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Human walking in virtual environments : perception, technology, and applications / / Frank Steinicke ... [et al.], editors
Human walking in virtual environments : perception, technology, and applications / / Frank Steinicke ... [et al.], editors
Edizione [1st ed. 2013.]
Pubbl/distr/stampa Dordrecht [Germany] ; ; New York, : Springer, 2013
Descrizione fisica 1 online resource (x, 402 pages) : illustrations (some color)
Disciplina 006.8
Altri autori (Persone) SteinickeFrank
Collana Gale eBooks
Soggetto topico Motion - Computer simulation
Human locomotion
Virtual reality
ISBN 1-4419-8432-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto pt. 1. Perception -- pt. 2. Technologies.
Record Nr. UNINA-9910438055703321
Dordrecht [Germany] ; ; New York, : Springer, 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
MoCap for artists : workflow and techniques for motion capture / / Midori Kitagawa and Brian Windsor
MoCap for artists : workflow and techniques for motion capture / / Midori Kitagawa and Brian Windsor
Autore Kitagawa Midori <1963-, >
Edizione [1st edition]
Pubbl/distr/stampa Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2008
Descrizione fisica 1 online resource (231 p.)
Disciplina 006.6/96
Altri autori (Persone) WindsorBrian
Soggetto topico Computer animation
Motion - Computer simulation
Three-dimensional imaging
Soggetto genere / forma Electronic books.
ISBN 1-136-13965-6
1-136-13966-4
1-281-30730-0
9786611307301
0-08-087794-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto MoCap for ArtistsWorkflow and Techniques for Motion Capture; Copyright; Contents; Acknowledgments; Introduction; Chapter 1: An Overview and History of Motion Capture; 1.1 About This Book; 1.2 History of Mocap; 1.2.1 Early attempts; 1.2.2 Rotoscoping; 1.2.3 Beginning of digital mocap; 1.3 Types of Mocap; 1.3.1 Optical mocap systems; 1.3.2 Magnetic mocap systems; 1.3.3 Mechanical mocap systems; Chapter 2: Preproduction; 2.1 Importance of Preproduction; 2.2 Pre-capture Planning; 2.2.1 Script; 2.2.2 Storyboard; 2.2.3 Shot list; 2.2.4 Animatic; 2.3 Preparation for Capture; 2.3.1 Talent
2.3.2 Marker sets2.3.2.1 What are the system limitations?; 2.3.2.2 What kind of motion will be captured?; 2.3.2.3 Know the anatomy; 2.3.3 Capture volume; 2.3.4 Shot list; 2.3.5 Capture schedule; 2.3.6 Rehearsals; 2.3.7 Props; 2.3.8 Suits and markers; Chapter 3: Pipeline; 3.1 Setting up a Skeleton for a 3D Character; 3.2 Calibrations; 3.2.1 System calibration; 3.2.2 Subject calibration; 3.3 Capture Sessions; 3.3.1 Audio and video references; 3.3.2 Organization; 3.3.3 Preventing occlusions; 3.4 Cleaning Data; 3.5 Editing Data; 3.6 Applying Motions to a 3D Character
3.7 Rendering and Post-productionChapter 4: Cleaning and Editing Data; 4.1 Cleaning Marker Data; 4.1.1 Types of data; 4.1.1.1 Optical marker data (translational data); 4.1.1.2 Translational and rotational data; 4.1.1.3 Skeletal data; 4.1.2 What to clean and what not?; 4.1.2.1 What not to clean?; 4.1.2.2 What to clean?; 4.1.3 Labeling/identifying; 4.1.4 Data cleaning methods; 4.1.4.1 Eliminating gaps; 4.1.4.2 Eliminating spikes; 4.1.4.3 Rigid body; 4.1.4.4 Filters; 4.1.5 When to stop?; 4.2 Applying Marker Data to the Skeleton; 4.2.1 Actor; 4.2.2 Skeleton; 4.2.3 Character
