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Titlebook: Intelligent Computer Graphics 2012; Dimitri Plemenos,Georgios Miaoulis Book 2013 Springer-Verlag Berlin Heidelberg 2013 Artificial Intelli

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樓主: frustrate
11#
發(fā)表于 2025-3-23 10:21:38 | 只看該作者
12#
發(fā)表于 2025-3-23 16:09:25 | 只看該作者
Priyadarshi Bhattacharya,Marina Gavrilovanne einer ?konomischen Arbeitsteilung festgelegt werden, wer was in welchem Umfang in der Organisation wissen sollte. Dieser Baustein wurde bewu?t Wissens(.)teilung getauft. Damit wird betont, da? es beim Transfer von Wissen nicht nur um das mechanische Verteilen und Verschieben von ?Wissenspaketen“
13#
發(fā)表于 2025-3-23 21:50:57 | 只看該作者
14#
發(fā)表于 2025-3-24 01:08:17 | 只看該作者
Theatrical Text to 3D Virtual Scenography,of theatre. Text-to-scene systems provide an intuitive way to easily create 3D environments for non-expert users. In this paper we propose a text-to-scene system dedicated to the theatre, which generates a 3D view based on the descriptive elements extracted from the theatrical text. Such a tool is d
15#
發(fā)表于 2025-3-24 05:24:06 | 只看該作者
16#
發(fā)表于 2025-3-24 07:18:34 | 只看該作者
,Discrete Bézier Curve Fitting with Artificial Immune Systems, issue plays an important role in real problems such as construction of car bodies, ship hulls, airplane fuselage, and other free-form objects. A typical example comes from reverse engineering where free-form shapes are extracted from clouds of scanned data points. In this chapter we address this is
17#
發(fā)表于 2025-3-24 13:03:13 | 只看該作者
18#
發(fā)表于 2025-3-24 14:50:18 | 只看該作者
Agent Behaviour Modeling Using Personality Profile Characterization for Emergency Evacuation Seriouained profiles are then used in a personality-driven behaviour engine to create realistic scenarios where massive evacuations can be simulated to promote awareness of the risks and emergency procedures in said scenarios.
19#
發(fā)表于 2025-3-24 19:37:54 | 只看該作者
A Novel Narrative Intelligence Structure for Interactive Drama in Computer Games Workflow,fied that adding narrative in computer games is a challenging task because: (i) it may restrict player interactivity, (ii) narrative causality/control, (iii) the duality between characters and plot, and (iv) the trade-off between narrative progression and user interaction. This chapter attempts to s
20#
發(fā)表于 2025-3-25 01:34:58 | 只看該作者
Social Crowds Using Transactional Analysis,ts that deftly avoid collisions, but the crowds still look stiff and false because agents do not socialize naturally with each other. On the other hand, ours is a new, expressive algorithm for adding social dynamics to crowds that breathes a new dimension of realism into simulations. Unlike previous
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