Academic literature on the topic 'Self-protective behavior Computer animation'

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Journal articles on the topic "Self-protective behavior Computer animation"

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Rodríguez, Alejandro, and James A. Reggia. "Extending Self-Organizing Particle Systems to Problem Solving." Artificial Life 10, no. 4 (2004): 379–95. http://dx.doi.org/10.1162/1064546041766424.

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Self-organizing particle systems consist of numerous autonomous, purely reflexive agents (“particles”) whose collective movements through space are determined primarily by local influences they exert upon one another. Inspired by biological phenomena (bird flocking, fish schooling, etc.), particle systems have been used not only for biological modeling, but also increasingly for applications requiring the simulation of collective movements such as computer-generated animation. In this research, we take some first steps in extending particle systems so that they not only move collectively, but
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Hokkanen, J. E. "Visual simulations, artificial animals and virtual ecosystems." Journal of Experimental Biology 202, no. 23 (1999): 3477–84. http://dx.doi.org/10.1242/jeb.202.23.3477.

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This review is about a field that does not traditionally belong to biological sciences. A branch of computer animation has its mission to create active self-powered objects living artificial lives in the theoretical biology zone. Selected work, of particular interest to biologists, is presented here. These works include animated simulations of legged locomotion, flexible-bodied animals swimming and crawling, artificial fish in virtual ecosystems, automated learning of swimming and the evolution of virtual creatures with respect to morphology, locomotion and behaviour. The corresponding animati
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Ali, Itimad, Mazin Mohammed, Talib Al-Sharify, and Hoshang Kolivand. "Real-Time Cloth Simulation on Virtual Human Character Using Enhanced Position Based Dynamic Framework Technique." Baghdad Science Journal 17, no. 4 (2020): 1294. http://dx.doi.org/10.21123/bsj.2020.17.4.1294.

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Cloth simulation and animation has been the topic of research since the mid-80's in the field of computer graphics. Enforcing incompressible is very important in real time simulation. Although, there are great achievements in this regard, it still suffers from unnecessary time consumption in certain steps that is common in real time applications. This research develops a real-time cloth simulator for a virtual human character (VHC) with wearable clothing. This research achieves success in cloth simulation on the VHC through enhancing the position-based dynamics (PBD) framework by computing a s
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Seniva, K. "WAYS TO USE NEURAL NETWORKS AND MACHINE LEARNING IN COMPUTER GAMES." HERALD OF KHMELNYTSKYI NATIONAL UNIVERSITY 295, no. 2 (2021): 97–100. http://dx.doi.org/10.31891/2307-5732-2021-295-2-97-100.

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This article discusses the main ways of using neural networks and machine learning methods of various types in computer games. Machine learning and neural networks are hot topics in many technology fields. One of them is the creation of computer games, where new tools are used to make games more interesting. Remastered and modified games with neural networks have become a new trend. One of the most popular ways to implement artificial intelligence is neural networks. They are used in everything from medicine to the entertainment industry. But one of the most promising areas for their developme
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Amos, Clinton, Lixuan Zhang, and Iryna Pentina. "Investigating Privacy Perception and Behavior on Weibo." Journal of Organizational and End User Computing 26, no. 4 (2014): 43–56. http://dx.doi.org/10.4018/joeuc.2014100103.

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More than half of Chinese Internet users participate in Weibo, the most popular social media and microblogging platform in China. Weibo encourages members to voluntarily contribute personal information, leading to potential privacy invasion. This study examines how trust in other members and perceptions of government intrusion affect privacy-related attitude and behavior on this social platform. Analysis of survey responses from 221 Weibo users confirm that perceived government intrusion is strongly correlated with privacy concern and self-protective behavior. Trust towards other Weibo partici
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Putri, Ayu Aprilia, and Suparno. "Recognize Geometry Shapes through Computer Learning in Early Math Skills." JPUD - Jurnal Pendidikan Usia Dini 14, no. 1 (2020): 43–57. http://dx.doi.org/10.21009/jpud.141.04.

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 One form of early mathematical recognition is to introduce the concept of geometric shapes. Geometry is an important scientific discipline for present and future life by developing various ways that fit 21st century skills. This study aims to overcome the problem of early mathematical recognition of early childhood on geometry, especially how to recognize geometric forms based on computer learning. A total of 24 children aged 4-5 years in kindergarten has to carrying out 2 research cycles with a total of 5 meetings. Treatment activities in each learning cycle include menti
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Linh, Dinh Hong, Nguyen Dac Dung, Le Minh Tu, Ho Ngoc Son, and Aaron Kingsbury. "The Responses of Consumers to the Online Ordering and Delivery of Meals by Restaurants During COVID-19." Journal of Electronic Commerce in Organizations 19, no. 3 (2021): 65–84. http://dx.doi.org/10.4018/jeco.2021070105.

