Motion in Games

5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012. Proceedings

Editors:

ISBN: 978-3-642-34709-2 (Print) 978-3-642-34710-8 (Online)

Table of contents (37 chapters)

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  1. Front Matter

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  2. Planning

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      Pages 1-6

      Moving Path Planning Forward

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      Pages 7-18

      Environmental Effect on Egress Simulation

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      Pages 19-30

      Following a Group of Targets in Large Environments

  3. Interaction

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      Pages 31-42

      Realtime Performance Animation Using Sparse 3D Motion Sensors

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      Pages 43-54

      A Game System for Speech Rehabilitation

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      Pages 55-65

      Virtual Try-On Using Kinect and HD Camera

  4. Physics

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      Pages 66-77

      Modal Vibrations for Character Animation

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      Pages 78-89

      Modeling Physically Simulated Characters with Motion Networks

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      Pages 90-101

      A Unified Constraint Framework for Physical Animation of Articulated Rigid Bodies

  5. Perception

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      Pages 102-111

      Appealing Virtual Humans

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      Pages 112-121

      Perception of Complex Emotional Body Language of a Virtual Character

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      Pages 122-133

      Conveying Real-Time Ambivalent Feelings through Asymmetric Facial Expressions

  6. Behavior

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      Pages 134-145

      Automating the Transfer of a Generic Set of Behaviors onto a Virtual Character

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      Pages 146-157

      A Crowd Modeling Framework for Socially Plausible Animation Behaviors

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      Pages 158-169

      Controlling Three Agents in a Quarrel: Lessons Learnt

  7. Virtual Humans

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      Pages 170-181

      What’s Next? The New Era of Autonomous Virtual Humans

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      Pages 182-193

      Virtual Humans: Evolving with Common Sense

  8. Locomotion

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      Pages 194-196

      Principles and Observation: How Do People Move?

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      Pages 197-207

      Using Optimal Control Methods to Generate Human Walking Motions

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      Pages 208-219

      Interactive Quadruped Animation

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