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{{multiple issues|
{{Software
{{More footnotes|date=May 2010}}
|Nome = MakeHuman
{{Cleanup|date=March 2011}}
|Logo =
{{Advert|date=July 2012}}
|Screenshot =
{{COI|date=July 2013}}
|Didascalia =
|Sviluppatore = The MakeHuman team
|UltimaVersione = 1.0 alpha7<ref>{{en}} [http://www.makehuman.org/download MakeHuman - Download]</ref>
|DataUltimaVersione = 11 ottobre [[2012]]
|UltimaVersioneBeta =
|DataUltimaVersioneBeta =
|SistemaOperativo = Windows
|SistemaOperativo2 = Linux
|SistemaOperativo3 = Mac OS X
|Linguaggio =
|Genere = computer grafica 3d
|Licenza = [[Affero GNU General Public License|AGPL]]
|SoftwareLibero = sì
|Lingua =
|SitoWeb = http://www.makehuman.org/
}}
}}


{{Infobox software
'''MakeHuman''' è un'applicazione [[software]] [[open Source]] e [[software libero]] che genera [[umanoide|umanoidi]] [[computer grafica 3D|3D]].
|name = MakeHuman
|screenshot =
|caption =
|developer = The MakeHuman team.
|latest_release_version = 1.0 alpha7
|latest_release_date = {{Start date and age|2012|11|10}}
|programming language = [[Python (programming language)|Python]], [[C (programming language)|C]]
|operating_system = [[Microsoft Windows|Windows]], [[Linux]], [[Mac OS X]]
|genre = [[3D computer graphics]]
|license = [[GNU Affero General Public License|AGPL]]<ref>{{cite web |url=http://www.makehuman.org/node/318 |title=The MakeHuman™ Application |accessdate=2013-01-03 }}</ref>
|website = http://www.makehuman.org/
}}


[[File:A screenshot of makehuman 1.0 alpha 7.png|thumb|A screenshot of makehuman 1.0 alpha 7]]
Lo sviluppo è giunto al rilascio della versione 1.0. Questa release è basata su una core application scritta in [[C (linguaggio)|C]], mentre la maggior parte delle funzionalità per l'utente sono implementate in [[Python]]. Allo sviluppo del software hanno partecipato anche alcune università.


'''Makehuman™''' is a [[FOSS|open source]] [[3D computer graphics|3D computer graphics application]] designed for the prototyping of photo realistic humanoid to be used in [[3D computer graphics]]. It is developed by a community of programmers, artists, academics interested in [[3D modeling]] of characters.
Il progetto fu creato nel 1999 da Manuel Bastioni a partire da [[MakeHead]], uno [[script]] per [[Blender (programma)|Blender]] scritto in Python.


== Note ==
==Technology==
<references/>


MakeHuman™ is developed using the [[Morph target animation|3D morphing technology]].
== Voci correlate ==
Starting from an unique base standard human, it can be transformed in a great variety of characters, mixing them with [[linear interpolation]] linear interpolation.

For example, given 4 main morphing targets (baby, teen, young, old) it’s possible to obtain all the intermediate shapes.

Interpolation of makehuman characters (1th,3th,5th,7th are targets, the others are interpolated)
Using this technology, with a large database of morphing targets, it’s virtually possible to reproduce any character.
It uses a very simple [[Graphical user interface|GUI]] in order to access and easily handle hundreds of morphings. MakeHuman™ approach is to use [[Slider (computing)|sliders]] with common parameters, like height, weight, gender, ethnic, muscularity.
In order to make it available on all main [[operating system]]s, beginning from 1.0 alpha 8 it’s developed in [[Python (programming language)|Python]] using [[OpenGL]] and [[Qt (framework)|QT]], with an architecture fully realized with plugins.

The tool is specifically designed for the modeling of virtual humans, with a simple and complete pose system that includes the simulation of muscular movement. The interface structure is different from the common graphic board with thousands of parameters, much easier to use, fast and intuitive to access the numerous parameters required in modeling the human form.

The development of MakeHuman comes from a detailed technical and artistic study of the morphological characteristics of the human body.
The work deals with morphing, using linear interpolation of translation and rotation. With these two methods together with a simple calculation of a form factor and an algorithm of mesh relaxing results of exceptional quality were achieved, for example the correct muscular movement that accompanies the rotation of the limbs<ref>{{cite web|last=M. Bastioni, S. Re, S. Misra. Proceedings of the 1st Bangalore Annual Compute Conference, Compute 2008, 2008|title=Ideas and methods for modeling 3D human figures: the principal algorithms used by MakeHuman and their implementation in a new approach to parametric modeling.|url=http://www.academia.edu/256908/Ideas_and_Methods_for_Modeling_3D_Human_Figures}}</ref> .

