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  1. Natural Computing and Beyond
    Winter School Hakodate 2011, Hakodate, Japan, March 2011 and 6th International Workshop on Natural Computing, Tokyo, Japan, March 2012, Proceedings
    Published: 2013
    Publisher:  Springer, Tokyo

    Natural Computing -- Ethological response to periodic stimulation in Chara and Brepharisma -- Adaptive path-finding and transport network formation by the amoeba-like organism Physarum -- Aggregate "Calculation" in Economic Phenomena: Distributions... more

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    Natural Computing -- Ethological response to periodic stimulation in Chara and Brepharisma -- Adaptive path-finding and transport network formation by the amoeba-like organism Physarum -- Aggregate "Calculation" in Economic Phenomena: Distributions and Fluctuations -- Towards Co-evolution of Information, Life and Artifcial Life -- Harness the Nature for Computation -- Things Theory of Art Should Learn From Natural Computing -- Study on the use of Evolutionary Techniques for inference in Gene Regulatory Networks -- Reconstruction of Gene Regulatory Networks from Gene Expression Data using Decoupled Recurrent Neural Network Model -- Design and control of synthetic biological systems -- Satellite Symposium on Computational Aesthetics -- Preface-Natural Computing and Computational Aesthetics -- The Significance of Natural Computing for Considering Computational Aesthetics of Nature -- Perceiving the Gap: asynchronous coordination of plural algorithms and disconnected logical types in ambient space -- Aesthetic Aspects of Technology-mediated Self-awareness Experiences This book contains the joint proceedings of the Winter School of Hakodate (WSH) 2011 held in Hakodate, Japan, March 15-16, 2011, and the 6th International Workshop on Natural Computing (6th IWNC) held in Tokyo, Japan, March 28-30, 2012, organized by the Special Interest Group of Natural Computing (SIG-NAC), the Japanese Society for Artificial Intelligence (JSAI). This volume compiles refereed contributions to various aspects of natural computing, ranging from computing with slime mold, artificial chemistry, eco-physics, and synthetic biology, to computational aesthetics.

     

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    Source: Union catalogues
    Language: English
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    Format: Online
    ISBN: 9784431543947
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    RVK Categories: SS 2011 ; SS 2012
    Series: Proceedings in Information and Communications Technology ; 6
    Array
    Subjects: Humanities; Information systems; Computers.; Application software.; Computer science; Computer science; Computer simulation; Information systems; Bioinformatics; Humanities; Computer Science; Computer simulation; Bioinformatics; Digital humanities.; Computer Systems
    Scope: Online-Ressource (XII, 155 p. 64 illus, digital)
    Notes:

    Includes bibliographical references and index

    Cover; Title; Preface; Organization; Table of Contents; Part I Natural Computing; Ethological Response to Periodic Stimulation in Chara and Blepharisma; Introduction; Method; Organism and Culture; Observation of Swimming Behavior in Response to Periodic Stimulation in Blepharisma; Measurement for Slowdown in Protoplasmic Flow, Induced by Periodic Stimulation in Chara; Results; Spontaneous Increases of Swimming Measure at an Anticipatory and a Recalling Occasions in Blepharisma; Spontaneous Slowdown of Protoplasmic Flow at an Anticipatory Occasions in Chara; Discussion; References

    Adaptive Path-Finding and Transport Network Formation by the Amoeba-Like Organism PhysarumIntroduction; Material and Methods; Preparation of Organism and Maze; Comparison of Network Structure between Real Transport Networks in the Hokkaido Region, Japan, and Physarum Networks Connecting FSs; Results; Solving a Maze with the Topological Type in Fig. 1a.; Solving a Maze with Topological Type in Fig. 1c; Transport Network in Hokkaido; Path-Finding and Multi-functionally Networking Derived by Morphogenetic Dynamics of Vein; Model Simulation; Discussion; References

    Aggregate "Calculation" in Economic Phenomena: Distributions and FluctuationsIntroduction; Distributions; Fluctuations; Distributions of Growth-Rates; Relations among the Laws; Summary; References; Towards Co-evolution of Information, Life and Artificial Life; Introduction; Spectrum of Wet Artificial Life; Molecular Robotics; Synthetic Biology; Evolution and Self-organization of Information; Amplification of Human Intelligence; Automatic Design by Artificial Intelligence; Cloud; Future of Molecular Robots; Connecting Chemical-Biological and Electronic Systems; Dream; References

