The International Conference on Computer Vision Theory and Applications aims at becoming a major point of contact between researchers, engineers and practitioners on the area of computer vision application systems. Five simultaneous tracks will be held, covering all different aspects related to computer vision: Image Formation and Preprocessing; Image and Video Analysis and Understanding; Motion, Tracking and Stereo Vision; and Applications and Services.
According to the market research site AppData, the three most popular mobile applications at the time of this article's publication are: "Candy Crush," "Farm Heroes" and "Pet Rescue."
Though there's nothing wrong with passing the time lining up shapes and colors on a digital game board, computing professionals might be interested to know that there's a new -- and somewhat more stimulating -- alternative for mobile diversion: the ACM Digital Library app.
The Association for Computing Machinery (ACM) has announced the names of the 2013 ACM Fellows, an honor bestowed upon inidividuals who have achieved significant advances in computing research and development.
The contributions of the 50 members named as 2013 Fellows span multiple disciplines within the field of computing. They hail from the world’s leading universities, corporations and research labs.
Deadlines for submissions to SIGGRAPH 2014 are rapidly approaching. As always, the lifeblood of the conference is showcasing the talent and creativity of its attendees and exhibitors -- so please consider submitting!
From the SIGGRAPH 2014 Team:
For a limited time, ACM SIGGRAPH is offering open access to the ACM Transactions on Graphics research published in the SIGGRAPH 2013 and SIGGRAPH Asia 2013 issues.
ACM TOG (Transactions on Graphics) is the foremost peer-reviewed journal in the area of computer graphics. The TOG journal has a strong synergy with ACM SIGGRAPH; of the six issues published by TOG each year, two are special issues containing the papers presented at the annual SIGGRAPH and SIGGRAPH Asia conferences.
Somewhere between "Final Fantasy: The Spirits Within" (2001) and "The Curious Case of Benjamin Button" (2008), digital actors evolved from talking dolls to lifelike human beings. Today, computer-generated actors are often so realistic that audiences have trouble distinguishing live performers from digital fabrications. How did such a monumental improvement in the realism of CG humans happen over such a short period of time?
Date and Time: Thursday November 14, 2013 at 7:30 p.m. PST
Location: Intel, SC9 Auditorium, 3601 Juliette Ln, Santa Clara, CA
Presenters: Sharon Lin, Ph.D. candidate, Stanford University, Daniel Ritchie, Ph.D. candidate, Stanford University and Matthew Fisher, Ph.D & PostDoc, Stanford University
Website Link: Silicon Valley ACM SIGGRAPH
ACM SIGGRAPH is pleased to announce that open access links to conference proceedings from SIGGRAPH and SIGGRAPH Asia will now be available to the public at no cost, beginning two weeks before each conference and running for four weeks. During this period, conference proceedings may be accessed by members and non-members alike, through the ACM Digital Library.
The eyes are the windows to the soul, or so goes the proverb. As humans, we use our eyes to express a wide variety of emotions, often without even realizing we’re doing so. Animators spend years studying eye movements to help them create characters with a range of believable expressions, but the eyes of robots and interactive toys are far more difficult to manipulate than those of cartoon characters.