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

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 topic...

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Bibliographic Details
Other Authors: Egges, Arjan (Editor), Kamphuis, Arno (Editor), Overmars, Mark (Editor)
Format: eBook
Language:English
Published: Berlin, Heidelberg Springer Berlin Heidelberg 2008, 2008
Edition:1st ed. 2008
Series:Image Processing, Computer Vision, Pattern Recognition, and Graphics
Subjects:
Online Access:
Collection: Springer eBooks 2005- - Collection details see MPG.ReNa
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