Chapter 5: Skeletal Editing5.1 Retargeting; 5.1.1 Reducing need for retargeting; 5.1.2 Scaling a skeleton; 5.1.3 Fixing foot sliding; 5.1.4 Working on the spine; 5.2 Blending Motions; 5.2.1 Selecting a blending point; 5.2.2 Matching positions; 5.2.3 Dealing with less than ideal cases; 5.3 Inverse Kinematics; 5.4 Floor Contact; 5.5 Rigid Body; 5.6 Looping Motion; 5.6.1 Getting motion ready; 5.6.2 Setting up the loop; 5.6.2.1 Walking down the z-axis; 5.6.2.2 Taking out the translation; 5.7 Poses; 5.7.1 Deciding what to use; 5.7.2 Creating a pose; 5.7.3 Key-framing a pose
Chapter 6: Data Application - Intro Level: Props6.1 A Stick with Two Markers; 6.1.1 When it fails: Occlusion; 6.1.2 When it fails: Rotation; 6.2 A Stick with Three Markers; 6.2.1 Three markers with equal distances; 6.2.2 Three markers on a single straight line; 6.2.3 Placement of three markers that works; 6.3 Flexible Objects; Chapter 7: Data Application - Intermediate Level: Decomposing and Composing Motions; 7.1 Mapping Multiple Motions; 7.1.1 Decomposing and composing upper and lower body motions; 7.1.2 Synchronizing upper and lower body motions; 7.2 Balance; 7.3 Breaking Motion Apart
7.3.1 When you don't need all the motion
Record Nr. UNINA-9910451104603321
Kitagawa Midori <1963-, >  
Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2008
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
MoCap for artists : workflow and techniques for motion capture / / Midori Kitagawa and Brian Windsor
MoCap for artists : workflow and techniques for motion capture / / Midori Kitagawa and Brian Windsor
Autore Kitagawa Midori <1963-, >
Edizione [1st edition]
Pubbl/distr/stampa Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2008
Descrizione fisica 1 online resource (231 p.)
Disciplina 006.6/96
Altri autori (Persone) WindsorBrian
Soggetto topico Computer animation
Motion - Computer simulation
Three-dimensional imaging
ISBN 1-136-13965-6
1-136-13966-4
1-281-30730-0
9786611307301
0-08-087794-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto MoCap for ArtistsWorkflow and Techniques for Motion Capture; Copyright; Contents; Acknowledgments; Introduction; Chapter 1: An Overview and History of Motion Capture; 1.1 About This Book; 1.2 History of Mocap; 1.2.1 Early attempts; 1.2.2 Rotoscoping; 1.2.3 Beginning of digital mocap; 1.3 Types of Mocap; 1.3.1 Optical mocap systems; 1.3.2 Magnetic mocap systems; 1.3.3 Mechanical mocap systems; Chapter 2: Preproduction; 2.1 Importance of Preproduction; 2.2 Pre-capture Planning; 2.2.1 Script; 2.2.2 Storyboard; 2.2.3 Shot list; 2.2.4 Animatic; 2.3 Preparation for Capture; 2.3.1 Talent
2.3.2 Marker sets2.3.2.1 What are the system limitations?; 2.3.2.2 What kind of motion will be captured?; 2.3.2.3 Know the anatomy; 2.3.3 Capture volume; 2.3.4 Shot list; 2.3.5 Capture schedule; 2.3.6 Rehearsals; 2.3.7 Props; 2.3.8 Suits and markers; Chapter 3: Pipeline; 3.1 Setting up a Skeleton for a 3D Character; 3.2 Calibrations; 3.2.1 System calibration; 3.2.2 Subject calibration; 3.3 Capture Sessions; 3.3.1 Audio and video references; 3.3.2 Organization; 3.3.3 Preventing occlusions; 3.4 Cleaning Data; 3.5 Editing Data; 3.6 Applying Motions to a 3D Character
3.7 Rendering and Post-productionChapter 4: Cleaning and Editing Data; 4.1 Cleaning Marker Data; 4.1.1 Types of data; 4.1.1.1 Optical marker data (translational data); 4.1.1.2 Translational and rotational data; 4.1.1.3 Skeletal data; 4.1.2 What to clean and what not?; 4.1.2.1 What not to clean?; 4.1.2.2 What to clean?; 4.1.3 Labeling/identifying; 4.1.4 Data cleaning methods; 4.1.4.1 Eliminating gaps; 4.1.4.2 Eliminating spikes; 4.1.4.3 Rigid body; 4.1.4.4 Filters; 4.1.5 When to stop?; 4.2 Applying Marker Data to the Skeleton; 4.2.1 Actor; 4.2.2 Skeleton; 4.2.3 Character