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As COVID-19 has become more widespread in Vietnam, the government has taken preventative measures including mandating social distancing and closing brick-and-mortar businesses considered unessential. To maintain operations, many restaurants have converted their business models to providing delivery sales via online platforms. This article focuses on understanding exactly why customers order meals online from restaurants during the COVID-19 pandemic and introduces a theoretical model for these developments centered on individual self-protective behavior as a response to the crisis.
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Haggerty, Kevin P., Martie L. Skinner, Anne McGlynn-Wright, Richard F. Catalano, and Robert D. Crutchfield. "Parent and Peer Predictors of Violent Behavior of Black and White Teens." Violence and Victims 28, no. 1 (2013): 145–60. http://dx.doi.org/10.1891/0886-6708.28.1.145.

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This study examines the role that parenting and deviant peers play on frequency of self-reported violent behavior in the 10th grade while testing race differences in mean levels and impact of these risk and protective factors. The level and impact of family and peer factors on violent behavior across race are modeled prospectively from 8th to 10th grade in a sample of 331 (Black [n = 163], White [n = 168]) families from Seattle, Washington, using data from self-administered computer-assisted questionnaires. Mean-level differences indicated greater levels of violent behavior and risk for Black
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Gillam, Andrew R., and Alina M. Waite. "Gender differences in predictors of technology threat avoidance." Information & Computer Security 29, no. 3 (2021): 393–412. http://dx.doi.org/10.1108/ics-01-2020-0008.

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Purpose The purpose of this paper is to examine gender differences in predictors of technology threat avoidance motivation and behavior among working US adults. Implications were considered in regard to cybersecurity awareness training motivation and perceptions of need for protective cybersecurity behavior in the workplace. Design/methodology/approach A single-shot regression-based study used ordinal regression supported by K-means clustering to evaluate the moderating effects of gender on predictors of technology threat avoidance motivation and behavior on a sample of n = 206 US adult worker
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Borisy, G. "Beyond Cell Toons." Journal of Cell Science 113, no. 5 (2000): 749–50. http://dx.doi.org/10.1242/jcs.113.5.749.

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In the roadrunner cartoons, the unlucky coyote, in hot pursuit of the roadrunner, frequently finds himself running off the edge of a precipice. In sympathy with the coyote's plight, the laws of physics suspend their action. Gravity waits to exert its force until the coyote realizes his situation and resigns himself to the inevitable. Only then does the coyote fall, miraculously surviving the near-disaster without serious damage. What does this have to do with cell biology at the turn of the millennium? Blame it on JCS's Caveman or at least the infectiousness of the troglodyte's point of view.
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Dissertations / Theses on the topic "Self-protective behavior Computer animation"

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Qin, Hong. "Multi-level behavioral self-organization in computer-animated lifelike synthetic agents." HKBU Institutional Repository, 1999. http://repository.hkbu.edu.hk/etd_ra/189.

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Book chapters on the topic "Self-protective behavior Computer animation"

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Holliday, Christopher. "DreamWorks Animation, Metalepsis and Diegetic Deconstruction." In The Computer-Animated Film. Edinburgh University Press, 2018. http://dx.doi.org/10.3366/edinburgh/9781474427883.003.0010.

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Chapter Nine applies a framework drawn from Gérard Genette’s (1983) notion of “metalepsis” (recently recovered within contemporary animation studies) to explain the behaviour of computer-animated film characters who freely ascend from the fictional world into the surrounding promotional spaces. Although animation has a long tradition of deconstruction and self-reflexive practices, this chapter offers new space to consider how the seamless worlds of computer-animated films can equally be conceptualised according to a deconstructive comedy of metalepsis. This chapter argues that computer-animated film characters are able to abruptly intrude into company logos, corporate signatures, credits sequences and even features of film form. It maps such repeating comic devices onto wider historical developments in studio signification, digitally-assisted logo design and the promotional strategies of contemporary Hollywood cinema. This chapter also affords the specific opportunity to focus on the cycle of feature-length computer-animated films produced by the Dreamworks Animation studio, which exhibit an unprecedented and widely-operational mingling of promotional space with the animated activity of its digital characters.
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Conference papers on the topic "Self-protective behavior Computer animation"

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Cheng, Wing L. "Dynamic Response of Composites to Impact Loading." In ASME 1994 International Computers in Engineering Conference and Exhibition and the ASME 1994 8th Annual Database Symposium collocated with the ASME 1994 Design Technical Conferences. American Society of Mechanical Engineers, 1994. http://dx.doi.org/10.1115/cie1994-0451.

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Abstract This paper shares some of our experiences in the use of a supercomputer to facilitate the analysis of impact process in thick composites, and also in the benefits of color animation of the results on a Macintosh computer. An explicit nonlinear finite element program has been ported to the CRAY-2 Supercomputer at the National Center for Supercomputing Applications (NCSA) of the University of Illinois at Urbana-Champaign (UIUC). The calculations were carried out using an impact model developed for high velocity impact of fiber-reinforced layered composites. The model is built on a conti
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