based Animation
- GPU Implementation
- Real-Time Tree Animation
- Tree Structure and Dynamics Principle
- GPU-Based Algorithm of Tree Animation in Real-Time
- Implementation on CUDA Platform
- Acceleration of Leaf Deformation
- Leaf Structure and Dynamic Analysis
- GPU-Based Accelerating Approach for Leaf Deformation
- Implementation on CUDA Platform
- Results
- Conclusions and Future Work
- References
- Simulation of Implosion and Transportation of Ore in Digital Mine
- Introduction
- Functional Framework
- System Design and Implementation
- Scene Drawing
- Mine Blasting
- Ore Transportation
- Experimental Results
- Conclusion
- References
- An Automatic and Robust Chessboard Corner Extraction
- Introduction
- The Modified Calibration Pattern and Algorithm
- Thresholding and Erosion
- Locating the Four Rectangles
- Corner Forecasting
- Conclusions and Future Work
- References
- An Adaptive Gradient Enhanced Texture Based Tracking Algorithm for Video Monitoring Applications
- Introduction
- Methodology
- Tracking Algorithm Based on Color Information
- Fixed Kernel Window Based Tracking
- Adaptive Tracking
- Adaptive Gradient Enhanced Texture Based Tracking
- Experiments Results
- Vehicle Tracking Based on Camshift
- Tracking of Non-rigid Objects Based on Camshift
- Tracking of Moving Objects Based on Different Models
- Tracking Results of Gradient Enhanced Texture Based Algorithm
- Conclusion
- References
- Computer Animation and Social Agents (Papers from CASA 2011)
- A Novel Method for Large Crowd Flow
- Introduction
- Related Work
- The Governing Equations
- Global Governing Equations
- Local Governing Equations
- Implementation
- Global Crowd Flow
- Local Individual Behaviors
- Results
- References
- Evoking Panic in Crowd Simulation
- Introduction
- Related Work
- PPIB Model
- Mental Layer
- Mental Factors
- Panic
- Propagation
- Influence Layer
- Results
- Conclusion
- References
- A Behavior Model Based On Information Transmission for Crowd Simulation
- Introduction
- Related Works
- Our Works
- Intelligent Agent Control Structure
- Crowd Motion Characteristics Analysis
- Behavior Model Based On Information Transmission
- Implementation and Results
- Implementation
- Result Analysis
- Conclusions and Future Work
- References
- Pattern Based Motion for Crowd Simulation
- Introduction
- Related Work
- Pattern-Based Decision-Making Framework
- Spatial-Temporal Patterns
- Hierarchical Pattern Matching
- Simulation Results
- Conclusions and Future Work
- References
- Adding Physical Like Reaction Effects to Skeleton-Based Animations Using Controllable Pendulums
- Introduction
- Related Work
- 3D pendulums
- 3D Pendulum Principle
- Time Based Control for Spring Dampers
- Tree of 3D Pendulums
- 3D Model Skeleton Vs. 3D Pendulums Tree
- Applications and Results
- Adding Physical Reaction Effects to Any Skeleton-Based Bodies
- Cloth Simulation
- Conclusion and Future Work
- References
- Movement Classes from Human Motion Data
- Introduction
- Background
- Genetic Representation
- Fitness Evaluation
- Motion Distance
- Motion Clustering
- Cluster Evaluation
- Optimizing Classifications
- Experimental Results
- Discussion
- References
- Front View vs. Side View of Facial and Postural Expressions of Emotions in a Virtual Character
- Introduction
- System
- Experiment
- Results
- Conclusion
- References
- Evaluating Emotional Content of Acted and Algorithmically Modified Motions
- Introduction
- Related Works
- Evaluating Motions
- Modifying Motions
- Implementation
- Capturing Motions
- Modifying Motion Paths
- Modifying Posture
- Modifying Timings
- Combining Modifications
- Questionnaire
- Discussion
- Conclusions and Future Work
- References
- An Emotion Model for Virtual Agents with Evolvable Motivation
- Introduction
