ABSTRACT
Real-time crowd simulations are realistic only if each human instance looks unique. A proposed solution varies the shape of human instances by attaching accessories. It also modifies the instances' appearance with a generic technique based on segmentation maps that can generate detailed color variety and patterns.
Subject(s)
Computer Simulation , Imaging, Three-Dimensional/methods , Posture , Crowding , Female , Hair/anatomy & histology , Humans , Male , Skin/anatomy & histologyABSTRACT
This paper reports the results of the second of the two systems developed by JUST, a collaborative project supported by the European Union under the Information Society Technologies (IST) Programme. The most innovative content of the project has been the design and development of a complementary training course for non-professional health emergency operators, which supports the traditional learning phase, and which purports to improve the retention capability of the trainees. This was achieved with the use of advanced information technology techniques, which provide adequate support and can help to overcome the present weaknesses of the existing training mechanisms.
Subject(s)
Computer Simulation , Emergencies , Teaching/methods , Volunteers/education , Clinical Competence , Emergency Medical Technicians/education , Health Personnel/education , HumansABSTRACT
Optical motion capture provides an impressive ability to replicate gestures. However, even with a highly professional system there are many instances where crucial markers are occluded or when the algorithm confuses the trajectory of one marker with that of another. This requires much editing work on the user's part before the complete animation is ready for use. In this paper, we present an approach to increasing the robustness of a motion capture system by using an anatomical human model. It includes a reasonably precise description of the skeleton's mobility and an approximated envelope. It allows us to accurately predict the 3-D location and visibility of markers, thus significantly increasing the robustness of the marker tracking and assignment, and drastically reducing--or even eliminating--the need for human intervention during the 3-D reconstruction process.
Subject(s)
Hip/physiology , Knee/physiology , Motion Perception/physiology , Videotape Recording , Algorithms , Biomechanical Phenomena , Gestures , Humans , Imitative Behavior , Movement/physiology , Reproducibility of Results , Signal Detection, PsychologicalABSTRACT
In this paper, we first explain how we create virtual humans today and how we simulate their movements. Then we explore the impact of computer-generated humans on medical research and education. In the area of orthopedics, we discuss the simulation of motion with joint illness and prosthesis. We then explain the simulation of effects of plastic surgery and facial deformations on facial motion and speech. In surgery, a graphics database of organs, combined with the impact of virtual reality, may lead to surgical interventions in a virtual world. Psychiatry research may also find important new tools in behavioral and knowledge-based animation research. Finally, we explain the next generation of patients: virtual people with real virtual bones and soft tissues.
Subject(s)
Computer Graphics , Computer Simulation , Models, Biological , Behavior , Biomechanical Phenomena , Computer-Aided Design , Face/anatomy & histology , Face/physiology , Face/surgery , Facial Expression , Facial Muscles/anatomy & histology , Facial Muscles/physiology , Facial Muscles/surgery , General Surgery/education , Humans , Joints/anatomy & histology , Joints/physiology , Movement , Muscles/anatomy & histology , Muscles/physiology , Prostheses and Implants , Surgery, PlasticABSTRACT
Which is the most convenient database model considering specific applications? The goal of this paper is to try to answer this question by the use of a chemical example. Examples of requests describe the problems of insertion, deletion, and updating; these requests are analyzed for the hierarchical model and are expressed in a relational language defined by the authors and in Socrate for the network model.