==License==

MakeHuman is fully [[Open source|Open Source]]. The character output of MakeHuman is released to public domain under [[CC0#Public_domain|CC0]], in order to be freely used in commercial and not commercial projects. The database and the code are released under the Gnu License [[Affero gpl|Affero GPL]].

==Awards==

In 2004 MakeHuman™ won the [[Suzanne_Award#Best_Python_Script|Suzanne Award]] as best [[Blender (software)|Blender]] Python script.

==Software history==

The ancestor of MakeHuman was MakeHead, a python script for Blender, written by Manuel Bastioni, artist and coder, in 1999. A year later, he created a team of passionate people and released the first version of MakeHuman for Blender. The project evolved and, in 2003 it was officially recognized by the Blender Foundation and hosted on http://projects.blender.org.<ref>Still online, but stopped in 2004: http://projects.blender.org/projects/makeh/</ref> In 2004 the development stopped because it was difficult to write a Python script so big using only Blender API.

In 2005, MH was moved outside Blender, hosted on SourceForge and rewritten from scratch in C.

At this point, version counting restarted from zero. During successive years, the software gradually transitioned from C to C++. While performant, it was too complex to develop and maintain. Hence, in 2009 the team decided to go back to the Python language (with a small C core) and to release it as MakeHuman™ 1.0 pre-alpha. Development continued at a pace of 2 releases per year.
In 2012, MakeHuman™ 1.0 alpha 7 was released.

==Evolution Towards a Universal Model Topology==

The aim of the project is to develop an application capable of modelling a wide variety of human forms in the full range of natural poses from a single, universal [[Polygon_mesh|mesh]]. For the purpose, the design of a 3D humanoid mesh that can readily be parametrically manipulated to represent anatomical characteristics while respecting a common structural skeleton that permits poses has been pursued.

MakeHuman Team developed a model that combine different anatomical parameters to transition smoothly from the infant to the elderly, from man to woman and from fat to slim.
The initial [[Polygon_mesh|mesh]] occupies a middle ground, being neither pronounced masculine, nor pronounced feminine, neither young nor old and having a medium muscular definition. An androgynous form, the HoMunculus.
The current MakeHumanmesh has evolved through successive steps of MakeHuman™ project, incorporating lessons learned, community feedback and the results of considerable amounts of studies and experimentation.

Since the first release of MakeHuman™ (2000) and the first release of makeHead (1999), the challenge had been to construct a universal topology that retained all of these capabilities but added the ability to interactively adjust the mesh to accommodate the anatomical variety found in the human population. This challenge could have been addressed by dramatically increasing the number of vertices for the mesh, but the resultant, dense mesh would have limited the performances on machines.
The model developed for MakeHuman™ is:
* Light and optimized for subdivision surfaces modelling (14638 verts, including teeth).
* [[Quadrilateral|Quads]] only. The human mesh is completely triangles free.
* Optimized for animation, including all loops used by high level artists.

The first prototype of an universal mesh (head only) was done in 1999 in the makeHead script, and then adapted for the early MakeHuman™ (2000).
HM01, the first professional model, was realized by Enrico Valenza in 2002.
The second remarkable mesh (K-Mesh or HM02) was modelled by Kaushik Pal in 2005.
The third mesh was modeled by Manuel Bastioni upon the z-mesh or HM03.
Upon the experience gained on the preceding versions, the fourth mesh was modeled by Gianluca Miragoli (aka Yashugan) in 2007 (Y-Mesh or HM04).
The fifth mesh build upon the previous one by Gianluca Miragoli and Manuel Bastioni (HM05).
The sixth mesh was also by Gianluca Miragoli.
Latest mesh, released in 2010, is actually the state of the art (by Waldemar Perez Jr., André Richard, Manuel Bastioni).

==Research usage==

Because of the freedom of the license, Makehuman software is widely used by researchers for scientific purposes.