- Evolvable Motivation Priority
- Emotion Model of Virtual Agents
- Experiments and Result Analysis
- Conclusion
- References
- Sketch-Based Skeleton-Driven 2D Animation and Motion Capture
- Introduction
- Related Work
- Sketch-Based Skeleton-Driven 2D Animation
- Silhouette Detection and Triangulation
- Skeletonization and Decomposition
- Shape Deformation
- Depth Adjustment and Fine Tuning
- In-Betweening
- Motion Capture and Retargeting
- Tracking
- Retargeting
- Experiments and Evaluation
- Discussion and Limitations
- References
- A Multi-layer Model for Face Aging Simulation
- Introduction
- Previous Work
- Overview of Our Algorithm
- The Algorithm Details
- Layer 1: Global Appearance Representation and Aging
- Layer 2: Sparse Representation and Face Hallucination Aging
- Layer 3: Facial Component and Wrinkles Aging
- Aging Animation
- Experiments: Aging Simulation and Evaluation
- Conclusions and Future Work
- References
- Particle-Based Fracture Simulation on the GPU
- Introduction
- Related Work
- Modeling
- Shape Representation
- Extended Discrete Element Method
- EDEM Simulation
- Anti-fracture Mechanism
- Auxiliary Cone Algorithm
- Particle Elements Clustering
- Debris and Motion
- Data Structure and Algorithm Implementation on GPU
- Data Structure
- Implementation
- Rendering
- Experiments and Results
- Bunny
- Concrete Wall
- Conclusion and Discussion
- References
- Mining Subsidence Prediction Based on 3.D Stratigraphic Model and Visualization
- Introduction
- Mining Subsidence Prediction Model
- 3D Stratigraphic Model
- Modeling Process of 3D Stratum
- The Mixed Data Model Based on Multi-DEM and TEN
- Mixed Modeling Process and Related Algorithm of DEMs-TEN
- Sample Analysis
- Conclusions
- References
- Detail-Preserving Rendering of Free Surface Fluid with Lattice Boltzmann
- Introduction
- Related Work
- Free Surface Fluid on LBM Lattice
- Grids Transfer and Updating
- Multi-scale Grids Construction
- Detail-Preserving Fluid Surface Extracting
- Extracting Fluid Surface
- Detail-Preserving Based on Surface Tension
- Interaction of Fluid with Environment
- Implementation and Results
- Conclusion and Future Works
- References
- A Human Action Recognition Algorithm Based on Semi-supervised Kmeans Clustering
- Introduction
- Human Action Recognition Based on Semi-supervised Kmeans Clustering
- Human Action Representation
- Similarity Measure between Human Actions
- Unlabeled Data Category Prediction Based on Constrained Semisupervised Kmeans Clustering
- Action Recognition Based on Nearest Neighbor
- Experiments and Analysis
- Dataset
- Processing
- Analysis
- Discussion
- Conclusion
- References
- A New Region Growing Algorithm for Triangular Mesh Recovery from Scattered 3D Points
- Introduction
- Definitions and Data Preprocess
- Related Definitions
- Preprocessing of Point Cloud
- Our Algorithm
- Determination of the Seed Triangle
- Influence Region for Active Edge
- Select the Most Suitable Active Point
- Constraints of Geometric Integrity
- Description of the Algorithm
- Experimental Results
- Conclusion
- References
- Detecting Moving Targets from Traffic Video Based on the Dynamic Background Model
- Introduction
- Video Image Classification Based on Rough Set
- Probabilistic Rough Set Models
- Image Classification Based on Probabilistic Rough Set
- Background Automatic Model
- Establishment of Model
- Jugement and Update of Background
- Experimental Result and Analysis
- Conclusions
- References
- Real-Time Implementation for Weighted-Least-Squares-Based Edge-Preserving Decomposition and Its Applications
- Introduction
- Related Work
- Algorithm
- Weighted Least Squares
- Jacobi-Like Iterative Solver
- Applications and Results
- Conclusions
- References
- Author Index
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