Creating Interactive 3-D Actors and Their Worlds
Author | : Jean-Marc Gauthier |
Publisher | : Morgan Kaufmann Publishers |
Total Pages | : 354 |
Release | : 2002 |
Genre | : Computers |
ISBN | : |
CD-ROM contains: Files related to tutorials presented in text.
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Author | : Jean-Marc Gauthier |
Publisher | : Morgan Kaufmann Publishers |
Total Pages | : 354 |
Release | : 2002 |
Genre | : Computers |
ISBN | : |
CD-ROM contains: Files related to tutorials presented in text.
Author | : Jean-Marc Gauthier |
Publisher | : Taylor & Francis |
Total Pages | : 443 |
Release | : 2013-05-02 |
Genre | : Computers |
ISBN | : 1136143971 |
In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype. The book is dynamic enough to give both those with a programming background as well as those who are just getting their feet wet challenging and engaging tutorials in virtual set design, using Virtools. Other software discussed is: Lightwave, and Maya. The book is constructed so that, depending on your project and design needs, you can read the text or interviews independently and/or use the book as reference for individual tutorials on a project-by-project basis. Each tutorial is followed by a short interview with a 3D graphics professional in order to provide insight and additional advice on particular interactive 3D techniques-from user, designer, artist, and producer perspectives.
Author | : E. Granum |
Publisher | : Springer Science & Business Media |
Total Pages | : 446 |
Release | : 2013-03-09 |
Genre | : Computers |
ISBN | : 1447136985 |
Lars Qvortrup The world of interactive 3D multimedia is a cross-institutional world. Here, researchers from media studies, linguistics, dramaturgy, media technology, 3D modelling, robotics, computer science, sociology etc. etc. meet. In order not to create a new tower of Babel, it is important to develop a set of common concepts and references. This is the aim of the first section of the book. In Chapter 2, Jens F. Jensen identifies the roots of interaction and interactivity in media studies, literature studies and computer science, and presents definitions of interaction as something going on among agents and agents and objects, and of interactivity as a property of media supporting interaction. Similarly, he makes a classification of human users, avatars, autonomous agents and objects, demon strating that no universal differences can be made. We are dealing with a continuum. While Jensen approaches these categories from a semiotic point of view, in Chapter 3 Peer Mylov discusses similar isues from a psychological point of view. Seen from the user's perspective, a basic difference is that between stage and back-stage (or rather: front-stage), i. e. between the real "I" and "we" and the virtual, representational "I" and "we". Focusing on the computer as a stage, in Chapter 4 Kj0lner and Lehmann use the theatre metaphor to conceptualize the stage phenomena and the relationship between stage and front-stage.
Author | : Kisielnicki, Jerzy |
Publisher | : IGI Global |
Total Pages | : 1842 |
Release | : 2008-05-31 |
Genre | : Computers |
ISBN | : 1599049562 |
"This publication presents incompassing research of the concepts and realities involved in the field of virtual communities and technologies"--Provided by publisher.
Author | : Rea, Alan |
Publisher | : IGI Global |
Total Pages | : 355 |
Release | : 2010-11-30 |
Genre | : Computers |
ISBN | : 1615208925 |
Although one finds much discussion and research on the features and functionality of Rich Internet Applications (RIAs), the 3D Web, Immersive Environments (e.g. MMORPGs) and Virtual Worlds in both scholarly and popular publications, very little is written about the issues and techniques one must consider when creating, deploying, interacting within, and managing them securely. Security in Virtual Worlds, 3D Webs, and Immersive Environments: Models for Development, Interaction, and Management brings together the issues that managers, practitioners, and researchers must consider when planning, implementing, working within, and managing these promising virtual technologies for secure processes and initiatives. This publication discusses the uses and potential of these virtual technologies and examines secure policy formation and practices that can be applied specifically to each.
Author | : Phillip A. Laplante |
Publisher | : CRC Press |
Total Pages | : 882 |
Release | : 2018-11-08 |
Genre | : Technology & Engineering |
ISBN | : 1351032739 |
The Encyclopedia of Image Processing presents a vast collection of well-written articles covering image processing fundamentals (e.g. color theory, fuzzy sets, cryptography) and applications (e.g. geographic information systems, traffic analysis, forgery detection). Image processing advances have enabled many applications in healthcare, avionics, robotics, natural resource discovery, and defense, which makes this text a key asset for both academic and industrial libraries and applied scientists and engineers working in any field that utilizes image processing. Written by experts from both academia and industry, it is structured using the ACM Computing Classification System (CCS) first published in 1988, but most recently updated in 2012.
