LEADER 06373nam 22008415 450 001 996466314603316 005 20200701084642.0 010 $a3-642-34710-X 024 7 $a10.1007/978-3-642-34710-8 035 $a(CKB)3400000000102838 035 $a(SSID)ssj0000810211 035 $a(PQKBManifestationID)11503819 035 $a(PQKBTitleCode)TC0000810211 035 $a(PQKBWorkID)10828236 035 $a(PQKB)11065145 035 $a(DE-He213)978-3-642-34710-8 035 $a(MiAaPQ)EBC6285538 035 $a(MiAaPQ)EBC5596193 035 $a(Au-PeEL)EBL5596193 035 $a(OCoLC)821020974 035 $a(PPN)168327422 035 $a(EXLCZ)993400000000102838 100 $a20121116d2012 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt 182 $cc 183 $acr 200 10$aMotion in Games$b[electronic resource] $e5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012, Proceedings /$fedited by Marcelo Kallmann, Kostas Bekris 205 $a1st ed. 2012. 210 1$aBerlin, Heidelberg :$cSpringer Berlin Heidelberg :$cImprint: Springer,$d2012. 215 $a1 online resource (XII, 384 p. 157 illus.) 225 1 $aImage Processing, Computer Vision, Pattern Recognition, and Graphics ;$v7660 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a3-642-34709-6 320 $aIncludes bibliographical references and index. 327 $aMoving 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. 330 $aThis book constitutes the refereed proceedings of the 5th International Workshop on Motion in Games, held in Rennes, France, in November 2012. The 23 revised full papers presented together with 9 posters and 5 extended abstracts were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on planning, interaction, physics, perception, behavior, virtual humans, locomotion, and motion capture. 410 0$aImage Processing, Computer Vision, Pattern Recognition, and Graphics ;$v7660 606 $aOptical data processing 606 $aArtificial intelligence 606 $aComputer simulation 606 $aUser interfaces (Computer systems) 606 $aComputer graphics 606 $aComputer Imaging, Vision, Pattern Recognition and Graphics$3https://scigraph.springernature.com/ontologies/product-market-codes/I22005 606 $aArtificial Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/I21000 606 $aSimulation and Modeling$3https://scigraph.springernature.com/ontologies/product-market-codes/I19000 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aComputer Graphics$3https://scigraph.springernature.com/ontologies/product-market-codes/I22013 606 $aImage Processing and Computer Vision$3https://scigraph.springernature.com/ontologies/product-market-codes/I22021 608 $aConference proceedings.$2fast 615 0$aOptical data processing. 615 0$aArtificial intelligence. 615 0$aComputer simulation. 615 0$aUser interfaces (Computer systems). 615 0$aComputer graphics. 615 14$aComputer Imaging, Vision, Pattern Recognition and Graphics. 615 24$aArtificial Intelligence. 615 24$aSimulation and Modeling. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aComputer Graphics. 615 24$aImage Processing and Computer Vision. 676 $a794.815 702 $aKallmann$b Marcelo$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aBekris$b Kostas$4edt$4http://id.loc.gov/vocabulary/relators/edt 712 12$aMIG (Conference) 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a996466314603316 996 $aMotion in Games$9773786 997 $aUNISA