COMPUTER ANIMATION AND VIRTUAL WORLDS

Scope & Guideline

Advancing Knowledge at the Intersection of Art and Science.

Introduction

Explore the comprehensive scope of COMPUTER ANIMATION AND VIRTUAL WORLDS through our detailed guidelines, including its aims and scope. Stay updated with trending and emerging topics, and delve into declining areas to understand shifts in academic interest. Our guidelines also showcase highly cited topics, featuring influential research making a significant impact. Additionally, discover the latest published papers and those with high citation counts, offering a snapshot of current scholarly conversations. Use these guidelines to explore COMPUTER ANIMATION AND VIRTUAL WORLDS in depth and align your research initiatives with current academic trends.
LanguageEnglish
ISSN1546-4261
PublisherWILEY
Support Open AccessNo
CountryUnited Kingdom
TypeJournal
Convergefrom 2004 to 2024
AbbreviationCOMPUT ANIMAT VIRT W / Comput. Animat. Virtual Worlds
Frequency6 issues/year
Time To First Decision-
Time To Acceptance-
Acceptance Rate-
Home Page-
Address111 RIVER ST, HOBOKEN 07030-5774, NJ

Aims and Scopes

The journal "COMPUTER ANIMATION AND VIRTUAL WORLDS" focuses on the intersection of computer graphics, animation, and virtual environments, emphasizing innovative methodologies and applications in both research and industry settings.
  1. Computer Graphics and Visualization:
    This area covers the creation and manipulation of visual content using computational techniques, including rendering algorithms, image synthesis, and visualization of complex data.
  2. Virtual and Augmented Reality:
    Research in this scope explores immersive environments, user interaction in virtual spaces, and applications of augmented reality technologies across various fields.
  3. Simulation Techniques:
    The journal showcases advancements in simulation methodologies, including physics-based simulations, fluid dynamics, crowd behavior modeling, and real-time simulations for diverse applications.
  4. Machine Learning and AI in Animation:
    This focus area highlights the integration of machine learning and AI techniques in creating animations, character behavior, and enhancing user interactions in virtual worlds.
  5. Human-Computer Interaction (HCI):
    Research on how users interact with virtual systems, including studies on gesture recognition, emotional feedback in virtual environments, and user experience design.
The journal has witnessed a shift towards new and innovative research themes that reflect current technological advancements and societal needs.
  1. AI and Machine Learning Applications:
    There is a growing trend in applying AI and machine learning techniques for character animation, gesture recognition, and enhancing realism in virtual environments.
  2. Immersive Virtual Reality Experiences:
    Research focusing on enhancing user experiences in immersive virtual reality, particularly in applications like therapy, education, and training, has seen a significant increase.
  3. Crowd Simulation and Behavior Modeling:
    Studies on crowd dynamics, including evacuation simulations and social interactions, are gaining traction as they address real-world applications in safety and urban planning.
  4. Real-Time Rendering Techniques:
    Emerging techniques that improve real-time rendering capabilities and visual quality in interactive applications are increasingly prominent in recent publications.
  5. Emotion Recognition and Affective Computing:
    Research on recognizing and simulating human emotions in virtual characters and environments is becoming a vital area, enhancing user engagement and interaction.

Declining or Waning

While certain themes have historically been significant in the journal, recent publications indicate a decline in interest or frequency of these topics.
  1. Traditional Animation Techniques:
    Methods and studies focused on classical animation techniques have seen a decrease, as the field shifts towards more advanced computational and AI-driven methods.
  2. Static Content Generation:
    Research related to the generation of static images or non-interactive content is becoming less prominent, with a stronger focus now on interactive and dynamic content.
  3. Low-Complexity Simulations:
    There is a noticeable waning interest in low-fidelity simulation models, as advancements in computational power allow for more complex and realistic simulations.
  4. Non-immersive Virtual Environments:
    Studies related to non-immersive virtual environments are declining, as the trend moves towards fully immersive experiences in VR and AR.
  5. Basic Computer Graphics Algorithms:
    Fundamental algorithms in computer graphics that do not incorporate modern advancements or applications are receiving less attention compared to innovative approaches.

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