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Motion in Games First International Workshop MIG 2008 Utrecht The Netherlands June 14 17 2008 Revised Papers 1st Edition by Arjan Egges, ‎Arno Kamphuis, ‎Mark Overmars 3540892192 9783540892199

  • SKU: BELL-2039830
Motion in Games First International Workshop MIG 2008 Utrecht The Netherlands June 14 17 2008 Revised Papers 1st Edition by Arjan Egges, ‎Arno Kamphuis, ‎Mark Overmars 3540892192 9783540892199
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Motion in Games First International Workshop MIG 2008 Utrecht The Netherlands June 14 17 2008 Revised Papers 1st Edition by Arjan Egges, ‎Arno Kamphuis, ‎Mark Overmars 3540892192 9783540892199 instant download after payment.

Publisher: Springer-Verlag Berlin Heidelberg
File Extension: PDF
File size: 13.49 MB
Pages: 257
Author: Marios Kyriakou, Yiorgos Chrysanthou (auth.), Arjan Egges, Arno Kamphuis, Mark Overmars (eds.)
ISBN: 9783540892199, 3540892192
Language: English
Year: 2008
Edition: 1

Product desciption

Motion in Games First International Workshop MIG 2008 Utrecht The Netherlands June 14 17 2008 Revised Papers 1st Edition by Arjan Egges, ‎Arno Kamphuis, ‎Mark Overmars 3540892192 9783540892199 by Marios Kyriakou, Yiorgos Chrysanthou (auth.), Arjan Egges, Arno Kamphuis, Mark Overmars (eds.) 9783540892199, 3540892192 instant download after payment.

Motion in Games First International Workshop MIG 2008 Utrecht The Netherlands June 14 17 2008 Revised Papers 1st Edition by Arjan Egges, ‎Arno Kamphuis, ‎Mark Overmars - Ebook PDF Instant Download/Delivery: 3540892192, 9783540892199

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Product details:

ISBN 10: 3540892192 

ISBN 13: 9783540892199

Author: Arjan Egges; ‎Arno Kamphuis; ‎Mark Overmars

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.

Table of contents:

