Adaptive architecture is a new discipline, focussed on the merging of biomimetic materials, and smart materials with computer-controlled structures, in order to create buildings that respond to changes in the internal or external environment, is a way reminiscent of living creatures.
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One of the greatest problems with tomography based medical scanners, is what happens when the patient moves (breathes, or pumps blood). The distortion that occurs in each slice has long been correctable, but takes a long time to correct. With near-instant correction now possible, real-time medical scanning is starting to look like a true possibility.
During the 2007 Singularity Summit in San Francisco, magazine The Futurist spoke with five of the leading voices in modern AI creation: MIT roboticist Rodney Brooks, Adaptive A.I. Inc. founder Peter Voss, Self-Aware Systems founder Steve Omohundro, Powerset CEO Barney Pell, and Google research director Peter Norvig. All were asked about the nearness of artificial general intelligence, and this is the combination of all five interviews.
It's a novel concept, creating an elaborate VR world with painstaking detail then primarily only giving access to it through the pages of a dead-tree printed book. However, that is just what Antonio Serrato-Combe, professor of architecture at the University of Utah, did.
With the accelerating tech curve, and building skills becoming ever more refined for virtual environments as the tech advances, at some point it was obvious that builders in virtual worlds would become architects in the physical one.
The second of the series of books, this one is divided into many sections, covering General Wisdom; Pathfinding and Movement; Group Movement, Tactics, and Planning; AI Animation Control; State Machines; Architecture; FPS, RTS, and Strategy AI; Racing and Sports AI; Scripting; Learning; Genetic Algorithms and Neural Networks; Speech Recognition and Dialogue.
At the time of publication, it was the best book on the subject of networking real-time, multiple user, persistent environments. Although it is still on the market today, the problem is, it is almost hopelessly dated, still insisting on a hierarchical architecture, which was perfect at the time, but just cannot cope with large worlds today.
Organised into 7 sections, this comprehensive volume explores every important aspect of AI programming to help you develop and expand your own personal AI toolbox. You?ll find ready-to-use ideas, algorithms, and code in all key AI areas including general wisdom, scripting and dialogue, movement and pathfinding, architecture, tactics and planning, genre specific, and learning and adaptation.
The math by which the veins of leaves are formed has been cracked. By extension, the reasons for leaf size and shape have been cracked, and equations for creating the types of leaves that would service a given plant have been laid bare. Ideal material for anyone wishing to model a realistic but not physically real, plant.
NyARToolKit is a complete port of ARToolkit that was written exclusively in Java. This makes it slower in execution than the original, but completely architecture independent. Like the original, NyARToolKit is a library of functions visual interpretation and integration of VR data into physical environments, including real-time camera vision functionality, 3D rendering of virtual objects, and integrating both into the output stream.
This book is essentially the direct outpourings from the designer?s mind on the foundational skills behind the design and architecture of a game, or gameworld. Of course, since virtual environments, even non-gaming, share many albeit not all of the same design features, a designer lacking these skills, risk overlooking usability issues and immersion values, without which users may struggle. This is especially true in persistent VR.
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TDT3D, the European Computer Graphics Network, has launched their 2007 competition for realistic computer generated architecture.
The goal of this contest is to promote the wonders of the modern and old architecture (historic...
19-21 July 2009
Town and Country Resort & Convention Center, San Diego, USA
The HCI International 2009 jointly with the affiliated Conference, held under one management and one Registration, invite you to San Diego, Ca...
University of Granada researchers have developed an artificial cerebellum (a biologically-inspired adaptive microcircuit) that controls a robotic arm with human-like precision. The cerebellum is the part of the human brain that controls the...
The School of Architecture and Planning, University of Buffallo, USA, is preparing to unleash a new masters degree for potential architects aimed squarely at teaching them how to use virtual reality - now an essential part of their knowledg...
The original CAVE VR set-up at at Penn State University, is receiving a makeover. Penn State's Information Technology department, and the School of Architecture and Landscape Architecture have remade the facility together, developing appli...