Motion in Games First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008. Revised Papers /
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 topic...
Συγγραφή απο Οργανισμό/Αρχή: | |
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Άλλοι συγγραφείς: | , , |
Μορφή: | Ηλεκτρονική πηγή Ηλ. βιβλίο |
Γλώσσα: | English |
Έκδοση: |
Berlin, Heidelberg :
Springer Berlin Heidelberg,
2008.
|
Σειρά: | Lecture Notes in Computer Science,
5277 |
Θέματα: | |
Διαθέσιμο Online: | Full Text via HEAL-Link |
Πίνακας περιεχομένων:
- 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.