Motion in Games : First International Workshop, MIG 2008, Utrecht, the Netherlands, June 14-17, 2008 : revised papers /
Motion in Games : First International Workshop, MIG 2008, Utrecht, the Netherlands, June 14-17, 2008 : revised papers /
Arjan Egges, Arno Kamphuis, Mark Overmars (eds.).
- Berlin : Springer-Verlag, ©2008.
- 1 online resource
- Lecture notes in computer science ; 5277 LNCS sublibrary. Image processing, computer vision, pattern recognition, and graphics ; SL 6 .
- Lecture notes in computer science ; 5277. LNCS sublibrary. SL 6, Image processing, computer vision, pattern recognition, and graphics. .
Includes bibliographical references and index.
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 / Marios Kyriakou Yiorgos and Yiorgos Chrysanthou ; Roland Geraerts [and others] ; Ming C. Lin [and others] ; Julien Pettre ; Kai Yip Wong and Celine Loscos. 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 / Stephane Donikian and Sebastien Paris ; Nadia Magnenat-Thalmann [and others] ; Franck Multon [and others] -- Michael Gleicher ; Taku Komura, Hubert P.H. Shum and Edmond S.L. Ho ; Rynson W.H. Lau and Addison Chan ; Sung Yong Shin ; Daniel Thalmann ; Herwin van Welbergen, Zsofia Ruttkay and Balazs Varga ; Zhidong Xiao, Hammadi Nait-Charif and Jian J. Zhang. 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 / 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 / Hyung Seok Kim, YoungTae Roh and Jee-In Kim ; Anton Nijholt, Betsy van Dijk and Dennis Reidsma -- Ronan Boulic ; Arjan Egges ; Shawn Singh [and others] ; Eiichi Yoshida [and others] -- Fabian Di Fiore [and others] ; Scott A. King ; Ken Perlin and Gerry Seidman.
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.
9783540892205 3540892206 3540892192 9783540892199
10.1007/978-3-540-89220-5 doi
978-3-540-89219-9 Springer http://www.springerlink.com
Video games--Programming--Congresses.
Image processing--Digital techniques--Congresses.
Computer vision--Congresses.
Jeux vidéo--Programmation--Congrès.
Traitement d'images--Techniques numériques--Congrès.
Vision par ordinateur--Congrès.
Informatique.
Video games--Programming
Computer vision
Image processing--Digital techniques
Congress
proceedings (reports)
Conference papers and proceedings
Conference papers and proceedings.
Actes de congrès.
QA76.76.C672 / M54 2008eb
006.7 794.8/1
Includes bibliographical references and index.
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 / Marios Kyriakou Yiorgos and Yiorgos Chrysanthou ; Roland Geraerts [and others] ; Ming C. Lin [and others] ; Julien Pettre ; Kai Yip Wong and Celine Loscos. 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 / Stephane Donikian and Sebastien Paris ; Nadia Magnenat-Thalmann [and others] ; Franck Multon [and others] -- Michael Gleicher ; Taku Komura, Hubert P.H. Shum and Edmond S.L. Ho ; Rynson W.H. Lau and Addison Chan ; Sung Yong Shin ; Daniel Thalmann ; Herwin van Welbergen, Zsofia Ruttkay and Balazs Varga ; Zhidong Xiao, Hammadi Nait-Charif and Jian J. Zhang. 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 / 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 / Hyung Seok Kim, YoungTae Roh and Jee-In Kim ; Anton Nijholt, Betsy van Dijk and Dennis Reidsma -- Ronan Boulic ; Arjan Egges ; Shawn Singh [and others] ; Eiichi Yoshida [and others] -- Fabian Di Fiore [and others] ; Scott A. King ; Ken Perlin and Gerry Seidman.
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.
9783540892205 3540892206 3540892192 9783540892199
10.1007/978-3-540-89220-5 doi
978-3-540-89219-9 Springer http://www.springerlink.com
Video games--Programming--Congresses.
Image processing--Digital techniques--Congresses.
Computer vision--Congresses.
Jeux vidéo--Programmation--Congrès.
Traitement d'images--Techniques numériques--Congrès.
Vision par ordinateur--Congrès.
Informatique.
Video games--Programming
Computer vision
Image processing--Digital techniques
Congress
proceedings (reports)
Conference papers and proceedings
Conference papers and proceedings.
Actes de congrès.
QA76.76.C672 / M54 2008eb
006.7 794.8/1