MakeHuman mesh is used in [[industrial design]], where is needed to verify the [[anthropometry]] of the project<ref>{{cite web|last=V. Verhaert, H. Druyts, D. Van Deun, D. Berckmans, J. Verbraecken, M. Vandekerckhove, J. Vander Sloten|title=The use of a generic human model to personalize bed design.|url=http://media.univ-lyon1.fr/iea-dhm2011/abstracts/modif2202.pdf|accessdate=19 October 2013}}</ref> , in [[virtual reality]] research, to quickly produce [[Avatar (computing)|avatars]] from measures or camera views<ref>{{cite web|last=D. Van Deun, V. Verhaert, K. Buys, B. Haexand, J. Vander Sloten|title=Automatic Generation of Personalized Human Models based on Body Measurements.|url=http://media.univ-lyon1.fr/iea-dhm2011/abstracts/2199.pdf}}</ref> <ref>{{cite web|last=K. Buys, D. Van Deun, T. De Laet, H. Bruyninckx|title=On-line Generation of Customized Human Models based on Camera Measurements.|url=http://media.univ-lyon1.fr/iea-dhm2011/abstracts/2193.pdf}}</ref> <ref>{{cite web|last=S.Piérard, Marc Van Droogenbroeck|title=A technique for building databases of annotated and realistic human silhouettes based on an avatar.|url=http://orbi.ulg.ac.be/handle/2268/30552}}</ref> <ref>{{cite web|last=S. Piérard, A. Leroy, J.F. Hansen, M. Van Droogenbroeck. Advanced Concepts for Intelligent Vision Systems (ACIVS), Lecture Notes in Computer Science, vol. 6915, pages 519-530, Springer, 2011.|title=Estimation of human orientation in images captured with a range camera.|url=http://orbi.ulg.ac.be/handle/2268/91403}}</ref> <ref>{{cite web|last=O. Mazaný - 2007|title=Articulated 3D human model and its animation for testing and learning algorithms of multi-camera systems.|url=ftp://147.32.84.2/pub/cmp/articles/svoboda/Mazany-TR-2007-02.pdf}}</ref> <ref>{{cite web|last=S. Piérard, A. Lejeune, M. Van Droogenbroeck. 2010|title=3D information is valuable for the detection of humans in video streams.|url=http://orbi.ulg.ac.be/bitstream/2268/78843/1/Pierard20103DInformation.pdf}}</ref> .

MakeHuman characters are often used in [[biomechanics]] and [[biomedical]] engineering, to simulate the behaviour of the human body under certain conditions or treatments<ref>{{cite web|last=M. Moreno-Moreno ; J. Fierrez ; R. Vera-Rodriguez ; J. Parron|title=Simulation of millimeter-wave body images and its application to biometric recognition.|url=http://atvs.ii.uam.es/files/SPIE_2012_Manuscripts_MiriamMoreno_FINAL.pdf}}</ref> <ref>{{cite web|last=D. E. van Wyk, J. Connan|title=High Quality Flexible H-Anim Hands for Sign Language Visualisation.|url=http://www.cs.uwc.ac.za/~jconnan/publications/van%20Wyk%20No%2034.pdf}}</ref> <ref>{{cite web|last=I. Murtagh. Institute of Technology Blanchardstown Dublin, Ireland|title=Developing a Linguistically Motivated Avatar for Irish Sign Language Visualisation.|url=http://vhg.cmp.uea.ac.uk/demo/SLTAT2011Dundee/7.pdf}}</ref> <ref>{{cite web|last=V. F. Cassola, V. J. de Melo Lima, R. Kramer. Physics in medicine, 2009|title=FASH and MASH: female and male adult human phantoms based on polygon mesh surfaces: I. Development of the anatomy.|url=http://iopscience.iop.org/0031-9155/55/1/009/pdf/0031-9155_55_1_009.pdf}}</ref> <ref>{{cite web|last=D. Vernez, A. Milon, L. Francioli Jean-Luc Bulliard, L. Vuilleumier, L. Moccozet. Photochemistry and Photobiology Vol. 87, Issue 3, pages 721–728, May/June 2011|title=A numeric model to simulate solar individual ultraviolet exposure.|url=http://onlinelibrary.wiley.com/doi/10.1111/j.1751-1097.2011.00895.x/full}}</ref> .

The software was used for [[Haptic_technology#Medicine|visuo-haptic surgical]] training system development<ref>{{cite web|last=F.G. Hamza-Lup, C.M. Bogdan, D.M. Popovici, O.D. Costea. eL&mL 2011 : The Third International Conference on Mobile, Hybrid, and On-line Learning|title=A Survey of Visuo-Haptic Simulation in Surgical Training.|url=http://www.thinkmind.org/index.php?view=article&articleid=elml_2011_3_30_50053}}</ref> .
Visuo-haptic simulations combine the tactile sense with visual information and provide realistic training scenarios, to gain, improve, and assess resident and expert surgeons’ skills and knowledge.

