Motion in Games 5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012. Proceedings /

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 pap...

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Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: Kallmann, Marcelo (Επιμελητής έκδοσης), Bekris, Kostas (Επιμελητής έκδοσης)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2012.
Σειρά:Lecture Notes in Computer Science, 7660
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
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245 1 0 |a Motion in Games  |h [electronic resource] :  |b 5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012. Proceedings /  |c edited by Marcelo Kallmann, Kostas Bekris. 
264 1 |a Berlin, Heidelberg :  |b Springer Berlin Heidelberg :  |b Imprint: Springer,  |c 2012. 
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490 1 |a Lecture Notes in Computer Science,  |x 0302-9743 ;  |v 7660 
505 0 |a 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. 
520 |a 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. 
650 0 |a Computer science. 
650 0 |a User interfaces (Computer systems). 
650 0 |a Artificial intelligence. 
650 0 |a Computer simulation. 
650 0 |a Computer graphics. 
650 0 |a Image processing. 
650 1 4 |a Computer Science. 
650 2 4 |a Computer Imaging, Vision, Pattern Recognition and Graphics. 
650 2 4 |a Artificial Intelligence (incl. Robotics). 
650 2 4 |a Simulation and Modeling. 
650 2 4 |a User Interfaces and Human Computer Interaction. 
650 2 4 |a Computer Graphics. 
650 2 4 |a Image Processing and Computer Vision. 
700 1 |a Kallmann, Marcelo.  |e editor. 
700 1 |a Bekris, Kostas.  |e editor. 
710 2 |a SpringerLink (Online service) 
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776 0 8 |i Printed edition:  |z 9783642347092 
830 0 |a Lecture Notes in Computer Science,  |x 0302-9743 ;  |v 7660 
856 4 0 |u http://dx.doi.org/10.1007/978-3-642-34710-8  |z Full Text via HEAL-Link 
912 |a ZDB-2-SCS 
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950 |a Computer Science (Springer-11645)