    Harness the Nature for ComputationIntroduction; Abstract Rewriting System on Multisets, ARMS; Simulation of Natural Systems; Modeling Ecological System; Dissipation of Information; Harness the Nature for Computation; Conclusion; References; Things Theory of Art Should Learn from Natural Computing; Introduction; Critical Artworks; Critical Artworks Irritate Me; Where Are the Fine Arts?; A Short History of Arts; Traditional Distribution of Arts; Reorganization of the Distribution in the 18th Century: Machine Arts and Fine Arts; Fine Arts as the Intersection of Nature and Arts

    Summary of This ChapterImportant Note (1); "Art" Deviates from Fine Arts; What and How Should We Evaluate? Lessons from Natural Computing; The Idea that Computation and Algorithm Caused the Total Reorganization of Arts; The Idea of 'Harness' in Natural Computing Imitates Nature in Its Complexity; Important Note (2); Other Key Points; What Should We Evaluate?; Concluding Remarks: What Theory of Art Could Learn from Natural Computing; References; Study on the Use of Evolutionary Techniques for Inference in Gene Regulatory Networks; Introduction; Related Work; GRN Modeling

    S-System as a Model for Biological Networks

    Natural Computing -- Ethological response to periodic stimulation in Chara and Brepharisma -- Adaptive path-finding and transport network formation by the amoeba-like organism Physarum -- Aggregate "Calculation" in Economic Phenomena: Distributions and Fluctuations -- Towards Co-evolution of Information, Life and Artifcial Life -- Harness the Nature for Computation -- Things Theory of Art Should Learn From Natural Computing -- Study on the use of Evolutionary Techniques for inference in Gene Regulatory Networks -- Reconstruction of Gene Regulatory Networks from Gene Expression Data using Decoupled Recurrent Neural Network Model -- Design and control of synthetic biological systems -- Satellite Symposium on Computational Aesthetics -- Preface-Natural Computing and Computational Aesthetics -- The Significance of Natural Computing for Considering Computational Aesthetics of Nature -- Perceiving the Gap: asynchronous coordination of plural algorithms and disconnected logical types in ambient space -- Aesthetic Aspects of Technology-mediated Self-awareness Experiences.

  2. Smart Graphics
    10th International Symposium, SG 2009, Salamanca, Spain, May 28-30, 2009. Proceedings
    Published: 2009
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Part-I: Visual Analytics and Infovis -- Visual Evaluation of Clustered Molecules in the Process of New Drugs Design -- Large Image Collections – Comprehension and Familiarization by Interactive Visual Analysis -- Towards the Big Picture: Enriching 3D... more

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    Part-I: Visual Analytics and Infovis -- Visual Evaluation of Clustered Molecules in the Process of New Drugs Design -- Large Image Collections – Comprehension and Familiarization by Interactive Visual Analysis -- Towards the Big Picture: Enriching 3D Models with Information Visualisation and Vice Versa -- Part-II: User Studies -- Evaluation of Alternative Label Placement Techniques in Dynamic Virtual Environments -- TagClusters: Semantic Aggregation of Collaborative Tags beyond TagClouds -- An Interface for Assisting the Design and Production of Pop-Up Card -- Part-III: Human Computer Interaction -- Whole Body Interaction with Geospatial Data -- The Pie Slider: Combining Advantages of the Real and the Virtual Space -- User-Centered Development of a Visual Exploration System for In-Car Communication -- Part-IV: Computer Graphics and Artificial Intelligence -- A Spatio-temporal Reasoning System for Virtual Camera Planning -- Heuristic-Search-Based Light Positioning According to Irradiance Intervals -- Interactive Generation and Modification of Cutaway Illustrations for Polygonal Models -- Part-V: Virtual and Mixed Reality -- Complexity and Occlusion Management for the World-in-Miniature Metaphor -- Interactive Context-Aware Visualization for Mobile Devices -- The Glass Organ: Musical Instrument Augmentation for Enhanced Transparency -- Part-VI: Short Presentations -- A Rendering Method for 3D Origami Models Using Face Overlapping Relations -- A Visual Analytics Tool for Software Project Structure and Relationships among Classes -- Magnet Mail: A Visualization System for Email Information Retrieval -- Calligraphic Shortcuts for Comics Creation -- Feature-Driven Volume Fairing -- GPSel: A Gestural Perceptual-Based Path Selection Technique -- Sketch-Based Interface for Crowd Animation -- EML3D: An XML Based Markup Language for 3D Object Manipulation in Second Life -- Part-VII: Art Exhibition and Demos -- Creating dream.Medusa to Encourage Dialogue in Performance -- The Sound Brush Made of Bamboo -- Nyoro-Nyoro San: Sprits in Your Belongings -- ePaper Project: Virtual Exploration -- A Framework for Review, Annotation, and Classification of Continuous Video in Context -- Virtual Reality for Consensus Building: Case Studies. This book constitutes the refereed proceedings of the 10th International Symposium on Smart Graphics, SG 2009, held in Salamanca, Spain in May 2009. The 15 revised full papers together with 8 short papers and 2 demonstrations presented were carefully reviewed and selected. The papers are organized in topical sections on visual analytics, user studies, human computer interaction, computer graphics and artificial intelligence, as well as virtual and mixed reality.