Full-body 3D virtual reconstructions was also performed by means of this tool<ref>{{cite web|last=S.L. Davy-Jow, D. Lees, S. Russell. Forensic Science International, 2012|title=Virtual forensic anthropology: Novel applications of anthropometry and technology in a child death case.|url=http://download.journals.elsevierhealth.com/pdfs/journals/0379-0738/PIIS0379073812005178.pdf}}</ref>.

Makehuman provides for the creation of virtual humanoid characters in the development of an avatar for Irish Sign Language understood as an embodied conversational agent<ref>{{cite web|last=I. Murtagh - ITB Journal|title=Towards a Linguistically Motivated Irish Sign Language Conversational Avatar.|url=http://www.itb.eu/files/journal/issue-21.pdf#page=73}}</ref> .

Virtual 3D human models, created with the software were adapted to perform sign language movements, mainly for the purpose of visualizing South African Sign Language<ref>{{cite web|last=I. Achmed, J. Connan - University of the Western Cape, Cape Town, 2010|title=Upper body pose estimation towards the translation of South African sign language.|url=http://www.connan.co.za/jconnan/publications/Imran_Achmed_pose_estimation.pdf}}</ref> .

The human character model for the project of the construction of artificial [[mirror neuron]] systems<ref>{{cite web|last=E. Lloyd|title=An Artificial Mirror Neuron System for Executing and Recognizing Transitive Actions.|url=http://www.cs.ucla.edu/~elloyd/LabMan/LabMan%20Report.pdf}}</ref> was generated by MakeHuman.

== See also ==
{{Portal|Free software}}
* [[Facial Action Coding System]]
* [[Facial Action Coding System]]
* [[Blender (programma)|Blender]]
* [[Blender software]]
* [[Poser (software)|Poser]]
* [[Poser]]
* [[DAZ Studio]]
* [[DAZ Studio]]
* [[Faceworx]]
* [[FaceGen]]

* [[Facegen]]
== References and Related Papers ==
<references/>


==External links==
== Altri progetti ==
* [http://www.makehuman.org/ Official website]
{{interprogetto|commons=Category:MakeHuman}}


{{Animation editors}}
== Collegamenti esterni ==
* {{en}} [http://www.makehuman.org/ Sito ufficiale]


{{DEFAULTSORT:Makehuman}}
{{Portale|Software libero}}
[[Category:Free 3D graphics software]]
[[Category:Windows software]]
[[Category:Linux software]]
[[Category:OS X graphics software]]
[[Category:Anatomical simulation]]
[[Category:Free software programmed in C++]]

Versione delle 16:32, 20 ott 2013

Template:Multiple issues

Template:Infobox software

A screenshot of makehuman 1.0 alpha 7

Makehuman™ is a open source 3D computer graphics application designed for the prototyping of photo realistic humanoid to be used in 3D computer graphics. It is developed by a community of programmers, artists, academics interested in 3D modeling of characters.

Technology

MakeHuman™ is developed using the 3D morphing technology. Starting from an unique base standard human, it can be transformed in a great variety of characters, mixing them with linear interpolation linear interpolation.

For example, given 4 main morphing targets (baby, teen, young, old) it’s possible to obtain all the intermediate shapes.

Interpolation of makehuman characters (1th,3th,5th,7th are targets, the others are interpolated) Using this technology, with a large database of morphing targets, it’s virtually possible to reproduce any character. It uses a very simple GUI in order to access and easily handle hundreds of morphings. MakeHuman™ approach is to use sliders with common parameters, like height, weight, gender, ethnic, muscularity. In order to make it available on all main operating systems, beginning from 1.0 alpha 8 it’s developed in Python using OpenGL and QT, with an architecture fully realized with plugins.

The tool is specifically designed for the modeling of virtual humans, with a simple and complete pose system that includes the simulation of muscular movement. The interface structure is different from the common graphic board with thousands of parameters, much easier to use, fast and intuitive to access the numerous parameters required in modeling the human form.

The development of MakeHuman comes from a detailed technical and artistic study of the morphological characteristics of the human body. The work deals with morphing, using linear interpolation of translation and rotation. With these two methods together with a simple calculation of a form factor and an algorithm of mesh relaxing results of exceptional quality were achieved, for example the correct muscular movement that accompanies the rotation of the limbs[1] .

