126 research outputs found
Generating a 3D Simulation of a Car Accident from a Formal Description: the CarSim System
The problem of generating a 3D simulation of a car accident from a written description can be divided into two subtasks: the linguistic analysis and the virtual scene generation. As a means of communication between these two system parts, we designed a template formalism to represent a written accident report. The CarSim system processes template formal descriptions and creates corresponding 3D simulations. A planning component models the trajectories and temporal values of every vehicle that is involved in the
accident
CarSim : automatic 3D scene generation of a car accident description
The problem of generating a 3D simulation of a car accident from a written description can be divided into two subtasks: the linguistic analysis and the virtual scene generation. As a means of communication between these two system parts, we designed a template formalism to represent a written accident report. The CarSim system processes formal descriptions of accidents and creates corresponding 3D simulations. A planning component models the trajectories and temporal values of every vehicle that is involved in the accident. Two algorithms plan the simulation of the accident. The CarSim system contains algorithms for planning collisions with static objects, as well as algorithms for modeling accidents consisting of more than one collision and collisions with vehicles which have stopped. 1
Generating a 3D Simulation of a Car Accident from a Written Description in Natural Language: the CarSim System
This paper describes a prototype system to visualize and animate 3D scenes
from car accident reports, written in French. The problem of generating such a
3D simulation can be divided into two subtasks: the linguistic analysis and the
virtual scene generation. As a means of communication between these two
modules, we first designed a template formalism to represent a written accident
report. The CarSim system first processes written reports, gathers relevant
information, and converts it into a formal description. Then, it creates the
corresponding 3D scene and animates the vehicles.Comment: 8 pages, ACL 2001, Workshop on Temporal and Spatial Information
Processin
Коли нехтують першоджерелами
Рецензія на альбом “Партизанські загони і з’єднання на Чернігівщині в роки Великої Вітчизняної війни 1941 – 1945 років”, виданий РВК “Деснянська правда” 2008 р. Автором цього видання є Іван Іванович Кучма – голова секції партизанів і підпільників Чернігівської обласної організації ветеранів України, полковник у відставці
Emotion Capture: Emotionally Expressive Characters for Games
It has been shown that humans are sensitive to the portrayal of emotions for virtual characters. However, previous work in this area has often examined this sensitivity using extreme examples of facial or body animation. Less is known about how attuned people are at recognizing emotions as they are expressed during conversational communication. In order to determine whether body or facial motion is a better indicator for emotional expression for game characters, we conduct a perceptual experiment using synchronized full-body and facial motion-capture data. We find that people can recognize emotions from either modality alone, but combining facial and body motion is preferable in order to create more expressive characters
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