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Motion in Games : 5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012, Proceedings / edited by Marcelo Kallmann, Kostas Bekris.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Kallmann, Marcelo, Editor.
Bekris, Kostas, Editor.
SpringerLink (Online service)
Series:
Computer Science (SpringerNature-11645)
LNCS sublibrary. Image processing, computer vision, pattern recognition, and graphics ; SL 6, 7660
Image Processing, Computer Vision, Pattern Recognition, and Graphics ; 7660
Language:
English
Subjects (All):
Image processing-Digital techniques.
Computer vision.
Artificial intelligence.
Computer simulation.
User interfaces (Computer systems).
Human-computer interaction.
Computer graphics.
Computer Imaging, Vision, Pattern Recognition and Graphics.
Artificial Intelligence.
Computer Modelling.
User Interfaces and Human Computer Interaction.
Computer Graphics.
Computer Vision.
Local Subjects:
Computer Imaging, Vision, Pattern Recognition and Graphics.
Artificial Intelligence.
Computer Modelling.
User Interfaces and Human Computer Interaction.
Computer Graphics.
Computer Vision.
Physical Description:
1 online resource (XII, 384 pages) : 157 illustrations
Edition:
1st ed. 2012.
Contained In:
Springer Nature eBook
Place of Publication:
Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2012.
System Details:
text file PDF
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.
Contents:
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.
Other Format:
Printed edition:
ISBN:
978-3-642-34710-8
9783642347108
Access Restriction:
Restricted for use by site license.

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