  1. Related Work
  2. Overview
  3. Initialization Phase
  4. Creation of 3D Texture Blocks
  5. Creation of the Example Tree
  6. SynthesisPhase
  7. Search for the Best Matching Block
  8. Creation of the New 3D Texture
  9. Problems with the Synthesis
  10. Results
  11. Discussion and Future Work
  12. References
  13. Using the Corridor Map Method for Path Planning for a Large Number of Characters
  14. Introduction
  15. The Corridor Map Method
  16. Creating High-Quality Corridor Maps
  17. Fast Extraction of a Corridor
  18. Fast Extraction of a Path
  19. Path Variation
  20. Results
  21. Obstacle Avoidance
  22. CrowdSimulation
  23. Goal Oriented Behavior
  24. Wandering Behavior
  25. Coherent Groups
  26. Results
  27. Conclusions and Future Work
  28. References
  29. Real-Time Path Planning and Navigation for Multi-agent and Crowd Simulations
  30. Introduction
  31. Related Work
  32. Multi-agent Navigation Graphs
  33. Heterogeneous Crowd Simulations Using AERO
  34. Navigation Using Reciprocal Velocity Obstacles
  35. Extensions
  36. Modeling Complex Behaviors
  37. Accelerating Simulations
  38. Results
  39. Discussion
  40. References
  41. Populate Your Game Scene
  42. Introduction
  43. Motivations
  44. Related Work
  45. Overview
  46. Navigation Graphs
  47. Navigation Flows
  48. Scalable Pedestrian Simulation
  49. Example and Discussion
  50. Conclusion
  51. References
  52. Hierarchical Path Planning for Virtual Crowds
  53. Introduction
  54. Related Work
  55. Hierarchical Path Planning
  56. Data Structures
  57. Decision Making
  58. Results
  59. Algorithm Efficiency
  60. Comparison with the a-Star Algorithm
  61. Conclusions and Future Work
  62. References
  63. Virtual Humans
  64. Towards Embodied and Situated Virtual Humans
  65. Introduction
  66. Biomechanical Layer
  67. Reactive Layer
  68. Cognitive Layer
  69. RationalLayer
  70. Conclusion
  71. References
  72. Adaptive Body, Motion and Cloth
  73. Introduction
  74. Human Body Modeling
  75. Motion Adaptation
  76. Real-Time Garment Simulation
  77. An Example of Real-Time Garment Animation System
  78. Conclusion
  79. References
  80. From Motion Capture to Real-Time Character Animation
  81. Introduction
  82. Related Works
  83. Overview
  84. Morphology-Independent Representation of Motion
  85. Inverse Kinematics and Kinetics
  86. Dynamic Correction
  87. Conclusion
  88. References
  89. Motion Synthesis
  90. More Motion Capture* in Games — Can We Make Example-Based Approaches Scale?
  91. Introduction
  92. WhyExamples?
  93. SynthesisbyExample
  94. Synthesis-by-Example in Games
  95. Synthesis-by-Example in Research
  96. The Needs for Better Game Animation
  97. Using More Examples
  98. Why Example Sets Cannot Scale
  99. Scaling SBE Methods
  100. Splicing Actions
  101. Gaze Control
  102. TheFuture
  103. References
  104. Simulating Interactions of Characters
  105. Introduction
  106. Simulating Competitive Interactions Using Singly Captured Motions
  107. Experimental Results
  108. Simulating Interactions of Avatars in High Dimensional State Space
  109. Outline of the Method
  110. Experimental Results
  111. Creating Tangled Motions
  112. Methodology
  113. Experimental Results
  114. Summary and Future Work
  115. References
  116. Motion Prediction for Online Gaming
  117. Introduction
  118. Related Work
  119. Short-Term Prediction
  120. Long-Term Prediction
  121. Combining Short-Term and Long-Term Motion Prediction
  122. Our Short-Term Prediction Approach
  123. Our Long-Term Prediction Approach
  124. A Combined Motion Prediction Approach
  125. Conclusion
  126. References
  127. Two-Character Motion Control: Challenge and Promise
  128. Background
  129. Related Work
  130. Problem Statement
  131. Approaches
  132. Synchronous Case : Coupled Dancing
  133. Asynchronous Case : Kickboxing
  134. Conclusions
  135. References
  136. Motion Modeling: Can We Get Rid of Motion Capture?
  137. Introduction
  138. Case Studies at VRlab
  139. Avatar against Agent
  140. Training through Virtual Humans
  141. Reflex Movements
  142. Does Physics Solve the Problem?
  143. Motion Editing
  144. Low Dimensional Human Motion Synthesis
  145. Autonomous Behavior
  146. Conclusions
  147. References
  148. Informed Use of Motion Synthesis Methods
  149. Introduction
  150. Related Work
  151. Combining Dynamic and Kinematic Animation
  152. Tracking Kinematic Motion
  153. Modeling Informed by Motion Capture
  154. Identification of Primary and Secondary Joints
  155. Kinematic Model Based on Motion Capture
  156. Analyzing Variability and Symmetry
  157. Using Dynamic Simulation and Kinematics in Parallel
  158. FurtherWork
  159. Generating Variability
  160. Timing of Motion Phases
  161. Evaluating Movement Models
  162. References
  163. Automatic Estimation of Skeletal Motion from Optical Motion Capture Data
  164. Introduction
  165. Previous Work
  166. Motion Capture and Skeleton Fitting
  167. Marker Identification and Joint Determination
  168. Joint Angle Calculation
  169. Implementation and Results
  170. Discussion
  171. References
  172. Interfaces
  173. An Immersive Motion Interface with Edutainment Contents for Elderly People
  174. Introduction
  175. Related Works
  176. System Overview
  177. u-Table
  178. Interactions
  179. Edutainment Contents
  180. Virtual Fishing
  181. Word Puzzle
  182. Matching Cards
  183. Bean-Pocket Game
  184. Experiments
  185. Experiment 1: Familiar Interaction Metaphor
  186. Experiment 2: u-Table vs. Interaction without Immersive Motion [11]
  187. Concluding Remarks
  188. References
  189. Design of Experience and Flow in Movement-Based Interaction
  190. Introduction
  191. Exertion Interfaces
  192. Exertion and Entertainment Interfaces
  193. Intelligent Exertion Interfaces
  194. More Advanced Sensing of User and Activities
  195. Exertion Interfaces: Flow and Immersion?
  196. Multimodal, Joint, and Coordinated Activity in Exertion Interaction
  197. Conclusions
  198. References
  199. Navigation and Steering
  200. Relaxed Steering towards Oriented Region Goals
  201. Introduction
  202. Background
  203. The Standard Funnelling Controller
  204. Funnelling towards a Region Goal
  205. Tolerance Management vs. Region Goal
  206. Selecting the Best Target Position and Ensuring Stability of the Control
  207. Two Examples
  208. Trajectory Comparison
  209. Performances and Conclusion
  210. References
  211. Opening Doors in Motion Analysis Research
  212. Introduction
  213. Related Work
  214. Experiment Setup
  215. Participants and Environment
  216. Hypotheses
  217. Experiments
  218. Results
  219. The Steering Wheel of the Human Body
  220. Which Hand Is Used to Open the Door
  221. The Pose of the Subject When Opening the Door
  222. Conclusion and Future Work
  223. References
  224. Watch Out! A Framework for Evaluating Steering Behaviors
  225. Introduction
  226. Criteria for Effective Evaluation
  227. Related Work
  228. Benchmark Suite
  229. Description of the Scenarios
  230. Metrics of Evaluation
  231. BenchmarkScoring
  232. Conclusion
  233. References
  234. Whole-Body Locomotion, Manipulation and Reaching for Humanoids
  235. Introduction
  236. Manipulating While Walking
  237. Two-Stage Planning Method
  238. Smooth Motion Reshaping
  239. Task-Driven Support Polygon Reshaping for Reaching
  240. Method Overview
  241. Whole-Body Motion Generation Using Generalized Inverse Kinematics
  242. Support Polygon Reshaping
  243. Experimental Results
  244. Conclusion
  245. References
  246. Facial and Behavioral Animation
  247. Conveying Emotions through Facially Animated Avatars in Networked Virtual Environments
  248. Introduction
  249. Related Work
  250. Facial Animation
  251. Immersive Communication
  252. Our Approach
  253. Avatar Creation
  254. Facial Motion Data Capture and Extraction
  255. Animation System
  256. Visualisation of Results in 3D Environments
  257. Results
  258. Conclusions
  259. References
  260. Animating Speech in Games
  261. Introduction
  262. Modeling
  263. Geometry
  264. Parameterizations
  265. Animating
  266. Performance Animation
  267. Keyframing
  268. Physically-Based Animation
  269. Other Techniques
  270. Animating Expressions
  271. Animating Speech
  272. Rendering
  273. Conclusions
  274. References
  275. Autonomous Digital Actors
  276. Introduction
  277. Our Research Approach
  278. The Components
  279. Movement Coach
  280. Walking Machine / Blocking Machine
  281. Gesture Coach
  282. Acting Coach
  283. The Proceduralizer
  284. Conclusion

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Tags: Arjan Egges, Arno Kamphuis, Mark Overmars, Motion

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