Motion in games : Second International Workshop, MIG 2009 : Zeist, The Netherlands, November 21-24, 2009 : proceedings
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書誌事項
Motion in games : Second International Workshop, MIG 2009 : Zeist, The Netherlands, November 21-24, 2009 : proceedings
(Lecture notes in computer science, 5884)
Springer, c2009
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内容説明・目次
内容説明
Following the very successful Motion in Games event in June 2008, we or- nized the Second International Workshop on Motion in Games (MIG) during November 21-24, 2009 in Zeist, The Netherlands. Games have become a very important medium for both education and - tertainment. Motion plays a crucial role in computer games. Characters move around, objects are manipulated or move due to physical constraints, entities are animated, and the camera moves through the scene. Even the motion of the player nowadays is used as input to games. Motion is currently studied in many di?erent areas of research, including graphics and animation, game technology, robotics, simulation, computer vision, and also physics, psychology, and urban studies. Cross-fertilizationbetween these communities can considerably advance the state of the art in this area. The goal of the workshop Motion in Games is to bring together researchers from this variety of ?elds to present the most recent results and to initiate collaboration. The workshop is organized by the Dutch research project GATE. In total, the workshop this year consisted of 27 high-quality presentations by a selection of internationally renownedspeakers in the ?eld of games and simulations. We were extremely pleased with the quality of the contributions to the MIG workshop and we look forward to organizing a follow-up MIG event.
目次
Avoidance Behaviour.- Collision Avoidance between Avatars of Real and Virtual Individuals.- CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds.- Exploiting Motion Capture to Enhance Avoidance Behaviour in Games.- A Predictive Collision Avoidance Model for Pedestrian Simulation.- Behaviour and Affect.- Applying Affect Recognition in Serious Games: The PlayMancer Project.- A Comparative Review of Reactive Behaviour Models as Proposed in Computer Graphics and Cognitive Sciences.- Crowd Simulation.- Data Driven Evaluation of Crowds.- Variety Is the Spice of (Virtual) Life.- Interactive Modeling, Simulation and Control of Large-Scale Crowds and Traffic.- Motion Analysis and Synthesis.- A Velocity-Curvature Space Approach for Walking Motions Analysis.- Motion Pattern Encapsulation for Data-Driven Constraint-Based Motion Editing.- Real-Time Character Control for Wrestling Games.- Motion Planning and Synthesis of Human-Like Characters in Constrained Environments.- Navigation and Steering.- A Semantic Navigation Model for Video Games.- An Open Framework for Developing, Evaluating, and Sharing Steering Algorithms.- Data Based Steering of Virtual Human Using a Velocity-Space Approach.- Path Abstraction for Combined Navigation and Animation.- Camera Planning in Virtual Environments Using the Corridor Map Method.- Physics.- Adaptive Physics-Inspired Facial Animation.- Evolved Controllers for Simulated Locomotion.- Integrated Analytic and Linearized Inverse Kinematics for Precise Full Body Interactions.- Rendering and Video.- Light Space Cascaded Shadow Maps for Large Scale Dynamic Environments.- Practical and Scalable Transmission of Segmented Video Sequences to Multiple Players Using H.264.
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