     

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    ISBN: 9783642021152
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    RVK Categories: SS 4800
    Series: Lecture Notes in Computer Science ; 5531
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    Subjects: Computer science; Information systems; Computer Science; Computer simulation; Computer graphics; Arts; Digital humanities.; Interactive multimedia.; Multimedia systems.; Human-computer interaction.; User interfaces (Computer systems).
    Scope: Online-Ressource (digital)
  3. Motion in Games
    Second International Workshop, MIG 2009, Zeist, The Netherlands, November 21-24, 2009. Proceedings
    Author: Egges, Arjan
    Published: 2009
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Avoidance Behaviour -- Collision Avoidance between Avatars of Real and Virtual Individuals -- CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds -- Exploiting Motion Capture to Enhance Avoidance Behaviour in Games -- A... more

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    Avoidance Behaviour -- Collision Avoidance between Avatars of Real and Virtual Individuals -- CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds -- Exploiting Motion Capture to Enhance Avoidance Behaviour in Games -- A Predictive Collision Avoidance Model for Pedestrian Simulation -- Behaviour and Affect -- Applying Affect Recognition in Serious Games: The PlayMancer Project -- A Comparative Review of Reactive Behaviour Models as Proposed in Computer Graphics and Cognitive Sciences -- Crowd Simulation -- Data Driven Evaluation of Crowds -- Variety Is the Spice of (Virtual) Life -- Interactive Modeling, Simulation and Control of Large-Scale Crowds and Traffic -- Motion Analysis and Synthesis -- A Velocity-Curvature Space Approach for Walking Motions Analysis -- Motion Pattern Encapsulation for Data-Driven Constraint-Based Motion Editing -- Real-Time Character Control for Wrestling Games -- Motion Planning and Synthesis of Human-Like Characters in Constrained Environments -- Navigation and Steering -- A Semantic Navigation Model for Video Games -- An Open Framework for Developing, Evaluating, and Sharing Steering Algorithms -- Data Based Steering of Virtual Human Using a Velocity-Space Approach -- Path Abstraction for Combined Navigation and Animation -- Camera Planning in Virtual Environments Using the Corridor Map Method -- Physics -- Adaptive Physics–Inspired Facial Animation -- Evolved Controllers for Simulated Locomotion -- Integrated Analytic and Linearized Inverse Kinematics for Precise Full Body Interactions -- Rendering and Video -- Light Space Cascaded Shadow Maps for Large Scale Dynamic Environments -- Practical and Scalable Transmission of Segmented Video Sequences to Multiple Players Using H.264. This book constitutes the proceedings of the Second International Workshop on Motion in Games, held in Zeist, The Netherlands, in November 2009. The 23 papers presented in this volume were carefully reviewed and selected. The topics covered are avoidance behaviour, behaviour and affect, crowd simulation, motion analysis and synthesis, navigation and steering, physics, rendering and video. .

