By Linlin Jing, Kohei Inoue, Kiichi Urahama (auth.), George Bebis, Richard Boyle, Darko Koracin, Bahram Parvin (eds.)
It is with nice excitement that I welcome you to Lake Tahoe for the 2005 Int- nationwide Symposium on visible Computing (ISVC). ISVC offers a standard umbrella for the 4 major parts of visible computing: imaginative and prescient, pics, visu- ization, and digital truth. The objective of ISVC is to supply a standard discussion board for researchers, scientists, engineers, and practitioners during the global to give their most modern learn ?ndings, rules, advancements, and functions within the broader zone of visible computing. this system involves six oral periods, poster classes, seven distinctive tracks,fourkeynotepresentations,andoneinvitedpresentation.Theresponseto thecallforpapersforthegeneralISVC2005sessionswasverygood.Wereceived over110submissionsfromwhichweaccepted33papersfororalpresentationand 26 papers for poster presentation. precise song papers have been solicited individually in the course of the organizing and software committees of every music. a complete of 32 papers have been permitted for inclusion within the specific tracks. All papers have been reviewed with an emphasis on their strength to give a contribution to the state-of-the-art within the ?eld. choice standards incorporated accuracy and originality of principles, readability and signi?cance of effects, and presentation qu- ity. The evaluation strategy was once relatively rigorous, regarding or 3 self reliant double-blind experiences by way of a one-week dialogue interval. throughout the d- cussion interval we attempted to right anomalies and blunders that will have existed within the preliminary reports. regardless of our e?orts, we realize that a few papers invaluable of inclusion won't were incorporated within the application. We o?er our honest apologies to authors whose contributions could have been neglected. IwishtothankeverybodywhosubmittedtheirworktoISVC2005forreview.
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Extra resources for Advances in Visual Computing: First International Symposium, ISVC 2005, Lake Tahoe, NV, USA, December 5-7, 2005. Proceedings
Recent works in hand animation concentrated on ASL (American Sign Language) animation, music driven hand animation and realistic hand deformation. Data glove and Cyber glove can be used to capture the hand motion in real time. However, by our knowledge, there has been no work reported for adding hand motion detail to the full body motion capture based character animation. Local arm motion is closely related with the hand motion. This type of motion includes basketball dribble, catching and throwing motion but not limited to.
Partial entity structure: A fast and compact non-manifold boundary representation based on partial topological entities. In: Proceedings of the Sixth ACM Symposium on Solid Modeling and Applications. (2001) 159–170 12. : AIF - a data structure for polygonal meshes. In: Proceedings of Computational Science and Its Applications (ICCSA’03), Lecture Notes in Computer Science, Vol. 2669, Part III, V. Kumar, M. Gravilova, C. Tan and P. ), Springer-Verlag (2003) 478–487 13. : Edge-based data structure for solid modelling in curved-surface environments.
Another constraint is that: the end pose of hand motion and end pose of arm swing motion should be matched. By matching the end poses and the speed, we can align hand motion capture data to the character animation in temporal domain. If there is no exact hand motion that matches the character animation, we can use the similar hand motion with spatial warping to synthesize new hand motion. We can use the catching and throwing hand motion to synthesize basketball-batting motion. The main difference in basketball-batting and throw-catch motion is the flexion degree of fingers.
Advances in Visual Computing: First International Symposium, ISVC 2005, Lake Tahoe, NV, USA, December 5-7, 2005. Proceedings by Linlin Jing, Kohei Inoue, Kiichi Urahama (auth.), George Bebis, Richard Boyle, Darko Koracin, Bahram Parvin (eds.)