LEADER 01050nam0-2200313---450- 001 990008581380403321 005 20071113103521.0 010 $a0-631-13000-4 035 $a000858138 035 $aFED01000858138 035 $a(Aleph)000858138FED01 035 $a000858138 100 $a20071113d1970----km-y0itay50------ba 101 0 $aeng 102 $aGB 105 $ay-------101yy 200 1 $a<>managed economy$epapers presented to Section F (Economics) at the 1969 annual meeting of the British Association for the advancement of science$fedited by Alec Cairncross 210 $aOxford$cBasil Blackwell$d1970 215 $aIX, 166 p.$d23 cm 610 0 $aSistemi economici$aStudi comparativi 702 1$aCairncross,$bAlec$f<1911-1998> 710 02$aBritish Association for the Advancement of Science :$bSection F (Economics)$0122286 801 0$aIT$bUNINA$gRICA$2UNIMARC 901 $aBK 912 $a990008581380403321 952 $aN/1.0 MAN$b043499$fSES 959 $aSES 996 $aManaged economy$9710683 997 $aUNINA LEADER 05482nam 2200709 a 450 001 9911020456203321 005 20200520144314.0 010 $a9786610241781 010 $a9781280241789 010 $a1280241780 010 $a9780470023198 010 $a0470023198 010 $a9780470023174 010 $a0470023171 035 $a(CKB)1000000000357211 035 $a(EBL)241139 035 $a(OCoLC)299571240 035 $a(SSID)ssj0000168542 035 $a(PQKBManifestationID)11169611 035 $a(PQKBTitleCode)TC0000168542 035 $a(PQKBWorkID)10192054 035 $a(PQKB)10874902 035 $a(MiAaPQ)EBC241139 035 $a(PPN)249658917 035 $a(Perlego)2761495 035 $a(EXLCZ)991000000000357211 100 $a20041115d2004 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 00$aHandbook of virtual humans /$fedited by N. Magnenat-Thalmann, D. Thalmann 210 $aChichester, England ;$aHoboken, NJ $cWiley$dc2004 215 $a1 online resource (469 p.) 300 $aDescription based upon print version of record. 311 08$a9780470023167 311 08$a0470023163 320 $aIncludes bibliographical references (p. [400]-436) and index. 327 $aHandbook of Virtual Humans; Contents; Preface; List of Contributors; List of Figures; List of Tables; 1 An Overview of Virtual Humans; 1.1 Why Virtual Humans?; 1.2 History of Virtual Humans; 1.2.1 Early Models; 1.2.2 Short Films and Demos; 1.2.3 The Evolution towards Real-Time; 1.3 The Applications of Virtual Humans; 1.3.1 Numerous Applications; 1.3.2 Virtual Presenters for TV and the Web; 1.3.3 Virtual Assistants for Training in Case of Emergency; 1.3.4 Virtual Ancient People in Inhabited Virtual Cultural Heritage; 1.3.5 Virtual Audience for Treatment of Social Phobia 327 $a1.3.6 Virtual Mannequins for Clothing1.3.7 Virtual Workers in Industrial Applications; 1.3.8 Virtual Actors in Computer-Generated Movies; 1.3.9 Virtual Characters in Video Games; 1.4 The Challenges in Virtual Humans; 1.4.1 A Good Representation of Faces and Bodies; 1.4.2 A Flexible Motion Control; 1.4.3 A High-Level Behavior; 1.4.4 Emotional Behavior; 1.4.5 A Realistic Appearance; 1.4.6 Interacting with the Virtual World; 1.4.7 Interacting with the Real World; 1.5 Conclusion; 2 Face Cloning and Face Motion Capture; 2.1 Introduction; 2.2 Feature-Based Facial Modeling 327 $a2.2.1 Facial Modeling Review and Analysis2.2.2 Generic Human Face Structure; 2.2.3 Photo-Cloning; 2.2.4 Feature Location and Shape Extraction; 2.2.5 Shape Modification; 2.2.6 Texture Mapping; 2.2.7 Face Cloning from Range Data; 2.2.8 Validation of the Face Cloning Results; 2.3 Facial Motion Capture; 2.3.1 Motion Capture for Facial Animation; 2.3.2 MPEG-4-Based Face Capture; 2.3.3 Generation of Static Expressions or Key-Frames; 2.3.4 Analysis of Facial Capture Data to Improve Facial Animation; 3 Body Cloning and Body Motion Capture; 3.1 Introduction; 3.2 Body Models for Fitting Purposes 327 $a3.2.1 Stick Figure3.2.2 Simple Volumetric Primitives; 3.2.3 Multi-Layered Models; 3.2.4 Anatomically Correct Models; 3.3 Static Shape Reconstruction; 3.3.1 3-D Scanners; 3.3.2 Finding Structure in Scattered 3-D Data; 3.3.3 Conforming Animatable Models to 3-D Scanned Data; 3.3.4 Photo-Based Shape Reconstruction; 3.3.5 Video-Based Shape Reconstruction; 3.4 Dynamic Motion Capture; 3.4.1 Early Motion Analysis; 3.4.2 Electro-Magnetic and Optical Motion Capture Systems; 3.4.3 Video-Based Motion Capture; 3.5 Articulated Soft Objects for Shape and Motion Estimation; 3.5.1 State Vector 327 $a3.5.2 Metaballs and Quadratic Distance Function3.5.3 Optimization Framework; 3.5.4 Implementation and Results; 3.6 Conclusion; 4 Anthropometric Body Modeling; 4.1 Introduction; 4.2 Background; 4.2.1 Anthropometry; 4.2.2 Anthropometric Human Models in CG; 4.2.3 Motivating Applications; 4.2.4 Challenging Problems; 4.3 Our Approaches to Anthropometric Models; 4.3.1 Overview; 4.3.2 Data Acquisition; 4.3.3 Pre-Processing; 4.3.4 Interpolator Construction; 4.3.5 Results and Implementation; 4.4 Conclusion; 5 Body Motion Control; 5.1 Introduction; 5.2 State of the Art in 3-D Character Animation 327 $a5.2.1 The Levels of Abstraction of the Musculo-Skeletal System 330 $aVirtual Humans are becoming more and more popular and used in many applications such as the entertainment industry (in both film and games) and medical applications. This comprehensive book covers all areas of this growing industry including face and body motion, body modelling, hair simulation, expressive speech simulation and facial communication, interaction with 3D objects, rendering skin and clothes and the standards for Virtual Humans. Written by a team of current and former researchers at MIRALab, University of Geneva or VRlab, EPFL, this book is the definitive guide to the area.