With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants. Computer Animation & Virtual Worlds is the first journal to address this global thematic of the Virtual Worlds. This thematic has been subdivided into 6 areas: Computer animation Embodied agents Virtual Environments Augmented Reality Virtual Life Visualization Computer Animation & Virtual Worlds seeks papers in all fields of Virtual Worlds. Contributions are solicited describing original research results, applications, and experience in the following topics: Computer Animation 2D animation Keyframe animation Inverse kinematics Biomechanics models Motion capture and motion retargeting Physical-based animation Facial and body animation Path planning Cloth and hair animation LOD and impostors Real-time rendering Augmented Reality Tracking Mobile AR systems Virtual Heritage Embodied Agents Perceptual models Virtual Sensors Interagent communication Modelling of groups and crowds Conversational agents Goal driven behavior Interaction with Virtual Humans Intelligent virtual actors Social behavior Emotions and personality Autonomous Virtual Human architectures Simulation involving Virtual Humans Autonomous Virtual Humans in games Virtual Environments Gesture and action recognition Haptic interfaces Audiospace Simulators (flight, car drive etc…) VR for emergency VR for psychiatry VR for rehabilitation Virtual surgery Virtual Life Plant development and growing L-systems Artificial animals and animats Population generation Virtual cities Persistent worlds Visualization Medical imaging and reconstruction Molecular graphics Fluid visualization Visualization of physical phenomena Volume rendering
随着功能强大的个人电脑和高端图形卡的出现,在虚拟世界、实时计算机动画和模拟、游戏等领域有了令人难以置信的发展。但与此同时,新的、更便宜的虚拟现实设备出现了,允许通过增强现实与这些实时虚拟世界,甚至与现实世界进行交互。三维角色,尤其是虚拟人,现在具有非凡的品质,可以在电影行业中使用。但这仅仅是一个开端,随着人工智能和智能代理技术的发展,这些特性将越来越具有自主性,甚至智能化。他们将与动植物一起生活在虚拟世界中。 《计算机动画与虚拟世界》是第一本论述虚拟世界这一全球主题的杂志。本专题分为6个领域: 计算机动画 体现代理 虚拟环境 增强现实 虚拟生活 可视化 计算机动画和虚拟世界在虚拟世界的各个领域寻找论文。请提供以下主题的原始研究成果、应用和经验: 计算机动画 二维动画 关键帧动画 反向动力学 生物力学模型 运动捕捉和运动重定目标 基于物理的动画 面部和身体动画 路径规划 布料和头发动画 LOD和冒名顶替者 实时渲染 增强现实 跟踪 移动AR系统 虚拟遗产 体现代理 知觉模型 虚拟传感器 机构间通信 群体和人群建模 会话代理 目标驱动行为 与虚拟人的交互 智能虚拟参与者 社会行为 情感和个性 自主虚拟人建筑 涉及虚拟人的模拟 游戏中的自主虚拟人 虚拟环境 手势和动作识别 触觉界面 听觉空间 模拟器(飞行、汽车驾驶等) 用于紧急情况的虚拟现实 精神病学虚拟现实 康复虚拟现实 虚拟手术 虚拟生活 植物生长发育 L-系统 人工动物和动物 人口生成 虚拟城市 持久的世界 可视化 医学影像与重建 分子图形 流体可视化 物理现象的可视化 体积渲染
期刊ISSN
|
1546-4261 |
最新的影响因子
|
1.1 |
最新CiteScore值
|
0.89 |
最新自引率
|
24.70% |
期刊官方网址
|
http://onlinelibrary.wiley.com/journal/10.1002/(ISSN)1546-427X |
期刊投稿网址
|
http://mc.manuscriptcentral.com/cavw |
通讯地址
|
JOHN WILEY & SONS LTD, THE ATRIUM, SOUTHERN GATE, CHICHESTER, ENGLAND, W SUSSEX, PO19 8SQ |
偏重的研究方向(学科)
|
工程技术-计算机:软件工程 |
出版周期
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Bimonthly |
平均审稿速度
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较慢,6-12周 |
出版年份
|
2004 |
出版国家/地区
|
ENGLAND |
是否OA
|
No |
SCI期刊coverage
|
Science Citation Index Expanded(科学引文索引扩展) |
NCBI查询
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PubMed Central (PMC)链接 全文检索(pubmed central) |
最新中科院JCR分区
|
大类(学科)
小类(学科)
JCR学科排名
工程技术
COMPUTER SCIENCE, SOFTWARE ENGINEERING(计算机科学,软件工程) 4区
91/104
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最新的影响因子
|
1.1 | |||||||
最新公布的期刊年发文量 |
|
|||||||
总被引频次 | 510 | |||||||
特征因子 | 0.000880 | |||||||
影响因子趋势图 |
2007年以来影响因子趋势图(整体平稳趋势)
|
最新CiteScore值
|
0.89
=
引文计数(2018)
文献(2015-2017)
=
140次引用
157篇文献
|
||||||||||
文献总数(2014-2016) | 157 | ||||||||||
被引用比率
|
43% | ||||||||||
SJR
|
0.216 | ||||||||||
SNIP
|
0.699 | ||||||||||
CiteScore排名
|
|
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CiteScore趋势图 |
CiteScore趋势图
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scopus涵盖范围 |
scopus趋势图
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