1,034 results on '"Daniel Thalmann"'
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152. Programming Behaviors with Local Perception and Smart Objects: An Approach to Solve Autonomous Agents Tasks.
153. Interactive modeling of the human musculature.
154. Editorial Issue 33.2
155. Efficient Muscle Shape Deformation.
156. A Vector-Space Representation of Motion Data for Example-based Motion Synthesis.
157. Communicative Autonomous Agents.
158. Augmented Reality for Real and Virtual Humans.
159. VPARK - A Windows NT Software Platform for a Virtual Networked Amusement Park.
160. The Virtual Human as a Multimodal Interface.
161. Realistic Deformation of Human Body Shapes.
162. ACE: A Platform for the Real Time Simulation of Virtual Human Agents.
163. Database and Modelling Strategy: A Compliant Way for Display Optimisation.
164. Generic 3D Ball Animation Model for Networked Interactive VR Environments.
165. A Sound Propagation Model for Interagents Communication.
166. Interaction Between Real and Virtual Humans: Playing Checkers.
167. A framework for rapid evaluation of prototypes with augmented reality.
168. Tournament Selection for Browsing Temporal Signals.
169. Solve Customers' Problems: Interactive Evolution for Tinkering with Computer Animation.
170. Visualization of Local Movements for Optimal Marker Positioning.
171. Real-time animation and motion capture in Web human director (WHD).
172. From Synthesis to Analysis: Fitting Human Animation Models to Image Data.
173. Pro-actively Interactive Evolution for Computer Animation.
174. Guiding and Interacting with Virtual Crowds.
175. Level of Autonomy for Virtual Human Agents.
176. Direct 3D interaction with smart objects.
177. A Seamless Shape for HANIM Compliant Bodies.
178. Handbook of Virtual Humans
179. AR in Hand: Egocentric Palm Pose Tracking and Gesture Recognition for Augmented Reality Applications.
180. Real Time Muscle Deformations using Mass-Spring Systems.
181. Modeling Objects for Interaction Tasks.
182. Animated Impostors for Real-Time Display of Numerous Virtual Humans.
183. Indexed Memory as a Generic Protocol for Handling Vectors of Data in Genetic Programming.
184. Local and Global Skeleton Fitting Techniques for Optical Motion Capture.
185. Hybrid Approaches to Interactions between Real and Virtual Humans in Mixed Environments.
186. Crowd modelling in collaborative virtual environments.
187. Modeling and Deformation of the Human Body using an Anatomically-Based Approach.
188. Efficient Network Transmission of Virtual Human Bodies.
189. Hybrid Participant Embodiments in Networked Collaborative Virtual Environment.
190. Autonomous Actors in Networked Collaborative Virtual Environments.
191. Insights on the internet of things: past, present, and future directions
192. A Model of Human Crowd Behavior : Group Inter-Relationship and Collision Detection Analysis.
193. Autonomous Virtual Actors Based on Virtual Sensors.
194. Integration of motion control techniques for virtual human and avatar real-time animation.
195. A versatile navigation interface for virtual humans in collaborative virtual environments.
196. Interaction between Real and Virtual Humans in Augmented Reality.
197. Multi-finger manipulation of virtual objects.
198. The Animation of Autonomous Actors Based on Production Rules.
199. Consistent Grasping in Virtual Environments based on the Interactive Grasping Automata.
200. Virtual actors living in a real world.
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