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Motion in Games: 5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012, Proceedings 2012 ed. [Pehme köide]

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  • Formaat: Paperback / softback, 384 pages, kõrgus x laius: 235x155 mm, kaal: 605 g, 157 Illustrations, black and white; XII, 384 p. 157 illus., 1 Paperback / softback
  • Sari: Lecture Notes in Computer Science 7660
  • Ilmumisaeg: 12-Oct-2012
  • Kirjastus: Springer-Verlag Berlin and Heidelberg GmbH & Co. K
  • ISBN-10: 3642347096
  • ISBN-13: 9783642347092
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  • Formaat: Paperback / softback, 384 pages, kõrgus x laius: 235x155 mm, kaal: 605 g, 157 Illustrations, black and white; XII, 384 p. 157 illus., 1 Paperback / softback
  • Sari: Lecture Notes in Computer Science 7660
  • Ilmumisaeg: 12-Oct-2012
  • Kirjastus: Springer-Verlag Berlin and Heidelberg GmbH & Co. K
  • ISBN-10: 3642347096
  • ISBN-13: 9783642347092
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.
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.- Whats 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 Users Performance in Natural Gesture
Interfaces.- Treating Phobias with Computer Games.- Analysis and Verification
of Navigation Strategies by Abstract Interpretation of Cellular Automata.