Computer Animation and Virtual Worlds


Computer Animation and Virtual Worlds

Publisher: John Wiley & Sons, Ltd.

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 etcŠ)
* 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


* Medical imaging and reconstruction
* Molecular graphics
* Fluid visualization
* Visualization of physical phenomena
* Volume rendering

Online ISSN: 1546-427X
Print ISSN: 1546-4261


Prof. Nadia Magnenat-Thalmann
University of Geneva
24 rue du Général-Dufour
CH 1211 Geneva 4, Switzerland

Prof. Daniel Thalmann
Computer Graphics Lab
Swiss Federal Institute of Technology (EPFL)
CH-1015 Lausanne, Switzerland


Content available by subscription.

Abstracts available online. Articles available in PDF format.

Current Issue: Volume 16, Issue 5 (December 2005)

Date: 28 December 2005

Original posting date: 
Wednesday, December 28, 2005
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