First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008, Revised Papers Redaktion: Egges, Arjan; Overmars, Mark; Kamphuis, Arno
First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008, Revised Papers Redaktion: Egges, Arjan; Overmars, Mark; Kamphuis, Arno
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This 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.
This 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.
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Inhaltsangabe
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.
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.
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