Explore the words cloud of the BIHC project. It provides you a very rough idea of what is the project "BIHC" about.
The following table provides information about the project.
Coordinator |
FUNDACAO DA FACULDADE DE CIENCIAS DA UNIVERSIDADE DE LISBOA FP
Organization address contact info |
Coordinator Country | Portugal [PT] |
Project website | http://bihc-fcul.weebly.com |
Total cost | 220˙882 € |
EC max contribution | 220˙882 € (100%) |
Programme |
1. H2020-EU.1.3.2. (Nurturing excellence by means of cross-border and cross-sector mobility) |
Code Call | H2020-MSCA-IF-2014 |
Funding Scheme | MSCA-IF-GF |
Starting year | 2015 |
Duration (year-month-day) | from 2015-07-01 to 2017-12-31 |
Take a look of project's partnership.
# | ||||
---|---|---|---|---|
1 | FUNDACAO DA FACULDADE DE CIENCIAS DA UNIVERSIDADE DE LISBOA FP | PT (LISBOA) | coordinator | 220˙882.00 |
2 | UNIVERSITE DE GENEVE | CH (GENEVE) | partner | 0.00 |
With current consumer-grade personal computers, it is possible to display 3d virtual scenes with thousands of animated individual entities at interactive frame rates. Crowd simulations are, however, too often limited to characters lacking individuality and wandering in an environment without a specific goal. This situation is particularly problematic in the field of cultural heritage in real-time simulations of the past where the realism of individual behavior is critical. This proposal, through a collaboration across the computer science and the archaeology fields, seeks to address this problem. It aims at exploring bio-mimicking techniques in the development of a generative model for heterogeneity and spontaneity in behavioral animation of crowds. More specifically, the goals can be defined as (i) the development of a bio-inspired model of agency for virtual humans (which upgrades a previous prototype, part of my earlier research), (ii) the development of an authoring tool to interact with the parameters of that model and develop context-specific behaviors/animations, and finally (iii) the development of a proof-of-concept - the simulation of a historical environment, with the assistance of non-programmers using the authoring tool developed earlier.
year | authors and title | journal | last update |
---|---|---|---|
2017 |
Ana Paula Cláudio, Maria Beatriz Carmo, Alexandre Antonio De Carvalho, Willian Xavier, Rui Filipe Antunes Recreating a medieval urban scene with virtual intelligent characters: steps to create the complete scenario published pages: 31, ISSN: 1989-9947, DOI: 10.4995/var.2017.6557 |
Virtual Archaeology Review 8/17 | 2019-06-13 |
2016 |
Ana Paula Cláudio, Maria Beatriz Carmo, Alexandre Antonio de Carvalho, Willian Xavier, Rui Filipe Antunes Virtual cities inhabited by autonomous characters: a pipeline for their production published pages: 500-503, ISSN: , DOI: |
ARQUEOLÓGICA 2.0 8th International Congress on Archaeology, Computer Graphics, Cultural Heritage and Innovation Proceedings | 2019-06-13 |
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The information about "BIHC" are provided by the European Opendata Portal: CORDIS opendata.