Arjan Egges / Arno Kamphuis / Mark Overmars (Volume editor)
Motion in Games
First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008, Revised Papers
Herausgegeben:Egges, Arjan; Kamphuis, Arno; Overmars, Mark
Arjan Egges / Arno Kamphuis / Mark Overmars (Volume editor)
Motion in Games
First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008, Revised Papers
Herausgegeben:Egges, Arjan; Kamphuis, Arno; Overmars, Mark
- Broschiertes Buch
- Merkliste
- Auf die Merkliste
- Bewerten Bewerten
- Teilen
- Produkt teilen
- Produkterinnerung
- Produkterinnerung
This book constitutes the thoroughly refereed post-workshop proceedings of the First International Workshop on Motion in Games, held in Utrecht, The Netherlands, during June 14-17, 2008, in collaboration with the NLGD Festival of Games. The 24 revised papers presented during the workshop cover topics on crowd simulation; virtual humans; motion synthesis; interfaces; navigation and steering; and facial and behavioral animation.
Andere Kunden interessierten sich auch für
- Motion in Games37,99 €
- Advances in Computer Entertainment Technology148,99 €
- Intelligent Technologies for Interactive Entertainment37,99 €
- Edilson de AguiarAnimation and Performance Capture Using Digitized Models74,99 €
- Edilson de AguiarAnimation and Performance Capture Using Digitized Models74,99 €
- Thomas S. Huang / Anton Nijholt / Maja Pantic / Alex Pentland (eds.)Artifical Intelligence for Human Computing39,99 €
- Intelligent Virtual Agents77,99 €
-
-
-
This book constitutes the thoroughly refereed post-workshop proceedings of the First International Workshop on Motion in Games, held in Utrecht, The Netherlands, during June 14-17, 2008, in collaboration with the NLGD Festival of Games. The 24 revised papers presented during the workshop cover topics on crowd simulation; virtual humans; motion synthesis; interfaces; navigation and steering; and facial and behavioral animation.
Produktdetails
- Produktdetails
- Lecture Notes in Computer Science 5277
- Verlag: Springer / Springer Berlin Heidelberg / Springer, Berlin
- Artikelnr. des Verlages: 12550432, 978-3-540-89219-9
- 2008
- Seitenzahl: 272
- Erscheinungstermin: 19. November 2008
- Englisch
- Abmessung: 235mm x 155mm x 15mm
- Gewicht: 421g
- ISBN-13: 9783540892199
- ISBN-10: 3540892192
- Artikelnr.: 25633084
- Lecture Notes in Computer Science 5277
- Verlag: Springer / Springer Berlin Heidelberg / Springer, Berlin
- Artikelnr. des Verlages: 12550432, 978-3-540-89219-9
- 2008
- Seitenzahl: 272
- Erscheinungstermin: 19. November 2008
- Englisch
- Abmessung: 235mm x 155mm x 15mm
- Gewicht: 421g
- ISBN-13: 9783540892199
- ISBN-10: 3540892192
- Artikelnr.: 25633084
Crowd Simulation.- Texture Synthesis Based Simulation of Secondary Agents.- Using the Corridor Map Method for Path Planning for a Large Number of Characters.- Real-Time Path Planning and Navigation for Multi-agent and Crowd Simulations.- Populate Your Game Scene.- Hierarchical Path Planning for Virtual Crowds.- Virtual Humans.- Towards Embodied and Situated Virtual Humans.- Adaptive Body, Motion and Cloth.- From Motion Capture to Real-Time Character Animation.- Motion Synthesis.- More Motion Capture in Games - Can We Make Example-Based Approaches Scale?.- Simulating Interactions of Characters.- Motion Prediction for Online Gaming.- Two-Character Motion Control: Challenge and Promise.- Motion Modeling: Can We Get Rid of Motion Capture?.- Informed Use of Motion Synthesis Methods.- Automatic Estimation of Skeletal Motion from Optical Motion Capture Data.- Interfaces.- An Immersive Motion Interface with Edutainment Contents for Elderly People.- Design of Experience and Flow in Movement-Based Interaction.- Navigation and Steering.- Relaxed Steering towards Oriented Region Goals.- Opening Doors in Motion Analysis Research.- Watch Out! A Framework for Evaluating Steering Behaviors.- Whole-Body Locomotion, Manipulation and Reaching for Humanoids.- Facial and Behavioral Animation.- Conveying Emotions through Facially Animated Avatars in Networked Virtual Environments.- Animating Speech in Games.- Autonomous Digital Actors.
Crowd Simulation.- Texture Synthesis Based Simulation of Secondary Agents.- Using the Corridor Map Method for Path Planning for a Large Number of Characters.- Real-Time Path Planning and Navigation for Multi-agent and Crowd Simulations.- Populate Your Game Scene.- Hierarchical Path Planning for Virtual Crowds.- Virtual Humans.- Towards Embodied and Situated Virtual Humans.- Adaptive Body, Motion and Cloth.- From Motion Capture to Real-Time Character Animation.- Motion Synthesis.- More Motion Capture in Games - Can We Make Example-Based Approaches Scale?.- Simulating Interactions of Characters.- Motion Prediction for Online Gaming.- Two-Character Motion Control: Challenge and Promise.- Motion Modeling: Can We Get Rid of Motion Capture?.- Informed Use of Motion Synthesis Methods.- Automatic Estimation of Skeletal Motion from Optical Motion Capture Data.- Interfaces.- An Immersive Motion Interface with Edutainment Contents for Elderly People.- Design of Experience and Flow in Movement-Based Interaction.- Navigation and Steering.- Relaxed Steering towards Oriented Region Goals.- Opening Doors in Motion Analysis Research.- Watch Out! A Framework for Evaluating Steering Behaviors.- Whole-Body Locomotion, Manipulation and Reaching for Humanoids.- Facial and Behavioral Animation.- Conveying Emotions through Facially Animated Avatars in Networked Virtual Environments.- Animating Speech in Games.- Autonomous Digital Actors.