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...
Συγγραφή απο Οργανισμό/Αρχή: | |
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Άλλοι συγγραφείς: | , |
Μορφή: | Ηλεκτρονική πηγή Ηλ. βιβλίο |
Γλώσσα: | English |
Έκδοση: |
Berlin, Heidelberg :
Springer Berlin Heidelberg : Imprint: Springer,
2012.
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Σειρά: | Lecture Notes in Computer Science,
7660 |
Θέματα: | |
Διαθέσιμο Online: | Full Text via HEAL-Link |
Πίνακας περιεχομένων:
- 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.