Motion in Games
5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012, Proceedings
Herausgegeben:Kallmann, Marcelo; Bekris, Kostas
Motion in Games
5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012, Proceedings
Herausgegeben:Kallmann, Marcelo; Bekris, Kostas
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This book constitutes the refereed proceedings of the 5th International Workshop on Motion in Games, held in Rennes, France, in November 2012. The 23 revised full papers presented together with 9 posters and 5 extended abstracts were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on planning, interaction, physics, perception, behavior, virtual humans, locomotion, and motion capture.
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This book constitutes the refereed proceedings of the 5th International Workshop on Motion in Games, held in Rennes, France, in November 2012. The 23 revised full papers presented together with 9 posters and 5 extended abstracts were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on planning, interaction, physics, perception, behavior, virtual humans, locomotion, and motion capture.
Produktdetails
- Produktdetails
- Lecture Notes in Computer Science 7660
- Verlag: Springer / Springer Berlin Heidelberg / Springer, Berlin
- Artikelnr. des Verlages: 978-3-642-34709-2
- 2012
- Seitenzahl: 396
- Erscheinungstermin: 12. Oktober 2012
- Englisch
- Abmessung: 235mm x 155mm x 22mm
- Gewicht: 599g
- ISBN-13: 9783642347092
- ISBN-10: 3642347096
- Artikelnr.: 36638067
- Lecture Notes in Computer Science 7660
- Verlag: Springer / Springer Berlin Heidelberg / Springer, Berlin
- Artikelnr. des Verlages: 978-3-642-34709-2
- 2012
- Seitenzahl: 396
- Erscheinungstermin: 12. Oktober 2012
- Englisch
- Abmessung: 235mm x 155mm x 22mm
- Gewicht: 599g
- ISBN-13: 9783642347092
- ISBN-10: 3642347096
- Artikelnr.: 36638067
Moving Path Planning Forward.- Environmental Effect on Egress Simulation.- Following a Group of Targets in Large Environments.- Realtime Performance Animation Using Sparse 3D Motion Sensors.- A Game System for Speech Rehabilitation.- Virtual Try-On Using Kinect and HD Camera.- Physics.- Modal Vibrations for Character Animation.- Modeling Physically Simulated Characters with Motion Networks.- A Unified Constraint Framework for Physical Animation of Articulated Rigid Bodies.- Appealing Virtual Humans.- Perception of Complex Emotional Body Language of a Virtual Character.- Conveying Real-Time Ambivalent Feelings through Asymmetric Facial Expressions.- Automating the Transfer of a Generic Set of Behaviors onto a Virtual Character.- A Crowd Modeling Framework for Socially Plausible Animation Behaviors.- Controlling Three Agents in a Quarrel: Lessons Learnt.- Virtual Humans.- What's Next? The New Era of Autonomous Virtual Humans.- Virtual Humans: Evolving with Common Sense.- Locomotion.- Principles and Observation: How Do People Move?.- Using Optimal Control Methods to Generate Human Walking Motions.- Interactive Quadruped Animation.- Capturing Close Interactions with Objects Using a Magnetic Motion Capture System and a RGBD Sensor.- An Analysis of Motion Blending Techniques.- Automatic Hand-Over Animation for Free-Hand Motions from Low Resolution Input.- A Perceptual Study of the Relationship between Posture and Gesture for Virtual Characters.- Walker Speed Adaptation in Gait Synthesis.- An Efficient Energy Transfer Inverse Kinematics Solution.- Motion Planning with Discrete Abstractions and Physics-Based Game Engines.- Calibrating a Motion Model Based on Reinforcement Learning for Pedestrian Simulation.- A*mbush Family: A* Variations for Ambush Behavior and Path Diversity Generation.- Fuzzy Logic Controlled Pedestrian Groups in Urban Environments.- Enhancing the Behavior of Virtual Characters with Long Term Planning, Failure Anticipation and Opportunism.- Realtime,Physics-Based Marker Following.- Fast Motion Retrieval with the Distance Input Space.- Machine Learning Approach for Gesture Recognition Based on Automatic Feature Selection.- Dealing with Variability When Recognizing User's Performance in Natural Gesture Interfaces.- Treating Phobias with Computer Games.- Analysis and Verification of Navigation Strategies by Abstract Interpretation of Cellular Automata.
Moving Path Planning Forward.- Environmental Effect on Egress Simulation.- Following a Group of Targets in Large Environments.- Realtime Performance Animation Using Sparse 3D Motion Sensors.- A Game System for Speech Rehabilitation.- Virtual Try-On Using Kinect and HD Camera.- Physics.- Modal Vibrations for Character Animation.- Modeling Physically Simulated Characters with Motion Networks.- A Unified Constraint Framework for Physical Animation of Articulated Rigid Bodies.- Appealing Virtual Humans.- Perception of Complex Emotional Body Language of a Virtual Character.- Conveying Real-Time Ambivalent Feelings through Asymmetric Facial Expressions.- Automating the Transfer of a Generic Set of Behaviors onto a Virtual Character.- A Crowd Modeling Framework for Socially Plausible Animation Behaviors.- Controlling Three Agents in a Quarrel: Lessons Learnt.- Virtual Humans.- What's Next? The New Era of Autonomous Virtual Humans.- Virtual Humans: Evolving with Common Sense.- Locomotion.- Principles and Observation: How Do People Move?.- Using Optimal Control Methods to Generate Human Walking Motions.- Interactive Quadruped Animation.- Capturing Close Interactions with Objects Using a Magnetic Motion Capture System and a RGBD Sensor.- An Analysis of Motion Blending Techniques.- Automatic Hand-Over Animation for Free-Hand Motions from Low Resolution Input.- A Perceptual Study of the Relationship between Posture and Gesture for Virtual Characters.- Walker Speed Adaptation in Gait Synthesis.- An Efficient Energy Transfer Inverse Kinematics Solution.- Motion Planning with Discrete Abstractions and Physics-Based Game Engines.- Calibrating a Motion Model Based on Reinforcement Learning for Pedestrian Simulation.- A*mbush Family: A* Variations for Ambush Behavior and Path Diversity Generation.- Fuzzy Logic Controlled Pedestrian Groups in Urban Environments.- Enhancing the Behavior of Virtual Characters with Long Term Planning, Failure Anticipation and Opportunism.- Realtime,Physics-Based Marker Following.- Fast Motion Retrieval with the Distance Input Space.- Machine Learning Approach for Gesture Recognition Based on Automatic Feature Selection.- Dealing with Variability When Recognizing User's Performance in Natural Gesture Interfaces.- Treating Phobias with Computer Games.- Analysis and Verification of Navigation Strategies by Abstract Interpretation of Cellular Automata.