Motion in Games: First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008, Revised Papers (Lecture Notes in Computer Science, 5277)
معرفی کتاب «Motion in Games: First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008, Revised Papers (Lecture Notes in Computer Science, 5277)» نوشتهٔ Marios Kyriakou, Yiorgos Chrysanthou (auth.), Arjan Egges, Arno Kamphuis, Mark Overmars (eds.)، منتشرشده توسط نشر Springer-Verlag Berlin Heidelberg. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
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. Crowd Simulation. Texture Synthesis Based Simulation Of Secondary Agents / Marios Kyriakou Yiorgos And Yiorgos Chrysanthou ; Using The Corridor Map Method For Path Planning For A Large Number Of Characters / Roland Geraerts [and Others] ; Real-time Path Planning And Navigation For Multi-agent And Crowd Simulations / Ming C. Lin [and Others] ; Populate Your Game Scene / Julien Pettre ; Hierarchical Path Planning For Virtual Crowds / Kai Yip Wong And Celine Loscos. Virtual Humans. Towards Embodied And Situated Virtual Humans / Stephane Donikian And Sebastien Paris ; Adaptive Body, Motion And Cloth / Nadia Magnenat-thalmann [and Others] ; From Motion Capture To Real-time Character Animation / Franck Multon [and Others] -- Motion Synthesis. More Motion Capture In Games---can We Make Example-based Approaches Scale? / Michael Gleicher ; Simulating Interactions Of Characters / Taku Komura, Hubert P.h. Shum And Edmond S.l. Ho ; Motion Prediction For Online Gaming / Rynson W.h. Lau And Addison Chan ; Two-character Motion Control: Challenge And Promise / Sung Yong Shin ; Motion Modeling: Can We Get Rid Of Motion Capture? / Daniel Thalmann ; Informed Use Of Motion Synthesis Methods / Herwin Van Welbergen, Zsofia Ruttkay And Balazs Varga ; Automatic Estimation Of Skeletal Motion From Optical Motion Capture Data / Zhidong Xiao, Hammadi Nait-charif And Jian J. Zhang. Interfaces. An Immersive Motion Interface With Edutainment Contents For Elderly People / Hyung Seok Kim, Youngtae Roh And Jee-in Kim ; Design Of Experience And Flow In Movement-based Interaction / Anton Nijholt, Betsy Van Dijk And Dennis Reidsma -- Navigation And Steering. Relaxed Steering Towards Oriented Region Goals / Ronan Boulic ; Opening Doors In Motion Analysis Research / Arjan Egges ; Watch Out! A Framework For Evaluating Steering Behaviors / Shawn Singh [and Others] ; Locomotion Manipulation And Reaching For Humanoids / Eiichi Yoshida [and Others] -- Facial And Behavioral Animation. Conveying Emotions Through Facially Animated Avatars In Networked Virtual Environments / Fabian Di Fiore [and Others] ; Animating Speech In Games / Scott A. King ; Autonomous Digital Actors / Ken Perlin And Gerry Seidman. Arjan Egges, Arno Kamphuis, Mark Overmars (eds.). Includes Bibliographical References And Author Index. Crowd simulation. Texture synthesis based simulation of secondary agents -- Marios Kyriakou Yiorgos and -- Yiorgos Chrysanthou ; Using the corridor map method for path planning for a large number of characters -- Roland Geraerts ... [et al.] ; Real-time path planning and navigation for multi-agent and crowd simulations -- Ming C. Lin ... [et al.] ; Populate your game scene -- Julien Pettre ; Hierarchical path planning for virtual crowds -- Kai Yip Wong and-- Celine Loscos Virtual humans. Towards embodied and situated virtual humans -- Stephane Donikian and -- Sebastien Paris ; Adaptive body, motion and cloth -- Nadia Magnenat-Thalmann ... [et al.] ; From motion capture to real-time character animation -- Franck Multon ... [et al.] Motion synthesis. More motion capture in games---can we make example-based approaches scale? -- Michael Gleicher ; Simulating interactions of characters -- Taku Komura, -- Hubert P.H. Shum and -- Edmond S.L. Ho ; Motion prediction for online gaming -- Rynson W.H. Lau and -- Addison Chan ; Two-character motion control: challenge and promise -- Sung Yong Shin ; Motion modeling: can we get rid of motion capture? -- Daniel Thalmann ; Informed use of motion synthesis methods -- Herwin van Welbergen, -- Zsofia Ruttkay and -- Balazs Varga ; Automatic estimation of skeletal motion from optical motion capture data -- Zhidong Xiao,-- Hammadi Nait-Charif and-- Jian J. Zhang. Interfaces. An Immersive motion interface with edutainment contents for elderly people -- Hyung Seok Kim, -- YoungTae Roh and -- Jee-In Kim ; Design of experience and flow in movement-based interaction -- Anton Nijholt, -- Betsy van Dijk and -- Dennis Reidsma Navigation and steering. Relaxed steering towards oriented region goals -- Ronan Boulic ; Opening doors in motion analysis research -- Arjan Egges ; Watch out! A framework for evaluating steering behaviors -- Shawn Singh ... [et al.] ; Locomotion manipulation and reaching for humanoids -- Eiichi Yoshida ... [et al.] Facial and behavioral animation. Conveying emotions through facially animated avatars in networked virtual environments -- Fabian Di Fiore ... [et al.] ; Animating speech in games -- Scott A. King ; Autonomous digital actors -- Ken Perlin and-- Gerry Seidman Front Matter....Pages - Texture Synthesis Based Simulation of Secondary Agents....Pages 1-10 Using the Corridor Map Method for Path Planning for a Large Number of Characters....Pages 11-22 Real-Time Path Planning and Navigation for Multi-agent and Crowd Simulations....Pages 23-32 Populate Your Game Scene....Pages 33-42 Hierarchical Path Planning for Virtual Crowds....Pages 43-50 Towards Embodied and Situated Virtual Humans....Pages 51-62 Adaptive Body, Motion and Cloth....Pages 63-71 From Motion Capture to Real-Time Character Animation....Pages 72-81 More Motion Capture in Games — Can We Make Example-Based Approaches Scale?....Pages 82-93 Simulating Interactions of Characters....Pages 94-103 Motion Prediction for Online Gaming....Pages 104-114 Two-Character Motion Control: Challenge and Promise....Pages 115-120 Motion Modeling: Can We Get Rid of Motion Capture?....Pages 121-131 Informed Use of Motion Synthesis Methods....Pages 132-143 Automatic Estimation of Skeletal Motion from Optical Motion Capture Data....Pages 144-153 An Immersive Motion Interface with Edutainment Contents for Elderly People....Pages 154-165 Design of Experience and Flow in Movement-Based Interaction....Pages 166-175 Relaxed Steering towards Oriented Region Goals....Pages 176-187 Opening Doors in Motion Analysis Research....Pages 188-199 Watch Out! A Framework for Evaluating Steering Behaviors....Pages 200-209 Whole-Body Locomotion, Manipulation and Reaching for Humanoids....Pages 210-221 Conveying Emotions through Facially Animated Avatars in Networked Virtual Environments....Pages 222-233 Animating Speech in Games....Pages 234-245 Autonomous Digital Actors....Pages 246-255 Back Matter....Pages -
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