Chapter 5: Skeletal Editing5.1 Retargeting; 5.1.1 Reducing need for retargeting; 5.1.2 Scaling a skeleton; 5.1.3 Fixing foot sliding; 5.1.4 Working on the spine; 5.2 Blending Motions; 5.2.1 Selecting a blending point; 5.2.2 Matching positions; 5.2.3 Dealing with less than ideal cases; 5.3 Inverse Kinematics; 5.4 Floor Contact; 5.5 Rigid Body; 5.6 Looping Motion; 5.6.1 Getting motion ready; 5.6.2 Setting up the loop; 5.6.2.1 Walking down the z-axis; 5.6.2.2 Taking out the translation; 5.7 Poses; 5.7.1 Deciding what to use; 5.7.2 Creating a pose; 5.7.3 Key-framing a pose
Chapter 6: Data Application - Intro Level: Props6.1 A Stick with Two Markers; 6.1.1 When it fails: Occlusion; 6.1.2 When it fails: Rotation; 6.2 A Stick with Three Markers; 6.2.1 Three markers with equal distances; 6.2.2 Three markers on a single straight line; 6.2.3 Placement of three markers that works; 6.3 Flexible Objects; Chapter 7: Data Application - Intermediate Level: Decomposing and Composing Motions; 7.1 Mapping Multiple Motions; 7.1.1 Decomposing and composing upper and lower body motions; 7.1.2 Synchronizing upper and lower body motions; 7.2 Balance; 7.3 Breaking Motion Apart
7.3.1 When you don't need all the motion
Record Nr. UNINA-9910784829503321
Kitagawa Midori <1963-, >  
Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2008
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
MoCap for artists : workflow and techniques for motion capture / / Midori Kitagawa and Brian Windsor
MoCap for artists : workflow and techniques for motion capture / / Midori Kitagawa and Brian Windsor
Autore Kitagawa Midori <1963-, >
Edizione [1st edition]
Pubbl/distr/stampa Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2008
Descrizione fisica 1 online resource (231 p.)
Disciplina 006.6/96
Altri autori (Persone) WindsorBrian
Soggetto topico Computer animation
Motion - Computer simulation
Three-dimensional imaging
ISBN 1-136-13965-6
1-136-13966-4
1-281-30730-0
9786611307301
0-08-087794-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto MoCap for ArtistsWorkflow and Techniques for Motion Capture; Copyright; Contents; Acknowledgments; Introduction; Chapter 1: An Overview and History of Motion Capture; 1.1 About This Book; 1.2 History of Mocap; 1.2.1 Early attempts; 1.2.2 Rotoscoping; 1.2.3 Beginning of digital mocap; 1.3 Types of Mocap; 1.3.1 Optical mocap systems; 1.3.2 Magnetic mocap systems; 1.3.3 Mechanical mocap systems; Chapter 2: Preproduction; 2.1 Importance of Preproduction; 2.2 Pre-capture Planning; 2.2.1 Script; 2.2.2 Storyboard; 2.2.3 Shot list; 2.2.4 Animatic; 2.3 Preparation for Capture; 2.3.1 Talent
2.3.2 Marker sets2.3.2.1 What are the system limitations?; 2.3.2.2 What kind of motion will be captured?; 2.3.2.3 Know the anatomy; 2.3.3 Capture volume; 2.3.4 Shot list; 2.3.5 Capture schedule; 2.3.6 Rehearsals; 2.3.7 Props; 2.3.8 Suits and markers; Chapter 3: Pipeline; 3.1 Setting up a Skeleton for a 3D Character; 3.2 Calibrations; 3.2.1 System calibration; 3.2.2 Subject calibration; 3.3 Capture Sessions; 3.3.1 Audio and video references; 3.3.2 Organization; 3.3.3 Preventing occlusions; 3.4 Cleaning Data; 3.5 Editing Data; 3.6 Applying Motions to a 3D Character