License

MakeHuman is fully Open Source. The character output of MakeHuman is released to public domain under CC0, in order to be freely used in commercial and not commercial projects. The database and the code are released under the Gnu License Affero GPL.

Awards

In 2004 MakeHuman™ won the Suzanne Award as best Blender Python script.

Software history

The ancestor of MakeHuman was MakeHead, a python script for Blender, written by Manuel Bastioni, artist and coder, in 1999. A year later, he created a team of passionate people and released the first version of MakeHuman for Blender. The project evolved and, in 2003 it was officially recognized by the Blender Foundation and hosted on http://projects.blender.org.[2] In 2004 the development stopped because it was difficult to write a Python script so big using only Blender API.

In 2005, MH was moved outside Blender, hosted on SourceForge and rewritten from scratch in C.

At this point, version counting restarted from zero. During successive years, the software gradually transitioned from C to C++. While performant, it was too complex to develop and maintain. Hence, in 2009 the team decided to go back to the Python language (with a small C core) and to release it as MakeHuman™ 1.0 pre-alpha. Development continued at a pace of 2 releases per year. In 2012, MakeHuman™ 1.0 alpha 7 was released.

Evolution Towards a Universal Model Topology

The aim of the project is to develop an application capable of modelling a wide variety of human forms in the full range of natural poses from a single, universal mesh. For the purpose, the design of a 3D humanoid mesh that can readily be parametrically manipulated to represent anatomical characteristics while respecting a common structural skeleton that permits poses has been pursued.

MakeHuman Team developed a model that combine different anatomical parameters to transition smoothly from the infant to the elderly, from man to woman and from fat to slim.

The initial mesh occupies a middle ground, being neither pronounced masculine, nor pronounced feminine, neither young nor old and having a medium muscular definition. An androgynous form, the HoMunculus. The current MakeHumanmesh has evolved through successive steps of MakeHuman™ project, incorporating lessons learned, community feedback and the results of considerable amounts of studies and experimentation.

Since the first release of MakeHuman™ (2000) and the first release of makeHead (1999), the challenge had been to construct a universal topology that retained all of these capabilities but added the ability to interactively adjust the mesh to accommodate the anatomical variety found in the human population. This challenge could have been addressed by dramatically increasing the number of vertices for the mesh, but the resultant, dense mesh would have limited the performances on machines. The model developed for MakeHuman™ is:

  • Light and optimized for subdivision surfaces modelling (14638 verts, including teeth).
  • Quads only. The human mesh is completely triangles free.
  • Optimized for animation, including all loops used by high level artists.

The first prototype of an universal mesh (head only) was done in 1999 in the makeHead script, and then adapted for the early MakeHuman™ (2000). HM01, the first professional model, was realized by Enrico Valenza in 2002. The second remarkable mesh (K-Mesh or HM02) was modelled by Kaushik Pal in 2005. The third mesh was modeled by Manuel Bastioni upon the z-mesh or HM03. Upon the experience gained on the preceding versions, the fourth mesh was modeled by Gianluca Miragoli (aka Yashugan) in 2007 (Y-Mesh or HM04). The fifth mesh build upon the previous one by Gianluca Miragoli and Manuel Bastioni (HM05). The sixth mesh was also by Gianluca Miragoli. Latest mesh, released in 2010, is actually the state of the art (by Waldemar Perez Jr., André Richard, Manuel Bastioni).

Research usage

Because of the freedom of the license, Makehuman software is widely used by researchers for scientific purposes.

MakeHuman mesh is used in industrial design, where is needed to verify the anthropometry of the project[3] , in virtual reality research, to quickly produce avatars from measures or camera views[4] [5] [6] [7] [8] [9] .

MakeHuman characters are often used in biomechanics and biomedical engineering, to simulate the behaviour of the human body under certain conditions or treatments[10] [11] [12] [13] [14] .

The software was used for visuo-haptic surgical training system development[15] . Visuo-haptic simulations combine the tactile sense with visual information and provide realistic training scenarios, to gain, improve, and assess resident and expert surgeons’ skills and knowledge.

Full-body 3D virtual reconstructions was also performed by means of this tool[16].

Makehuman provides for the creation of virtual humanoid characters in the development of an avatar for Irish Sign Language understood as an embodied conversational agent[17] .

Virtual 3D human models, created with the software were adapted to perform sign language movements, mainly for the purpose of visualizing South African Sign Language[18] .

