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Motion in games : 5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012 : proceedings / Marcelo Kallmann, Kostas Bekris (eds.).

By: Contributor(s): Material type: TextTextSeries: Lecture notes in computer science ; 7660. | LNCS sublibrary. SL 6, Image processing, computer vision, pattern recognition, and graphics.Publication details: Heidelberg ; New York : Springer, ©2012.Description: 1 online resourceContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9783642347108
  • 364234710X
Subject(s): Genre/Form: Additional physical formats: Printed edition:: No titleDDC classification:
  • 794.8/15 23
LOC classification:
  • QA76.76.C672 M537 2012
Online resources:
Contents:
Moving Path Planning Forward / Nathan R. Sturtevant -- Environmental Effect on Egress Simulation / Samuel Rodriguez, Andrew Giese, Nancy M. Amato, Saied Zarrinmehr and Firas Al-Douri, et al. -- Following a Group of Targets in Large Environments / Christopher Vo, Sam McKay, Nikhil Garg and Jyh-Ming Lien -- Realtime Performance Animation Using Sparse 3D Motion Sensors / Jongmin Kim, Yeongho Seol and Jehee Lee -- A Game System for Speech Rehabilitation / Mark Shtern, M. Brandon Haworth, Yana Yunusova, Melanie Baljko and Petros Faloutsos -- Virtual Try-On Using Kinect and HD Camera / Stevie Giovanni, Yeun Chul Choi, Jay Huang, Eng Tat Khoo and KangKang Yin -- Modal Vibrations for Character Animation / Paul G. Kry -- Modeling Physically Simulated Characters with Motion Networks / Robert Backman and Marcelo Kallmann -- A Unified Constraint Framework for Physical Animation of Articulated Rigid Bodies / Jakub Stępień -- Appealing Virtual Humans / Rachel McDonnell -- Perception of Complex Emotional Body Language of a Virtual Character / Cathy Ennis and Arjan Egges.
Conveying Real-Time Ambivalent Feelings through Asymmetric Facial Expressions / Junghyun Ahn, Stéphane Gobron, Daniel Thalmann and Ronan Boulic -- Automating the Transfer of a Generic Set of Behaviors onto a Virtual Character / Andrew Feng, Yazhou Huang, Yuyu Xu and Ari Shapiro -- A Crowd Modeling Framework for Socially Plausible Animation Behaviors / Seung In Park, Chao Peng, Francis Quek and Yong Cao -- Controlling Three Agents in a Quarrel: Lessons Learnt / Cyril Brom, Petr Babor, Markéta Popelová, Michal Bída and Jakub Tomek, et al. -- What's Next? The New Era of Autonomous Virtual Humans / Mubbasir Kapadia, Alexander Shoulson, Cory D. Boatright, Pengfei Huang and Funda Durupinar, et al. -- Virtual Humans: Evolving with Common Sense / Weizi Li and Jan M. Allbeck -- Principles and Observation: How Do People Move? / Jehee Lee -- Using Optimal Control Methods to Generate Human Walking Motions / Martin L. Felis and Katja Mombaur -- Interactive Quadruped Animation / Tyler Martin and Michael Neff.
Capturing Close Interactions with Objects Using a Magnetic Motion Capture System and a RGBD Sensor / Peter Sandilands, Myung Geol Choi and Taku Komura -- An Analysis of Motion Blending Techniques / Andrew Feng, Yazhou Huang, Marcelo Kallmann and Ari Shapiro -- Automatic Hand-Over Animation for Free-Hand Motions from Low Resolution Input / Chris Kang, Nkenge Wheatland, Michael Neff and Victor Zordan -- A Perceptual Study of the Relationship between Posture and Gesture for Virtual Characters / Pengcheng Luo and Michael Neff -- Walker Speed Adaptation in Gait Synthesis / Joëlle Tilmanne and Thierry Dutoit -- An Efficient Energy Transfer Inverse Kinematics Solution / Jing Huang and Catherine Pelachaud -- Motion Planning with Discrete Abstractions and Physics-Based Game Engines / Erion Plaku -- Calibrating a Motion Model Based on Reinforcement Learning for Pedestrian Simulation / Francisco Martinez-Gil, Miguel Lozano and Fernando Fernández.
A*mbush Family: A* Variations for Ambush Behavior and Path Diversity Generation / Kelwin Fernández, Glebys González and Carolina Chang -- Fuzzy Logic Controlled Pedestrian Groups in Urban Environments / Murat Haciomeroglu, Robert Laycock and Andy Day -- Enhancing the Behavior of Virtual Characters with Long Term Planning, Failure Anticipation and Opportunism / Philippe Rannou, Fabrice Lamarche and Marie-Odile Cordier -- Realtime, Physics-Based Marker Following / Joseph L. Cooper and Dana Ballard -- Fast Motion Retrieval with the Distance Input Space / Thibaut Le Naour, Nicolas Courty and Sylvie Gibet -- Machine Learning Approach for Gesture Recognition Based on Automatic Feature Selection / Xiubo Liang, Franck Multon and Weidong Geng -- Dealing with Variability When Recognizing User's Performance in Natural Gesture Interfaces / Anthony Sorel, Richard Kulpa, Emmanuel Badier and Franck Multon -- Treating Phobias with Computer Games / M. Brandon Haworth, Melanie Baljko and Petros Faloutsos -- Analysis and Verification of Navigation Strategies by Abstract Interpretation of Cellular Automata / Gianluca Amato and Francesca Scozzari.
Summary: 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.
Holdings
Item type Current library Collection Call number Status Date due Barcode Item holds
eBook eBook e-Library eBook LNCS Available
Total holds: 0

