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Motion in Games : First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008, Revised Papers / edited by Arjan Egges, Arno Kamphuis, Mark Overmars.
SpringerLink Books Lecture Notes In Computer Science (LNCS) (1997-2024) Available online
View online- Format:
- Book
- Series:
- Computer Science (Springer-11645)
- LNCS sublibrary. Image processing, computer vision, pattern recognition, and graphics ; SL 6, 5277.
- Image Processing, Computer Vision, Pattern Recognition, and Graphics ; 5277
- Language:
- English
- Subjects (All):
- Computer graphics.
- Computer engineering.
- User interfaces (Computer systems).
- Optical data processing.
- Application software.
- Multimedia systems.
- Computer Graphics.
- Computer Engineering.
- User Interfaces and Human Computer Interaction.
- Computer Imaging, Vision, Pattern Recognition and Graphics.
- Information Systems Applications (incl. Internet).
- Multimedia Information Systems.
- Local Subjects:
- Computer Graphics.
- Computer Engineering.
- User Interfaces and Human Computer Interaction.
- Computer Imaging, Vision, Pattern Recognition and Graphics.
- Information Systems Applications (incl. Internet).
- Multimedia Information Systems.
- Physical Description:
- 1 online resource (IX, 257 pages).
- Edition:
- First edition 2008.
- Contained In:
- Springer eBooks
- Place of Publication:
- Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2008.
- System Details:
- text file PDF
- Summary:
- 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.
- Contents:
- 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.
- Other Format:
- Printed edition:
- ISBN:
- 978-3-540-89220-5
- 9783540892205
- Access Restriction:
- Restricted for use by site license.
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