LEADER 02080nam 2200349 450 001 9910376054303321 005 20230824204950.0 035 $a(CKB)4100000004910328 035 $a(Non_Seri)133720 035 $a(NjHacI)994100000004910328 035 $a(EXLCZ)994100000004910328 100 $a20230824d2017 uy 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aMIG 2017 $eproceedings, Motion in Games : Barcelona, Spain, November 8-10, 2017 / /$fedited by Stephen N. Spencer 210 1$aNew York :$cACM,$d2017. 215 $a1 online resource (128 pages) 225 0 $aACM Conferences 311 $a1-4503-5541-2 330 $aMotion plays a crucial role in interactive applications, such as VR, AR, and video games. Characters move around, objects are manipulated or move due to physical constraints, entities are animated, and the camera moves through the scene. Even the motion of the player nowadays is used as input to such interactive systems. The study of motion is also important for many different areas of research, including graphics and animation, game technology, robotics, simulation, computer vision, and also physics, psychology, and urban studies. Cross-fertilization between these communities can considerably advance the state-ofthe-art in the area. The goal of the Motion in Games conference is to bring together researchers from a variety of fields to present their most recent results, to initiate collaborations, and to contribute to the establishment of the research area. The conference will consist of regular paper sessions, poster presentations, as well as presentations by a selection of internationally renowned speakers in all areas related to interactive systems and simulation. 606 $aVideo games$xProgramming 615 0$aVideo games$xProgramming. 676 $a794.81525 702 $aSpencer$b Stephen N. 801 0$bNjHacI 801 1$bNjHacl 906 $aBOOK 912 $a9910376054303321 997 $aUNINA