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- Ergonomic Chair Design by Fusing Qualitative and Quantitative Criteria using Interactive Genetic Algorithms (2 Links)
- Face, Portrait, Mask - the Virtuality of the Synthetic Face (2 Links)
- Graph Grammars as a Representation for Interactive Evolutionary 3D Design (2 Links)
- Photogrowth: non-photorealistic renderings through ant paintings (2 Links)
- Art, emergence and the computational sublime (2 Links)
- Is it Time for Computational Creativity to Grow Up and Start Being Irresponsible? (2 Links)
- Constrained novelty search: a study on game content generation (2 Links)
- A Survey on Accelerating Evolutionary Computation Approaches (2 Links)
- ArtiE-Fract: Interactive Evolution of Fractals (2 Links)
- Stochastic Generative Image Model Contributes to MRI Artistic Judgment Aptitude Validation (2 Links)
- Biological Content Generation: Evolving Game Terrains Through Living Organisms (2 Links)
- Evaluation of Sequential, Multi-objective, and Parallel Interactive Genetic Algorithms for Multi-objective Floor Plan Optimisation (2 Links)
- Artistic Stylization of Images and Video (2 Links)
- Flowsnake Earth (2 Links)
- Towards Knowledge-Oriented Creativity Support in Game Design (2 Links)
- Assessing Augmented Creativity: Putting a Lovelace Machine for Interactive Title Generation Through a Human Creativity Test (2 Links)
- Trans - former 13: exploration and adaptation of evolution expressed in a dynamic sculpture (2 Links)
- Creating Personalized Jigsaw Puzzles (2 Links)
- Automated Aesthetic Selection of Evolutionary Art by Distance Based Classification of Genomes and Phenomes Using the Universal Similarity Metric (2 Links)
- Creative Search Trajectories and their Implications (2 Links)
- Abstract Art by Shape Classification (2 Links)
- Higher Level Techniques for the Artistic Rendering of Images and Video (2 Links)
- Automated collage generation — with intent (2 Links)
- How the Obscure Features Hypothesis Leads to Innovation Assistant Software (2 Links)
- Evolutionary Architectural Design using Grammatical Evolution and Shape Grammars: A Single Person Shelter Design Challenge (2 Links)
- Reactiveness and Navigation in Computer Games: Different Needs, Different Approaches (2 Links)
- User Fatigue Reduction by an Absolute Rating Data-trained Predictor in IEC (2 Links)
- Curious agents and situated design evaluations (2 Links)
- Evolutionary Design by Computers (2 Links)
- Rebecca Luger-Guillaume (2 Links)
- Adding Dynamics to Sketch-based Character Animations (2 Links)
- Learning and reusing information in space layout problems using genetic engineering (2 Links)
- Variation (2 Links)
- Aesthetic 3D Model Evolution 2013 (2 Links)
- Autonomously Managing Competing Objectives to Improve the Creation and Curation of Artifacts (2 Links)
- Leonel Moura (2 Links)
- Generating Artwork Using Previous Created Image as Coloring Palette (2 Links)
- On-line Knowledge Embedding for Interactive EC-based Montage System (2 Links)
- Virtual constructive swarm compositions and inspiration (2 Links)
- Co-creating game content using an adaptive model of user taste (2 Links)
- Low-complexity art (2 Links)
- On Symmetry, Aesthetics and Quantifying Symmetrical Complexity (2 Links)
- Evolutionary shape grammars for product design (2 Links)
- Collaborative Preference Learning (2 Links)
- SBEAT3: A tool for multi-part music composition by simulated breeding (2 Links)
- Schwarm Algorithmen (2 Links)
- Maintaining Population Diversity in Evolutionary Art (2 Links)
- On the Translation of Design Data into Design Form in Evolutionary Design (2 Links)
- Detecting people in cubist art (2 Links)
- Imagining Imagination: A Computational Framework Using Associative Memory Models and Vector Space Models (2 Links)
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