Moving Path Planning Forward / Nathan R. Sturtevant -- Environmental Effect on Egress Simulation / Samuel Rodriguez, Andrew Giese, Nancy M. Amato, Saied Zarrinmehr and Firas Al-Douri, et al. -- Following a Group of Targets in Large Environments / Christopher Vo, Sam McKay, Nikhil Garg and Jyh-Ming Lien -- Realtime Performance Animation Using Sparse 3D Motion Sensors / Jongmin Kim, Yeongho Seol and Jehee Lee -- A Game System for Speech Rehabilitation / Mark Shtern, M. Brandon Haworth, Yana Yunusova, Melanie Baljko and Petros Faloutsos -- Virtual Try-On Using Kinect and HD Camera / Stevie Giovanni, Yeun Chul Choi, Jay Huang, Eng Tat Khoo and KangKang Yin -- Modal Vibrations for Character Animation / Paul G. Kry -- Modeling Physically Simulated Characters with Motion Networks / Robert Backman and Marcelo Kallmann -- A Unified Constraint Framework for Physical Animation of Articulated Rigid Bodies / Jakub Stępień -- Appealing Virtual Humans / Rachel McDonnell -- Perception of Complex Emotional Body Language of a Virtual Character / Cathy Ennis and Arjan Egges.

Conveying Real-Time Ambivalent Feelings through Asymmetric Facial Expressions / Junghyun Ahn, Stéphane Gobron, Daniel Thalmann and Ronan Boulic -- Automating the Transfer of a Generic Set of Behaviors onto a Virtual Character / Andrew Feng, Yazhou Huang, Yuyu Xu and Ari Shapiro -- A Crowd Modeling Framework for Socially Plausible Animation Behaviors / Seung In Park, Chao Peng, Francis Quek and Yong Cao -- Controlling Three Agents in a Quarrel: Lessons Learnt / Cyril Brom, Petr Babor, Markéta Popelová, Michal Bída and Jakub Tomek, et al. -- What's Next? The New Era of Autonomous Virtual Humans / Mubbasir Kapadia, Alexander Shoulson, Cory D. Boatright, Pengfei Huang and Funda Durupinar, et al. -- Virtual Humans: Evolving with Common Sense / Weizi Li and Jan M. Allbeck -- Principles and Observation: How Do People Move? / Jehee Lee -- Using Optimal Control Methods to Generate Human Walking Motions / Martin L. Felis and Katja Mombaur -- Interactive Quadruped Animation / Tyler Martin and Michael Neff.

Capturing Close Interactions with Objects Using a Magnetic Motion Capture System and a RGBD Sensor / Peter Sandilands, Myung Geol Choi and Taku Komura -- An Analysis of Motion Blending Techniques / Andrew Feng, Yazhou Huang, Marcelo Kallmann and Ari Shapiro -- Automatic Hand-Over Animation for Free-Hand Motions from Low Resolution Input / Chris Kang, Nkenge Wheatland, Michael Neff and Victor Zordan -- A Perceptual Study of the Relationship between Posture and Gesture for Virtual Characters / Pengcheng Luo and Michael Neff -- Walker Speed Adaptation in Gait Synthesis / Joëlle Tilmanne and Thierry Dutoit -- An Efficient Energy Transfer Inverse Kinematics Solution / Jing Huang and Catherine Pelachaud -- Motion Planning with Discrete Abstractions and Physics-Based Game Engines / Erion Plaku -- Calibrating a Motion Model Based on Reinforcement Learning for Pedestrian Simulation / Francisco Martinez-Gil, Miguel Lozano and Fernando Fernández.

A*mbush Family: A* Variations for Ambush Behavior and Path Diversity Generation / Kelwin Fernández, Glebys González and Carolina Chang -- Fuzzy Logic Controlled Pedestrian Groups in Urban Environments / Murat Haciomeroglu, Robert Laycock and Andy Day -- Enhancing the Behavior of Virtual Characters with Long Term Planning, Failure Anticipation and Opportunism / Philippe Rannou, Fabrice Lamarche and Marie-Odile Cordier -- Realtime, Physics-Based Marker Following / Joseph L. Cooper and Dana Ballard -- Fast Motion Retrieval with the Distance Input Space / Thibaut Le Naour, Nicolas Courty and Sylvie Gibet -- Machine Learning Approach for Gesture Recognition Based on Automatic Feature Selection / Xiubo Liang, Franck Multon and Weidong Geng -- Dealing with Variability When Recognizing User's Performance in Natural Gesture Interfaces / Anthony Sorel, Richard Kulpa, Emmanuel Badier and Franck Multon -- Treating Phobias with Computer Games / M. Brandon Haworth, Melanie Baljko and Petros Faloutsos -- Analysis and Verification of Navigation Strategies by Abstract Interpretation of Cellular Automata / Gianluca Amato and Francesca Scozzari.

Includes bibliographical references and index.

Online resource; title from digital title page (viewed on December 12, 2012).

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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