     

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    ISBN: 9783642103476
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    Series: Lecture Notes in Computer Science ; 5884
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    Subjects: Computer science; Optical pattern recognition; Computer Science; Computer simulation; Computer vision; Computer graphics; Human-computer interaction.; Image processing; User interfaces (Computer systems).; Pattern recognition systems.; Interactive multimedia.; Multimedia systems.
    Scope: Online-Ressource (digital)
  4. Agents for Games and Simulations
    Trends in Techniques, Concepts and Design
    Published: 2009
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Pogamut 3 Can Assist Developers in Building AI (Not Only) for Their Videogame Agents -- Distributed Platform for Large-Scale Agent-Based Simulations -- Two Case Studies for Jazzyk BSM -- A Teamwork Infrastructure for Computer Games with Real-Time... more

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    Pogamut 3 Can Assist Developers in Building AI (Not Only) for Their Videogame Agents -- Distributed Platform for Large-Scale Agent-Based Simulations -- Two Case Studies for Jazzyk BSM -- A Teamwork Infrastructure for Computer Games with Real-Time Requirements -- The MMOG Layer: MMOG Based on MAS -- Architecture for Affective Social Games -- Enhancing Embodied Conversational Agents with Social and Emotional Capabilities -- Intelligent NPCs for Educational Role Play Game -- Design of a Decision Maker Agent for a Distributed Role Playing Game – Experience of the SimParc Project -- NonKin Village: An Embeddable Training Game Generator for Learning Cultural Terrain and Sustainable Counter-Insurgent Operations -- On Evaluating Agents for Serious Games -- A PDDL-Based Planning Architecture to Support Arcade Game Playing -- Agent-Based Aircraft Control Strategies in a Simulated Environment -- Adaptive Serious Games Using Agent Organizations -- Intelligent Agent Modeling as Serious Game. Research on multi-agent systems has provided a promising technology for implementing cognitive intelligent non-playing characters. However, the technologies used in game engines and multi-agent platforms are not readily compatible due to some inherent differences in concerns. Where game engines focus on real-time aspects and thus propagate efficiency and central control, multi-agent platforms assume autonomy of the agents. Increased autonomy and intelligence may offer benefits for a more compelling gameplay and may even be necessary for serious games. However, problems occur when current game design techniques are used to incorporate state-of-the-art multi-agent system technology. A very similar argument can be given for agent-based (social) simulation. This volume contains the papers presented at AGS 2009, the First International Workshop on Agents for Games and Simulations, held in Budapest on May 11, 2009. The focus of the workshop was on the particular challenges facing those using agent technology for games and simulations, with topics covering the technical, conceptual and design aspects of the field.

     

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    Series: Lecture Notes in Computer Science ; 5920
    Array
    Subjects: Computer software; Computer Science; Computer science; Data mining; Artificial intelligence; Computer simulation; Human-computer interaction.; User interfaces (Computer systems).; Machine theory.
    Scope: Online-Ressource (digital)
  5. Series games and edutainment applications
    Contributor: Ma, Minhua (HerausgeberIn); Oikonomou, Andreas (HerausgeberIn)
    Published: 2017-
    Publisher:  Springer, Cham

    Universität Ulm, Kommunikations- und Informationszentrum, Bibliotheksservices
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    Source: Union catalogues
    Contributor: Ma, Minhua (HerausgeberIn); Oikonomou, Andreas (HerausgeberIn)
    Language: English
    Media type: Book
    Format: Print
    Subjects: Computer games; Educational games; User interfaces (Computer systems); Computer simulation
  6. Leap motion for developers
    Published: [2016]; © 2016
    Publisher:  Apress, Springer Science+Business Media, New York, NY

    Introduction to Leap Motion -- Setting up Leap Motion -- Setting up Leap Motion for Python -- Leap Motion with Java -- Getting started with unity and Leap Motion -- Leap Motion with processing -- Leap Motion with Unreal Engine 4 -- More on Unreal... more

    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    T 18 B 1017
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    Introduction to Leap Motion -- Setting up Leap Motion -- Setting up Leap Motion for Python -- Leap Motion with Java -- Getting started with unity and Leap Motion -- Leap Motion with processing -- Leap Motion with Unreal Engine 4 -- More on Unreal Engine 4 and Leap Motion -- Setting up Leap Motion with JavaScript

     

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    Content information
    cover (Cover)
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781484225493
    RVK Categories: ST 250 ; ST 281 ; ST 324
    Series: For professionals by professionals
    Subjects: Computer simulation; Computer graphics; Multimedia systems; Motion detectors
    Scope: xv, 175 Seiten, Illustrationen, Diagramme, 155 x 235 x 10
    Notes:

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