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[null,"1.","Record Nr.",null,"UNINA9910220126703321"]
[null,null,"Autore",null,"Yuan Kun"]
[null,null,"Titolo",null,"Measuring deeper learning through cognitively demanding test items : results from the analysis of six national and international exams / / KunYuan, Vi-Nhuan Le"]
[null,null,"Pubbl/distr/stampa",null,"Santa Monica, California : , : RAND Corporation, , 2014"]
[null,null,"ISBN",null,"0-8330-8552-2"]
[null,null,"Descrizione fisica",null,"1 online resource (119 pages)"]
[null,null,"Disciplina",null,"371.262"]
[null,null,"Soggetti",null,"Achievement tests - United States"]
[{"$nulls":4},"Critical thinking"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Nota di bibliografia","Includes bibliographical references."]
[null,"2.","Record Nr.",null,"UNINA9910483453303321"]
[null,null,"Titolo",null,"Motion in Games : Third International Conference, MIG 2010, Utrecht, The Netherlands, November 14-16, 2010, Proceedings / / edited by Ronan Boulic, Yiorgos Chrysanthou, Taku Komura"]
[null,null,"Pubbl/distr/stampa",null,"Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2010"]
[null,null,"ISBN",null,"3-642-16958-9"]
[null,null,"Edizione",null,"[1st ed. 2010.]"]
[null,null,"Descrizione fisica",null,"1 online resource (XII, 436 p. 210 illus.)"]
[null,null,"Collana",null,"Image Processing, Computer Vision, Pattern Recognition, and Graphics, , 3004-9954 ; ; 6459"]
[null,null,"Disciplina",null,"794.8166"]
[null,null,"Soggetti",null,"Computer graphics"]
[{"$nulls":4},"Computer programming"]
[{"$nulls":4},"Computer engineering"]
[{"$nulls":4},"Computer networks"]
[{"$nulls":4},"Image processing - Digital techniques"]
[{"$nulls":4},"Computer vision"]
[{"$nulls":4},"Application software"]
[{"$nulls":4},"Artificial intelligence"]
[{"$nulls":4},"Computer Graphics"]
[{"$nulls":4},"Programming Techniques"]
[{"$nulls":4},"Computer Engineering and Networks"]
[{"$nulls":4},"Computer Imaging, Vision, Pattern Recognition and Graphics"]
[{"$nulls":4},"Computer and Information Systems Applications"]
[{"$nulls":4},"Artificial Intelligence"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Bibliographic Level Mode of Issuance: Monograph"]
[null,null,null,"Nota di bibliografia","Includes bibliographical references and index."]
[null,null,"Nota di contenuto",null,"Body Simulation -- Simulating Humans and Lower Animals -- Evaluating the Physical Realism of Character Animations Using Musculoskeletal Models -- Learning Movements -- Physically-Based Character Control in Low Dimensional Space -- Learning Crowd Steering Behaviors from Examples -- Body Control -- Full-Body Hybrid Motor Control for Reaching -- Pose Control in Dynamic Conditions -- Spatial Awareness in Full-Body Immersive Interactions: Where Do We Stand? -- Motion Planning -- Scalable Precomputed Search Trees -- Toward Simulating Realistic Pursuit-Evasion Using a Roadmap-Based "]
[{"$nulls":4},"Approach -- Path Planning for Groups Using Column Generation -- Physically-Based Character Control -- Skills-in-a-Box: Towards Abstract Models of Motor Skills -- Angular Momentum Control in Coordinated Behaviors -- Crowds and Formation -- Simulating Formations of Non-holonomic Systems with Control Limits along Curvilinear Coordinates -- Following a Large Unpredictable Group of Targets among Obstacles -- Geometry -- Real-Time Space-Time Blending with Improved User Control -- Motion Capture for a Natural Tree in the Wind -- Active Geometry for Game Characters -- Autonomous Characters -- CAROSA: A Tool for Authoring NPCs -- BehaveRT: A GPU-Based Library for Autonomous Characters -- Level of Detail AI for Virtual Characters in Games and Simulation -- Navigation -- Scalable and Robust Shepherding via Deformable Shapes -- Navigation Queries from Triangular Meshes -- Motion Synthesis -- Motion Parameterization with Inverse Blending -- Planningand Synthesizing Superhero Motions -- Perception -- Perception Based Real-Time Dynamic Adaptation of Human Motions -- Realistic Emotional Gaze and Head Behavior Generation Based on Arousal and Dominance Factors -- Why Is the Creation of a Virtual Signer Challenging Computer Animation? -- Real-Time Graphics -- Realtime Rendering of Realistic Fabric with Alternation of Deformed Anisotropy -- Responsive Action Generation by Physically-Based Motion Retrieval and Adaptation -- Visibility Transition Planning for Dynamic Camera Control -- Posters -- The Application of MPEG-4 Compliant Animation to a Modern Games Engine and Animation Framework -- Knowledge-Based Probability Maps for Covert Pathfinding -- Modification of Crowd Behaviour Modelling under Microscopic Level in Panic Situation -- Expressive Gait Synthesis Using PCA and Gaussian Modeling -- Autonomous Multi-agents in Flexible Flock Formation -- Real-Time Hair Simulation with Segment-Based Head Collision -- Subgraphs Generating Algorithm for Obtaining Set of Node-Disjoint Paths in Terrain-Based Mesh Graphs -- Path-Planning for RTS Games Based on Potential Fields -- Learning Human Action Sequence Style from Video for Transfer to 3D Game Characters."]
[null,null,null,"Sommario/riassunto","This book constitutes the proceedings of the Second International Workshop on Motion in Games, held in Utrecht, The Netherlands, in November 2010. The 30 revised full papers presented together with 9 revised poster papers in this volume were carefully reviewed and selected. The papers are organized in topical sections on body simulation, learning movements, body control, motion planning, physically-based character control, crowds and formation, geometry, autonomous characters, navigation, motion synthesis, perception, real-time graphics, and posters."]