Computer Animation and Virtual Worlds
Published by John Wiley & Sons
ISSN : 1546-4261
Abbreviation : Comput. Animat. Virtual World
Aims & Scope
With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games.
But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality.
Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry.
But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent.
They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
View Aims & ScopeMetrics & Ranking
Impact Factor
Year | Value |
---|---|
2025 | 1.7 |
Journal Rank
Year | Value |
---|---|
2024 | 15996 |
Journal Citation Indicator
Year | Value |
---|---|
2024 | 417 |
SJR (SCImago Journal Rank)
Year | Value |
---|---|
2024 | 0.321 |
Quartile
Year | Value |
---|---|
2024 | Q3 |
h-index
Year | Value |
---|---|
2024 | 55 |
Impact Factor Trend
Abstracting & Indexing
Journal is indexed in leading academic databases, ensuring global visibility and accessibility of our peer-reviewed research.
Subjects & Keywords
Journal’s research areas, covering key disciplines and specialized sub-topics in Computer Science, designed to support cutting-edge academic discovery.
Most Cited Articles
The Most Cited Articles section features the journal's most impactful research, based on citation counts. These articles have been referenced frequently by other researchers, indicating their significant contribution to their respective fields.
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Capturing human motion using bodyâ€fixed sensors: outdoor measurement and clinical applications
Citation: 214
Authors: Kamiar, Bijan
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Virtual world, defined from a technological perspective and applied to video games, mixed reality, and the Metaverse
Citation: 191
Authors: Kim J. L.
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A survey of mobile and wireless technologies for augmented reality systems
Citation: 162
Authors: George, Gurminder, Nadia
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A unified particle model for fluid–solid interactions
Citation: 147
Authors: Barbara, Jürg, Renato
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Interaction of fluids with deformable solids
Citation: 130
Authors: Matthias, Simon, Matthias, Bruno, Markus
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Mixing virtual and real scenes in the site of ancient Pompeii
Citation: 103
Authors: George, S�bastien, Brian, Marlene, Nadia, Andrew, Daniel
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Generic personality and emotion simulation for conversational agents
Citation: 99
Authors: Arjan, Sumedha, Nadia
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Agentâ€based human behavior modeling for crowd simulation
Citation: 94
Authors: Linbo, Suiping, Wentong, Malcolm Yoke Hean, Feng, Yongwei, Xian, Dan