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Virtual Worlds : Second International Conference, VW 2000 Paris, France, July 5-7, 2000 Proceedings / edited by Jean-Claude Heudin.

SpringerLink Books Lecture Notes In Computer Science (LNCS) (1997-2024) Available online

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Format:
Book
Contributor:
Heudin, Jean-Claude, editor.
SpringerLink (Online service)
Series:
Computer Science (Springer-11645)
Lecture notes in computer science. Lecture notes in artificial intelligence ; 1834.
Lecture Notes in Artificial Intelligence ; 1834
Language:
English
Subjects (All):
Artificial intelligence.
Computer graphics.
Multimedia systems.
User interfaces (Computer systems).
Artificial Intelligence.
Computer Graphics.
Multimedia Information Systems.
User Interfaces and Human Computer Interaction.
Local Subjects:
Artificial Intelligence.
Computer Graphics.
Multimedia Information Systems.
User Interfaces and Human Computer Interaction.
Physical Description:
1 online resource (XII, 320 pages).
Edition:
First edition 2000.
Contained In:
Springer eBooks
Place of Publication:
Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2000.
System Details:
text file PDF
Summary:
Virtual Worlds 2000 is the second in a series of international scientific conferences on virtual worlds held at the International Institute of Multimedia in Paris La Défense (Pôle Universitaire Léonard de Vinci). The term "virtual worlds" generally refers to virtual reality applications or experi ences. We extend the use of these terms to describe experiments that deal with the idea of synthesizing digital worlds on computers. Thus, virtual worlds could be de fined as the study of computer programs that implement digital worlds. Constructing such complex artificial worlds seems to be extremely difficult to do in any sort of complete and realistic manner. Such a new discipline must benefit from a large amount of work in various fields: virtual reality and advanced computer graphics, artificial life and evolutionary computation, simulation of physical systems, and more. Whereas virtual reality has largely concerned itself with the design of 3D immersive graphical spaces, and artificial life with the simulation of living organisms, the field of virtual worlds, is concerned with the synthesis of digital universes considered as wholes, with their own "physical" and "biological" laws.
Contents:
Conferences and Trade Shows in Inhabited Virtual Worlds: A Case Study of Avatars98 and 99
HutchWorld: Lessons Learned A Collaborative Project: Fred Hutchsinson Cancer Research Center and Microsoft Research
Organisation and Visualisation of Tacit Knowledge in Virtual Communities
Integration of Simulation Tools in On-Line Virtual Worlds
Towards Digital Creatures in Real-Time 3D Games
A Framework to Dynamically Manage Distributed Virtual Environments
Using GASP for Collaborative Interaction within 3D Virtual Worlds
Generic 3D Ball Animation Model for Networked Interactive VR Environments
An Overview on Virtual Sets
Creating Emotive Responsive Characters Within Virtual Worlds
Avatar Physics and Genetics
Virtual Living Beings
A Sound Propagation Model for Interagents Communication
Communication and Interaction with Learning Agents in Virtual Soccer
3D Clothes Modeling from Photo Cloned Human Body
Toward Alive Art
In Search of Vital Presence - Evolving Virtual Musics
Birth of a New World Order: IceBorg
A 'Virtual Worlds' Theatre of Memory (Scheme for a Contemporary Museum)
The World of Framsticks: Simulation, Evolution, Interaction
A 3-D Biomechanical Model of the Salamander
Virtual COTONS®, the Firstborn of the Next Generation of Simulation Model
Basins of Attraction and the Density Classification Problem for Cellular Automata
Text-to-Audiovisual Speech Synthesizer
Virtual Environments for Visually Impaired
VR American Football Simulator with Cylindrical Screen
Augmented Reality Based Input Interface for Wearable Computers
Multi Screen Environment with a Motion Base.
Other Format:
Printed edition:
ISBN:
978-3-540-45016-0
9783540450160
Access Restriction:
Restricted for use by site license.

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