000 | 05473nam a22006495i 4500 | ||
---|---|---|---|
001 | 978-3-642-34710-8 | ||
003 | DE-He213 | ||
005 | 20240730182158.0 | ||
007 | cr nn 008mamaa | ||
008 | 121116s2012 gw | s |||| 0|eng d | ||
020 |
_a9783642347108 _9978-3-642-34710-8 |
||
024 | 7 |
_a10.1007/978-3-642-34710-8 _2doi |
|
050 | 4 | _aTA1501-1820 | |
050 | 4 | _aTA1634 | |
072 | 7 |
_aUYT _2bicssc |
|
072 | 7 |
_aCOM016000 _2bisacsh |
|
072 | 7 |
_aUYT _2thema |
|
082 | 0 | 4 |
_a006 _223 |
245 | 1 | 0 |
_aMotion in Games _h[electronic resource] : _b5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012, Proceedings / _cedited by Marcelo Kallmann, Kostas Bekris. |
250 | _a1st ed. 2012. | ||
264 | 1 |
_aBerlin, Heidelberg : _bSpringer Berlin Heidelberg : _bImprint: Springer, _c2012. |
|
300 |
_aXII, 384 p. 157 illus. _bonline resource. |
||
336 |
_atext _btxt _2rdacontent |
||
337 |
_acomputer _bc _2rdamedia |
||
338 |
_aonline resource _bcr _2rdacarrier |
||
347 |
_atext file _bPDF _2rda |
||
490 | 1 |
_aImage Processing, Computer Vision, Pattern Recognition, and Graphics, _x3004-9954 ; _v7660 |
|
505 | 0 | _aMoving Path Planning Forward -- Environmental Effect on Egress Simulation -- Following a Group of Targets in Large Environments -- Realtime Performance Animation Using Sparse 3D Motion Sensors -- A Game System for Speech Rehabilitation -- Virtual Try-On Using Kinect and HD Camera -- Physics -- Modal Vibrations for Character Animation -- Modeling Physically Simulated Characters with Motion Networks -- A Unified Constraint Framework for Physical Animation of Articulated Rigid Bodies -- Appealing Virtual Humans -- Perception of Complex Emotional Body Language of a Virtual Character -- Conveying Real-Time Ambivalent Feelings through Asymmetric Facial Expressions -- Automating the Transfer of a Generic Set of Behaviors onto a Virtual Character -- A Crowd Modeling Framework for Socially Plausible Animation Behaviors -- Controlling Three Agents in a Quarrel: Lessons Learnt -- Virtual Humans -- What's Next? The New Era of Autonomous Virtual Humans -- Virtual Humans: Evolving with Common Sense -- Locomotion -- Principles and Observation: How Do People Move? -- Using Optimal Control Methods to Generate Human Walking Motions -- Interactive Quadruped Animation -- Capturing Close Interactions with Objects Using a Magnetic Motion Capture System and a RGBD Sensor -- An Analysis of Motion Blending Techniques -- Automatic Hand-Over Animation for Free-Hand Motions from Low Resolution Input -- A Perceptual Study of the Relationship between Posture and Gesture for Virtual Characters -- Walker Speed Adaptation in Gait Synthesis -- An Efficient Energy Transfer Inverse Kinematics Solution -- Motion Planning with Discrete Abstractions and Physics-Based Game Engines -- Calibrating a Motion Model Based on Reinforcement Learning for Pedestrian Simulation -- A*mbush Family: A* Variations for Ambush Behavior and Path Diversity Generation -- Fuzzy Logic Controlled Pedestrian Groups in Urban Environments -- Enhancing the Behavior of Virtual Characters with Long Term Planning, Failure Anticipation and Opportunism -- Realtime,Physics-Based Marker Following -- Fast Motion Retrieval with the Distance Input Space -- Machine Learning Approach for Gesture Recognition Based on Automatic Feature Selection -- Dealing with Variability When Recognizing User's Performance in Natural Gesture Interfaces -- Treating Phobias with Computer Games -- Analysis and Verification of Navigation Strategies by Abstract Interpretation of Cellular Automata. | |
520 | _aThis book constitutes the refereed proceedings of the 5th International Workshop on Motion in Games, held in Rennes, France, in November 2012. The 23 revised full papers presented together with 9 posters and 5 extended abstracts were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on planning, interaction, physics, perception, behavior, virtual humans, locomotion, and motion capture. | ||
650 | 0 |
_aImage processing _xDigital techniques. _94145 |
|
650 | 0 |
_aComputer vision. _9127428 |
|
650 | 0 |
_aArtificial intelligence. _93407 |
|
650 | 0 |
_aComputer simulation. _95106 |
|
650 | 0 |
_aUser interfaces (Computer systems). _911681 |
|
650 | 0 |
_aHuman-computer interaction. _96196 |
|
650 | 0 |
_aComputer graphics. _94088 |
|
650 | 1 | 4 |
_aComputer Imaging, Vision, Pattern Recognition and Graphics. _931569 |
650 | 2 | 4 |
_aArtificial Intelligence. _93407 |
650 | 2 | 4 |
_aComputer Modelling. _9127429 |
650 | 2 | 4 |
_aUser Interfaces and Human Computer Interaction. _931632 |
650 | 2 | 4 |
_aComputer Graphics. _94088 |
650 | 2 | 4 |
_aComputer Vision. _9127430 |
700 | 1 |
_aKallmann, Marcelo. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt _9127431 |
|
700 | 1 |
_aBekris, Kostas. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt _9127432 |
|
710 | 2 |
_aSpringerLink (Online service) _9127433 |
|
773 | 0 | _tSpringer Nature eBook | |
776 | 0 | 8 |
_iPrinted edition: _z9783642347092 |
776 | 0 | 8 |
_iPrinted edition: _z9783642347115 |
830 | 0 |
_aImage Processing, Computer Vision, Pattern Recognition, and Graphics, _x3004-9954 ; _v7660 _9127434 |
|
856 | 4 | 0 | _uhttps://doi.org/10.1007/978-3-642-34710-8 |
912 | _aZDB-2-SCS | ||
912 | _aZDB-2-SXCS | ||
912 | _aZDB-2-LNC | ||
942 | _cELN | ||
999 |
_c91255 _d91255 |