![]()
Computer Animation and Virtual Worlds
Vol 23 (6 Issues in 2012)
Edited by: Nadia Magnenat Thalmann and Daniel Thalmann
Print ISSN: 1546-4261 Online ISSN: 1546-427X
Impact Factor: 0.629
|
|
With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
Computer Animation & Virtual Worlds is the first journal to address this global thematic of the Virtual Worlds. This thematic has been subdivided into 6 areas:
- Computer animation
- Embodied agents
- Virtual Environments
- Augmented Reality
- Virtual Life
- Visualization
Computer Animation & Virtual Worlds seeks papers in all fields of Virtual Worlds. Contributions are solicited describing original research results, applications, and experience in the following topics:
Computer Animation
- 2D animation
- Keyframe animation
- Inverse kinematics
- Biomechanics models
- Motion capture and motion retargeting
- Physical-based animation
- Facial and body animation
- Path planning
- Cloth and hair animation
- LOD and impostors
- Real-time rendering
Augmented Reality
- Tracking
- Mobile AR systems
- Virtual Heritage
Embodied Agents
- Perceptual models
- Virtual Sensors
- Interagent communication
- Modelling of groups and crowds
- Conversational agents
- Goal driven behavior
- Interaction with Virtual Humans
- Intelligent virtual actors
- Social behavior
- Emotions and personality
- Autonomous Virtual Human architectures
- Simulation involving Virtual Humans
- Autonomous Virtual Humans in games
Virtual Environments
- Gesture and action recognition
- Haptic interfaces
- Audiospace
- Simulators (flight, car drive etc…)
- VR for emergency
- VR for psychiatry
- VR for rehabilitation
- Virtual surgery
Virtual Life
- Plant development and growing
- L-systems
- Artificial animals and animats
- Population generation
- Virtual cities
- Persistent worlds
Visualization
- Medical imaging and reconstruction
- Molecular graphics
- Fluid visualization
- Visualization of physical phenomena
- Volume rendering



Share This