Thank you for visiting us. We are currently updating our shopping cart and regret to advise that it will be unavailable until September 1, 2014. We apologise for any inconvenience and look forward to serving you again.

Wiley
Wiley.com
Print this page Share
Journal

Computer Animation and Virtual Worlds

Edited by: Nadia Magnenat Thalmann and Daniel Thalmann
Print ISSN: 1546-4261 Online ISSN: 1546-427X
Impact Factor: 0.422
Computer Animation and Virtual Worlds (CAV) cover image

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
See More

Related Titles

Back to Top