Motion in Games [E-Book] : 5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012. Proceedings / edited by Marcelo Kallmann, Kostas Bekris.
Bekris, Kostas.
Kallmann, Marcelo.
Berlin, Heidelberg : Springer Berlin Heidelberg : 2012
Imprint: Springer,
XII, 384 p. 157 illus. digital.
englisch
9783642347108
10.1007/978-3-642-34710-8
Lecture notes in computer science
Full Text
Table of Contents:
  • 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.