LEADER 05633nam 22008415 450 001 996466317603316 005 20200705120812.0 010 $a3-642-10347-2 024 7 $a10.1007/978-3-642-10347-6 035 $a(CKB)1000000000804441 035 $a(SSID)ssj0000355566 035 $a(PQKBManifestationID)11275411 035 $a(PQKBTitleCode)TC0000355566 035 $a(PQKBWorkID)10340955 035 $a(PQKB)10873631 035 $a(DE-He213)978-3-642-10347-6 035 $a(MiAaPQ)EBC3064790 035 $a(PPN)139962689 035 $a(EXLCZ)991000000000804441 100 $a20100301d2009 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt 182 $cc 183 $acr 200 10$aMotion in Games$b[electronic resource] $eSecond International Workshop, MIG 2009, Zeist, The Netherlands, November 21-24, 2009 /$fedited by Arjan Egges, Roland Geraerts, Mark Overmars 205 $a1st ed. 2009. 210 1$aBerlin, Heidelberg :$cSpringer Berlin Heidelberg :$cImprint: Springer,$d2009. 215 $a1 online resource (XI, 269 p.) 225 1 $aImage Processing, Computer Vision, Pattern Recognition, and Graphics ;$v5884 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a3-642-10346-4 320 $aIncludes bibliographical references and index. 327 $aAvoidance Behaviour -- Collision Avoidance between Avatars of Real and Virtual Individuals -- CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds -- Exploiting Motion Capture to Enhance Avoidance Behaviour in Games -- A Predictive Collision Avoidance Model for Pedestrian Simulation -- Behaviour and Affect -- Applying Affect Recognition in Serious Games: The PlayMancer Project -- A Comparative Review of Reactive Behaviour Models as Proposed in Computer Graphics and Cognitive Sciences -- Crowd Simulation -- Data Driven Evaluation of Crowds -- Variety Is the Spice of (Virtual) Life -- Interactive Modeling, Simulation and Control of Large-Scale Crowds and Traffic -- Motion Analysis and Synthesis -- A Velocity-Curvature Space Approach for Walking Motions Analysis -- Motion Pattern Encapsulation for Data-Driven Constraint-Based Motion Editing -- Real-Time Character Control for Wrestling Games -- Motion Planning and Synthesis of Human-Like Characters in Constrained Environments -- Navigation and Steering -- A Semantic Navigation Model for Video Games -- An Open Framework for Developing, Evaluating, and Sharing Steering Algorithms -- Data Based Steering of Virtual Human Using a Velocity-Space Approach -- Path Abstraction for Combined Navigation and Animation -- Camera Planning in Virtual Environments Using the Corridor Map Method -- Physics -- Adaptive Physics?Inspired Facial Animation -- Evolved Controllers for Simulated Locomotion -- Integrated Analytic and Linearized Inverse Kinematics for Precise Full Body Interactions -- Rendering and Video -- Light Space Cascaded Shadow Maps for Large Scale Dynamic Environments -- Practical and Scalable Transmission of Segmented Video Sequences to Multiple Players Using H.264. 330 $aThis book constitutes the proceedings of the Second International Workshop on Motion in Games, held in Zeist, The Netherlands, in November 2009. The 23 papers presented in this volume were carefully reviewed and selected. The topics covered are avoidance behaviour, behaviour and affect, crowd simulation, motion analysis and synthesis, navigation and steering, physics, rendering and video. . 410 0$aImage Processing, Computer Vision, Pattern Recognition, and Graphics ;$v5884 606 $aComputer graphics 606 $aUser interfaces (Computer systems) 606 $aComputer simulation 606 $aOptical data processing 606 $aPattern recognition 606 $aMultimedia systems  606 $aComputer Graphics$3https://scigraph.springernature.com/ontologies/product-market-codes/I22013 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aSimulation and Modeling$3https://scigraph.springernature.com/ontologies/product-market-codes/I19000 606 $aComputer Imaging, Vision, Pattern Recognition and Graphics$3https://scigraph.springernature.com/ontologies/product-market-codes/I22005 606 $aPattern Recognition$3https://scigraph.springernature.com/ontologies/product-market-codes/I2203X 606 $aMedia Design$3https://scigraph.springernature.com/ontologies/product-market-codes/I25004 608 $aKongress.$2swd 608 $aZeist (2008)$2swd 608 $aZeist (2009)$2swd 615 0$aComputer graphics. 615 0$aUser interfaces (Computer systems). 615 0$aComputer simulation. 615 0$aOptical data processing. 615 0$aPattern recognition. 615 0$aMultimedia systems . 615 14$aComputer Graphics. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aSimulation and Modeling. 615 24$aComputer Imaging, Vision, Pattern Recognition and Graphics. 615 24$aPattern Recognition. 615 24$aMedia Design. 676 $a004n/a 686 $aDAT 758f$2stub 686 $aSS 4800$2rvk 702 $aEgges$b Arjan$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aGeraerts$b Roland$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aOvermars$b Mark$4edt$4http://id.loc.gov/vocabulary/relators/edt 906 $aBOOK 912 $a996466317603316 996 $aMotion in Games$9773786 997 $aUNISA