The human character model for the project of the construction of artificial mirror neuron systems[19] was generated by MakeHuman.

See also

References and Related Papers

  1. ^ M. Bastioni, S. Re, S. Misra. Proceedings of the 1st Bangalore Annual Compute Conference, Compute 2008, 2008, Ideas and methods for modeling 3D human figures: the principal algorithms used by MakeHuman and their implementation in a new approach to parametric modeling., su academia.edu.
  2. ^ Still online, but stopped in 2004: http://projects.blender.org/projects/makeh/
  3. ^ V. Verhaert, H. Druyts, D. Van Deun, D. Berckmans, J. Verbraecken, M. Vandekerckhove, J. Vander Sloten, The use of a generic human model to personalize bed design. (PDF), su media.univ-lyon1.fr. URL consultato il 19 October 2013.
  4. ^ D. Van Deun, V. Verhaert, K. Buys, B. Haexand, J. Vander Sloten, Automatic Generation of Personalized Human Models based on Body Measurements. (PDF), su media.univ-lyon1.fr.
  5. ^ K. Buys, D. Van Deun, T. De Laet, H. Bruyninckx, On-line Generation of Customized Human Models based on Camera Measurements. (PDF), su media.univ-lyon1.fr.
  6. ^ S.Piérard, Marc Van Droogenbroeck, A technique for building databases of annotated and realistic human silhouettes based on an avatar., su orbi.ulg.ac.be.
  7. ^ S. Piérard, A. Leroy, J.F. Hansen, M. Van Droogenbroeck. Advanced Concepts for Intelligent Vision Systems (ACIVS), Lecture Notes in Computer Science, vol. 6915, pages 519-530, Springer, 2011., Estimation of human orientation in images captured with a range camera., su orbi.ulg.ac.be.
  8. ^ O. Mazaný - 2007, Articulated 3D human model and its animation for testing and learning algorithms of multi-camera systems. (PDF), su 147.32.84.2.
  9. ^ S. Piérard, A. Lejeune, M. Van Droogenbroeck. 2010, 3D information is valuable for the detection of humans in video streams. (PDF), su orbi.ulg.ac.be.
  10. ^ M. Moreno-Moreno ; J. Fierrez ; R. Vera-Rodriguez ; J. Parron, Simulation of millimeter-wave body images and its application to biometric recognition. (PDF), su atvs.ii.uam.es.
  11. ^ D. E. van Wyk, J. Connan, High Quality Flexible H-Anim Hands for Sign Language Visualisation. (PDF), su cs.uwc.ac.za.
  12. ^ I. Murtagh. Institute of Technology Blanchardstown Dublin, Ireland, Developing a Linguistically Motivated Avatar for Irish Sign Language Visualisation. (PDF), su vhg.cmp.uea.ac.uk.
  13. ^ V. F. Cassola, V. J. de Melo Lima, R. Kramer. Physics in medicine, 2009, FASH and MASH: female and male adult human phantoms based on polygon mesh surfaces: I. Development of the anatomy. (PDF), su iopscience.iop.org.
  14. ^ D. Vernez, A. Milon, L. Francioli Jean-Luc Bulliard, L. Vuilleumier, L. Moccozet. Photochemistry and Photobiology Vol. 87, Issue 3, pages 721–728, May/June 2011, A numeric model to simulate solar individual ultraviolet exposure., su onlinelibrary.wiley.com.
  15. ^ F.G. Hamza-Lup, C.M. Bogdan, D.M. Popovici, O.D. Costea. eL&mL 2011 : The Third International Conference on Mobile, Hybrid, and On-line Learning, A Survey of Visuo-Haptic Simulation in Surgical Training., su thinkmind.org.
  16. ^ S.L. Davy-Jow, D. Lees, S. Russell. Forensic Science International, 2012, Virtual forensic anthropology: Novel applications of anthropometry and technology in a child death case. (PDF), su download.journals.elsevierhealth.com.
  17. ^ I. Murtagh - ITB Journal, Towards a Linguistically Motivated Irish Sign Language Conversational Avatar. (PDF), su itb.eu.
  18. ^ I. Achmed, J. Connan - University of the Western Cape, Cape Town, 2010, Upper body pose estimation towards the translation of South African sign language. (PDF), su connan.co.za.
  19. ^ E. Lloyd, An Artificial Mirror Neuron System for Executing and Recognizing Transitive Actions. (PDF), su cs.ucla.edu.

External links

Template:Animation editors