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
024 7 _a10.1007/978-3-642-34710-8
_2doi
050 4 _aT385
050 4 _aTA1637-1638
050 4 _aTK7882.P3
072 7 _aUYQV
_2bicssc
072 7 _aCOM016000
_2bisacsh
082 0 4 _a006.6
_223
100 1 _aKallmann, Marcelo.
_eeditor.
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.
300 _aXII, 384 p. 157 illus.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aLecture Notes in Computer Science,
_x0302-9743 ;
_v7660
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
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