3.7 Rendering and Post-productionChapter 4: Cleaning and Editing Data; 4.1 Cleaning Marker Data; 4.1.1 Types of data; 4.1.1.1 Optical marker data (translational data); 4.1.1.2 Translational and rotational data; 4.1.1.3 Skeletal data; 4.1.2 What to clean and what not?; 4.1.2.1 What not to clean?; 4.1.2.2 What to clean?; 4.1.3 Labeling/identifying; 4.1.4 Data cleaning methods; 4.1.4.1 Eliminating gaps; 4.1.4.2 Eliminating spikes; 4.1.4.3 Rigid body; 4.1.4.4 Filters; 4.1.5 When to stop?; 4.2 Applying Marker Data to the Skeleton; 4.2.1 Actor; 4.2.2 Skeleton; 4.2.3 Character
Chapter 5: Skeletal Editing5.1 Retargeting; 5.1.1 Reducing need for retargeting; 5.1.2 Scaling a skeleton; 5.1.3 Fixing foot sliding; 5.1.4 Working on the spine; 5.2 Blending Motions; 5.2.1 Selecting a blending point; 5.2.2 Matching positions; 5.2.3 Dealing with less than ideal cases; 5.3 Inverse Kinematics; 5.4 Floor Contact; 5.5 Rigid Body; 5.6 Looping Motion; 5.6.1 Getting motion ready; 5.6.2 Setting up the loop; 5.6.2.1 Walking down the z-axis; 5.6.2.2 Taking out the translation; 5.7 Poses; 5.7.1 Deciding what to use; 5.7.2 Creating a pose; 5.7.3 Key-framing a pose
Chapter 6: Data Application - Intro Level: Props6.1 A Stick with Two Markers; 6.1.1 When it fails: Occlusion; 6.1.2 When it fails: Rotation; 6.2 A Stick with Three Markers; 6.2.1 Three markers with equal distances; 6.2.2 Three markers on a single straight line; 6.2.3 Placement of three markers that works; 6.3 Flexible Objects; Chapter 7: Data Application - Intermediate Level: Decomposing and Composing Motions; 7.1 Mapping Multiple Motions; 7.1.1 Decomposing and composing upper and lower body motions; 7.1.2 Synchronizing upper and lower body motions; 7.2 Balance; 7.3 Breaking Motion Apart
7.3.1 When you don't need all the motion
Record Nr. UNINA-9910799978403321
Kitagawa Midori <1963-, >  
Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2008
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
MOCO '16 : International Symposium on Movement and Computing : 5-6 July, Thessaloniki, Greece / / general conference chair, Sotiris Manitsaris
MOCO '16 : International Symposium on Movement and Computing : 5-6 July, Thessaloniki, Greece / / general conference chair, Sotiris Manitsaris
Pubbl/distr/stampa New York : , : ACM, , 2016
Descrizione fisica 1 online resource (300 pages)
Disciplina 128.2
Collana ACM International Conference Proceedings Series
Soggetto topico Mind and body - Data processing
Motion - Computer simulation
Art and technology
ISBN 1-4503-4307-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Altri titoli varianti Movement and Computing 2016
Proceedings of the 3rd International Symposium on Movement and Computing
Record Nr. UNINA-9910376337003321
New York : , : ACM, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Motion in games : first international workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008 : revised papers / / Arjan Egges, Arno Kamphuis, Mark Overmars (eds.)
Motion in games : first international workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008 : revised papers / / Arjan Egges, Arno Kamphuis, Mark Overmars (eds.)
Edizione [1st ed. 2008.]
Pubbl/distr/stampa Berlin, Germany ; ; New York, New York : , : Springer, , [2008]
Descrizione fisica 1 online resource (IX, 257 p.)
Disciplina 794.81
Collana Image Processing, Computer Vision, Pattern Recognition, and Graphics
Soggetto topico Computer games - Programming
Computer games - Design
Motion - Computer simulation
ISBN 3-540-89220-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 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.
Record Nr. UNISA-996466345903316
Berlin, Germany ; ; New York, New York : , : Springer, , [2008]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui