Motion in Games: First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008, Revised Papers

Author:   Arjan Egges ,  Arno Kamphuis ,  Mark Overmars
Publisher:   Springer-Verlag Berlin and Heidelberg GmbH & Co. KG
Edition:   2008 ed.
Volume:   5277
ISBN:  

9783540892199


Pages:   257
Publication Date:   19 November 2008
Format:   Paperback
Availability:   In Print   Availability explained
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Motion in Games: First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008, Revised Papers


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Overview

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.

Full Product Details

Author:   Arjan Egges ,  Arno Kamphuis ,  Mark Overmars
Publisher:   Springer-Verlag Berlin and Heidelberg GmbH & Co. KG
Imprint:   Springer-Verlag Berlin and Heidelberg GmbH & Co. K
Edition:   2008 ed.
Volume:   5277
Dimensions:   Width: 15.50cm , Height: 1.40cm , Length: 23.50cm
Weight:   0.454kg
ISBN:  

9783540892199


ISBN 10:   3540892192
Pages:   257
Publication Date:   19 November 2008
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

Table of Contents

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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