Author | : Anna Bentkowska-Kafel |
Publisher | : Routledge |
Total Pages | : 366 |
Release | : 2016-05-13 |
Genre | : Business & Economics |
ISBN | : 131708425X |
Computer-Generated Images (CGIs) are widely used and accepted in the world of entertainment but the use of the very same visualization techniques in academic research in the Arts and Humanities remains controversial. The techniques and conceptual perspectives on heritage visualization are a subject of an ongoing interdisciplinary debate. By demonstrating scholarly excellence and best technical practice in this area, this volume is concerned with the challenge of providing intellectual transparency and accountability in visualization-based historical research. Addressing a range of cognitive and technological challenges, the authors make a strong case for a wider recognition of three-dimensional visualization as a constructive, intellectual process and valid methodology for historical research and its communication. Intellectual transparency of visualization-based research, the pervading theme of this volume, is addressed from different perspectives reflecting the theory and practice of respective disciplines. The contributors - archaeologists, cultural historians, computer scientists and ICT practitioners - emphasize the importance of reliable tools, in particular documenting the process of interpretation of historical material and hypotheses that arise in the course of research. The discussion of this issue refers to all aspects of the intellectual content of visualization and is centred around the concept of 'paradata'. Paradata document interpretative processes so that a degree of reliability of visualization outcomes can be understood. The disadvantages of not providing this kind of intellectual transparency in the communication of historical content may result in visual products that only convey a small percentage of the knowledge that they embody, thus making research findings not susceptible to peer review and rendering them closed to further discussion. It is argued, therefore, that paradata should be recorded alongside more tangible outcomes of research, preferably as an integral part of virtual models, and sustained beyond the life-span of the technology that underpins visualization.
Author | : Phillip A. Laplante |
Publisher | : CRC Press |
Total Pages | : 1013 |
Release | : 2017-10-02 |
Genre | : Computers |
ISBN | : 1351652494 |
With breadth and depth of coverage, the Encyclopedia of Computer Science and Technology, Second Edition has a multi-disciplinary scope, drawing together comprehensive coverage of the inter-related aspects of computer science and technology. The topics covered in this encyclopedia include: General and reference Hardware Computer systems organization Networks Software and its engineering Theory of computation Mathematics of computing Information systems Security and privacy Human-centered computing Computing methodologies Applied computing Professional issues Leading figures in the history of computer science The encyclopedia is structured according to the ACM Computing Classification System (CCS), first published in 1988 but subsequently revised in 2012. This classification system is the most comprehensive and is considered the de facto ontological framework for the computing field. The encyclopedia brings together the information and historical context that students, practicing professionals, researchers, and academicians need to have a strong and solid foundation in all aspects of computer science and technology.
Author | : Richard A. Bartle |
Publisher | : New Riders |
Total Pages | : 768 |
Release | : 2004 |
Genre | : Computers |
ISBN | : 9780131018167 |
This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.
Author | : Kelch, Kenneth B. |
Publisher | : IGI Global |
Total Pages | : 440 |
Release | : 2021-02-19 |
Genre | : Education |
ISBN | : 1799866114 |
With the increased necessity of using online teaching to ensure students continue to learn, it is imperative that language teachers implement computer-assisted language learning (CALL) techniques into their teaching strategies. TESOL teachers especially must continue to remain up to date on the latest research outlining best practices for the online teaching of English language learners. CALL Theory Applications for Online TESOL Education is a crucial reference work that focuses on online education and CALL in the context of teaching English to speakers of other languages. The book presents research that illustrates the current best practices in online CALL applications in TESOL including works on emerging applications such as mobile language learning, games, and service-learning. It includes chapters that focus on technology-enhanced learning in a variety of configurations, from fully online contexts to face-to-face blended learning contexts that have some degree of a virtual component. While highlighting topics that include e-learning, second language acquisition, and virtual learning environments, this book is ideal for TESOL educators and CALL practitioners who are interested in the ways in which language and culture are impacted by online education. Moreover, K-12 teachers and teacher educators working with linguistically and culturally diverse learners in their classes and communities, as well as administrators, academicians, researchers, and students will benefit from the research contained in this book.