Motion in Games Book by Marcelo Kallmann - Bookswagon
Motion in Games

Motion in Games


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About the Book

Moving 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.


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Product Details
  • ISBN-13: 9783642347092
  • Publisher: Springer
  • Publisher Imprint: Springer
  • Depth: 19
  • Height: 234 mm
  • No of Pages: 384
  • Series Title: Lecture Notes in Computer Science / Image Processing, Computer Vision, Pattern Recognition, and Graphics
  • Sub Title: 5th International Conference, Mig 2012, Rennes, France, November 15-17, 2012, Proceedings
  • Width: 156 mm
  • ISBN-10: 3642347096
  • Publisher Date: 12 Oct 2012
  • Binding: Paperback
  • Edition: 2012 ed.
  • Language: English
  • Returnable: Y
  • Spine Width: 21 mm
  • Weight: 607 gr


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Motion in Games
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