LEADER 04009nam 2200649 450 001 996466345903316 005 20211008125416.0 010 $a3-540-89220-6 024 7 $a10.1007/978-3-540-89220-5 035 $a(CKB)1000000000545858 035 $a(SSID)ssj0000319052 035 $a(PQKBManifestationID)11240682 035 $a(PQKBTitleCode)TC0000319052 035 $a(PQKBWorkID)10337231 035 $a(PQKB)10894662 035 $a(DE-He213)978-3-540-89220-5 035 $a(MiAaPQ)EBC3063642 035 $a(MiAaPQ)EBC6511641 035 $a(Au-PeEL)EBL6511641 035 $a(OCoLC)304563680 035 $a(PPN)130186066 035 $a(EXLCZ)991000000000545858 100 $a20211008d2008 uy 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt 182 $cc 183 $acr 200 00$aMotion in games $efirst international workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008 : revised papers /$fArjan Egges, Arno Kamphuis, Mark Overmars (eds.) 205 $a1st ed. 2008. 210 1$aBerlin, Germany ;$aNew York, New York :$cSpringer,$d[2008] 210 4$dİ2008 215 $a1 online resource (IX, 257 p.) 225 1 $aImage Processing, Computer Vision, Pattern Recognition, and Graphics ;$v5277 300 $aIncludes index. 311 $a3-540-89219-2 320 $aIncludes bibliographical references and index. 327 $aCrowd 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. 330 $aThis book constitutes the thoroughly refereed post-workshop proceedings of the First International Workshop on Motion in Games, held in Utrecht, The Netherlands, during June 14-17, 2008, in collaboration with the NLGD Festival of Games. The 24 revised papers presented during the workshop cover topics on crowd simulation; virtual humans; motion synthesis; interfaces; navigation and steering; and facial and behavioral animation. 410 0$aImage Processing, Computer Vision, Pattern Recognition, and Graphics ;$v5277 606 $aComputer games$xProgramming$vCongresses 606 $aComputer games$xDesign$vCongresses 606 $aMotion$xComputer simulation$vCongresses 615 0$aComputer games$xProgramming 615 0$aComputer games$xDesign 615 0$aMotion$xComputer simulation 676 $a794.81 702 $aOvermars$b Mark H.$f1958- 702 $aKamphuis$b Arno 702 $aEgges$b Arjan 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a996466345903316 996 $aMotion in Games$9773786 997 $aUNISA