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

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1

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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2

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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4

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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8

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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9

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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10

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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11

He, Meizi, Stewart Harris, Leonard Piche, and Charlene Beynon. "Understanding Screen-Related Sedentary Behavior and its Contributing Factors among School-Aged Children: A Social-Ecologic Exploration." American Journal of Health Promotion 23, no. 5 (2009): 299–308. http://dx.doi.org/10.4278/ajhp.07070965.

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Purpose. To explore the factors that contribute to children's screen-related sedentary (S-RS) behaviors. Settings. Elementary schools. Subjects. A random sample of children in grades five and six and their parents. Measures. The outcome measure was children's S-RS activity level measured by a self-administered questionnaire. A full spectrum of potential contributing factors for children's S-RS behaviors was obtained through surveys. Multilevel linear regression methods were used to determine the associations between these factors and children's screen time (hours per day) and results were expr
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12

Axford, Nick, Gretchen Bjornstad, Justin Matthews, et al. "The Effectiveness of a Community-Based Mentoring Program for Children Aged 5–11 Years: Results from a Randomized Controlled Trial." Prevention Science 22, no. 1 (2020): 100–112. http://dx.doi.org/10.1007/s11121-020-01132-4.

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AbstractThe study, a two-arm, randomized controlled, parallel group, superiority trial, aimed to evaluate the implementation and effectiveness of a 12-month one-to-one volunteer mentoring program designed to improve behavioral and emotional outcomes in children aged 5 to 11 years who have teacher- and parent/carer-reported behavioral difficulties. Participants were 246 children (123 intervention, 123 control; mean age 8.4 years; 87% boys) in five sites in London, UK, scoring in the “abnormal” range on the teacher-rated Strengths and Difficulties Questionnaire (SDQ) Total Difficulties measure a
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13

Anjali, Anjali, and Manisha Sabharwal. "Perceived Barriers of Young Adults for Participation in Physical Activity." Current Research in Nutrition and Food Science Journal 6, no. 2 (2018): 437–49. http://dx.doi.org/10.12944/crnfsj.6.2.18.

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This study aimed to explore the perceived barriers to physical activity among college students Study Design: Qualitative research design Eight focus group discussions on 67 college students aged 18-24 years (48 females, 19 males) was conducted on College premises. Data were analysed using inductive approach. Participants identified a number of obstacles to physical activity. Perceived barriers emerged from the analysis of the data addressed the different dimensions of the socio-ecological framework. The result indicated that the young adults perceived substantial amount of personal, social and
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14

Neo, Jun Rong Jeffrey, Andrea Stevenson Won, and Mardelle McCuskey Shepley. "Designing Immersive Virtual Environments for Human Behavior Research." Frontiers in Virtual Reality 2 (March 4, 2021). http://dx.doi.org/10.3389/frvir.2021.603750.

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What are strategies for the design of immersive virtual environments (IVEs) to understand environments’ influence on behaviors? To answer this question, we conducted a systematic review to assess peer-reviewed publications and conference proceedings on experimental and proof-of-concept studies that described the design, manipulation, and setup of the IVEs to examine behaviors influenced by the environment. Eighteen articles met the inclusion criteria. Our review identified key categories and proposed strategies in the following areas for consideration when deciding on the level of detail that
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15

Ashley, E. P., C. Matthew, and J. Hodgson. "GrassView - the form and function of grass: a multimedia program." Proceedings of the New Zealand Grassland Association, January 1, 2013, 141–43. http://dx.doi.org/10.33584/jnzg.1997.59.2254.

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GrassView - the form and function of grass is an interactive computer programme which uses video footage, narration, sound, computer based 3D animation, graphical displays of information, charts and quizzes to present a description of the morphology of a grass tiller and the implications for sward behaviour. The programme is designed for flexibility of use. In interactive mode it could be used for self-directive study, whereas in linear mode it could be video-projected as a presentation to a class of students or to an assembled group. It has been optimised to run under Windows 95 or NT 4.0 and
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16

Liu, Chuande, Bingtuan Gao, Chuang Yu, and Adriana Tapus. "Self-protective motion planning for mobile manipulators in a dynamic door-closing workspace." Industrial Robot: the international journal of robotics research and application ahead-of-print, ahead-of-print (2021). http://dx.doi.org/10.1108/ir-02-2021-0025.

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Purpose Many work conditions require manipulators to open cabinet doors and then gain access to the desired workspace. However, after opening, the unlocked doors can easily close, interrupt a task and potentially break the operating end-effectors. This paper aims to address a manipulator's behavior planning problem for responding to a dynamic workspace released by door opening. Design/methodology/approach A dynamic model of the restricted workspace released by an unlocked door is established. As a whole system to treat, the interactions between the workspace and robot are analyzed by using a p
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17

Chen, Jasmine Yu-Hsing. "Bleeding Puppets: Transmediating Genre in Pili Puppetry." M/C Journal 23, no. 5 (2020). http://dx.doi.org/10.5204/mcj.1681.

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IntroductionWhat can we learn about anomaly from the strangeness of a puppet, a lifeless object, that can both bleed and die? How does the filming process of a puppet’s death engage across media and produce a new media genre that is not easily classified within traditional conventions? Why do these fighting and bleeding puppets’ scenes consistently attract audiences? This study examines how Pili puppetry (1984-present), a popular TV series depicting martial arts-based narratives and fight sequences, interacts with digital technologies and constructs a new media genre. The transmedia constituti
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18

Goodall, Jane. "Looking Glass Worlds: The Queen and the Mirror." M/C Journal 19, no. 4 (2016). http://dx.doi.org/10.5204/mcj.1141.

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As Lewis Carroll’s Alice comes to the end of her journey through the looking glass world, she has also come to the end of her patience with its strange power games and arbitrations. At every stage of the adventure, she has encountered someone who wants to dictate rules and protocols, and a lesson on table manners from the Red Queen finally triggers rebellion. “I can’t stand this any more,” Alice cries, as she seizes the tablecloth and hurls the entire setting into chaos (279). Then, catching hold of the Red Queen, she gives her a good shaking, until the rigid contours of the imperious figure b
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19

Harrison, Karey. "Building Resilient Communities." M/C Journal 16, no. 5 (2013). http://dx.doi.org/10.5204/mcj.716.

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This paper will compare the metaphoric structuring of the ecological concept of resilience—with its roots in Holling's 1973 paper; with psychological concepts of resilience which followed from research—such as Werner, Bierman, and French and Garmezy and Streitman) published in the early 1970s. This metaphoric analysis will expose the difference between complex adaptive systems models of resilience in ecology and studies related to resilience in relation to climate change; compared with the individualism of linear equilibrium models of resilience which have dominated discussions of resilience i
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Blakey, Heather. "Designing Player Intent through “Playful” Interaction." M/C Journal 24, no. 4 (2021). http://dx.doi.org/10.5204/mcj.2802.

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The contemporary video game market is as recognisable for its brands as it is for the characters that populate their game worlds, from franchise-leading characters like Garrus Vakarian (Mass Effect original trilogy), Princess Zelda (The Legend of Zelda franchise) and Cortana (HALO franchise) to more recent game icons like Miles Morales (Marvel's Spiderman game franchise) and Judy Alvarez (Cyberpunk 2077). Interactions with these casts of characters enhance the richness of games and their playable worlds, giving a sense of weight and meaning to player actions, emphasising thematic interests, an
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