| 000 | 04960nam a22005775i 4500 | ||
|---|---|---|---|
| 001 | 978-3-642-34710-8 | ||
| 003 | DE-He213 | ||
| 005 | 20140220083330.0 | ||
| 007 | cr nn 008mamaa | ||
| 008 | 121116s2012 gw | s |||| 0|eng d | ||
| 020 |
_a9783642347108 _9978-3-642-34710-8 |
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| 024 | 7 |
_a10.1007/978-3-642-34710-8 _2doi |
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| 050 | 4 | _aT385 | |
| 050 | 4 | _aTA1637-1638 | |
| 050 | 4 | _aTK7882.P3 | |
| 072 | 7 |
_aUYQV _2bicssc |
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| 072 | 7 |
_aCOM016000 _2bisacsh |
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| 082 | 0 | 4 |
_a006.6 _223 |
| 100 | 1 |
_aKallmann, Marcelo. _eeditor. |
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| 245 | 1 | 0 |
_aMotion in Games _h[electronic resource] : _b5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012. Proceedings / _cedited by Marcelo Kallmann, Kostas Bekris. |
| 264 | 1 |
_aBerlin, Heidelberg : _bSpringer Berlin Heidelberg : _bImprint: Springer, _c2012. |
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| 300 |
_aXII, 384 p. 157 illus. _bonline resource. |
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| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _bcr _2rdacarrier |
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| 347 |
_atext file _bPDF _2rda |
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| 490 | 1 |
_aLecture Notes in Computer Science, _x0302-9743 ; _v7660 |
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| 505 | 0 | _aMoving 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. | |
| 520 | _aThis 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. | ||
| 650 | 0 | _aComputer science. | |
| 650 | 0 | _aArtificial intelligence. | |
| 650 | 0 | _aComputer simulation. | |
| 650 | 0 | _aComputer vision. | |
| 650 | 0 | _aComputer graphics. | |
| 650 | 1 | 4 | _aComputer Science. |
| 650 | 2 | 4 | _aComputer Imaging, Vision, Pattern Recognition and Graphics. |
| 650 | 2 | 4 | _aArtificial Intelligence (incl. Robotics). |
| 650 | 2 | 4 | _aSimulation and Modeling. |
| 650 | 2 | 4 | _aUser Interfaces and Human Computer Interaction. |
| 650 | 2 | 4 | _aComputer Graphics. |
| 650 | 2 | 4 | _aImage Processing and Computer Vision. |
| 700 | 1 |
_aBekris, Kostas. _eeditor. |
|
| 710 | 2 | _aSpringerLink (Online service) | |
| 773 | 0 | _tSpringer eBooks | |
| 776 | 0 | 8 |
_iPrinted edition: _z9783642347092 |
| 830 | 0 |
_aLecture Notes in Computer Science, _x0302-9743 ; _v7660 |
|
| 856 | 4 | 0 | _uhttp://dx.doi.org/10.1007/978-3-642-34710-8 |
| 912 | _aZDB-2-SCS | ||
| 912 | _aZDB-2-LNC | ||
| 999 |
_c103797 _d103797 |
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