Abstract Motion capture is mainly based on standard systems using optic, magnetic or sonic technologies. In this paper, the possibility to detect useful human motion based on new techniques using different types of body‐fixed sensors is shown. In particular, a combination of accelerometers and angular rate sensors (gyroscopes) showed a promising design for a hybrid…
Computer Animation and Virtual Worlds Template
Write in a clean editor, then format for Computer Animation and Virtual Worlds in one click — DocuGuru applies the official Wiley template with author–year references and exports a submission-ready PDF plus the editable LaTeX source. Free to start.
About the Computer Animation and Virtual Worlds format
Computer Animation and Virtual Worlds is a peer-reviewed journal published by Wiley, covering Human Motion and Animation, Computer Graphics and Visualization Techniques, 3D Shape Modeling and Analysis.
| Publisher | Wiley |
|---|---|
| Reference style | Author–year (Chicago) Author–year — (Smith, 2023) in the text Smith, Ada, Ben Jones, and Cara Lee. 2023. "A Representative Article Title." Computer Animation and Virtual Worlds 12 (3): 45–58.
Formats any DOI in Computer Animation and Virtual Worlds style. No sign-up. |
| Publishes research in | Human Motion and Animation Computer Graphics and Visualization Techniques 3D Shape Modeling and Analysis Human Pose and Action Recognition Advanced Vision and Imaging |
| ISSN | 1546-4261 |
| Citation impact (2-yr) | 2.5 |
| h-index | 54 |
| i10-index | 455 |
| Total citations | 16,672 |
| Article processing charge | $3,040 |
| Top institutions publishing here | Zhejiang University |
| Journal website | onlinelibrary.wiley.com |
| You get | A submission-ready PDF and the editable LaTeX source — ready to submit. |
Papers published in Computer Animation and Virtual Worlds per year
Citation impact of Computer Animation and Virtual Worlds by publication year
Citations each year’s papers have accumulated so far — the most recent years are still building up.
Most-cited papers in Computer Animation and Virtual Worlds
Abstract Conversational agents are supposed to combine speech with non‐verbal modalities for intelligible multimodal utterances. In this paper, we focus on the generation of gesture and speech from XML‐based descriptions of their overt form. An incremental production model is presented that combines the synthesis of synchronized gestural, verbal, and facial behaviors with mechanisms for linking…
Abstract There is no generally accepted definition for a virtual world, with many complimentary terms and acronyms having emerged implying a virtual world. Advances in networking techniques such as host migration of instances, mobile ad hoc networking, and distributed computing, bring in to question whether architectures can actually support a virtual world. Without a concrete…
Abstract We present a new method for the simulation of melting and solidification in a unified particle model . Our technique uses the Smoothed Particle Hydrodynamics (SPH) method for the simulation of liquids, deformable as well as rigid objects, which eliminates the need to define an interface for coupling different models. Using this approach, it…
Abstract Recent advances in hardware and software for mobile computing have enabled a new breed of mobile augmented reality (AR) systems and applications. A new breed of computing called ‘augmented ubiquitous computing’ has resulted from the convergence of wearable computing, wireless networking, and mobile AR interfaces. In this paper, we provide a survey of different…