05127nam 22009255 450 991048395360332120251226203346.03-540-89220-610.1007/978-3-540-89220-5(CKB)1000000000545858(SSID)ssj0000319052(PQKBManifestationID)11240682(PQKBTitleCode)TC0000319052(PQKBWorkID)10337231(PQKB)10894662(DE-He213)978-3-540-89220-5(MiAaPQ)EBC3063642(MiAaPQ)EBC6511641(Au-PeEL)EBL6511641(OCoLC)304563680(PPN)130186066(EXLCZ)99100000000054585820100301d2008 u| 0engurnn#008mamaatxtccrMotion in Games First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008, Revised Papers /edited by Arjan Egges, Arno Kamphuis, Mark Overmars1st ed. 2008.Berlin, Heidelberg :Springer Berlin Heidelberg :Imprint: Springer,2008.1 online resource (IX, 257 p.)Image Processing, Computer Vision, Pattern Recognition, and Graphics,3004-9954 ;5277Includes index.3-540-89219-2 Includes bibliographical references and index.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.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 topics on crowd simulation; virtual humans; motion synthesis; interfaces; navigation and steering; and facial and behavioral animation.Image Processing, Computer Vision, Pattern Recognition, and Graphics,3004-9954 ;5277Computer graphicsComputer engineeringComputer networksUser interfaces (Computer systems)Human-computer interactionImage processingDigital techniquesComputer visionApplication softwareMultimedia systemsComputer GraphicsComputer Engineering and NetworksUser Interfaces and Human Computer InteractionComputer Imaging, Vision, Pattern Recognition and GraphicsComputer and Information Systems ApplicationsMultimedia Information SystemsComputer graphics.Computer engineering.Computer networks.User interfaces (Computer systems).Human-computer interaction.Image processingDigital techniques.Computer vision.Application software.Multimedia systems.Computer Graphics.Computer Engineering and Networks.User Interfaces and Human Computer Interaction.Computer Imaging, Vision, Pattern Recognition and Graphics.Computer and Information Systems Applications.Multimedia Information Systems.794.81Overmars Mark H.1958-Kamphuis ArnoEgges ArjanMiAaPQMiAaPQMiAaPQBOOK9910483953603321Motion in Games773786UNINA