Motion in Games

4th International Conference, MIG 2011, Edinburgh, UK, November 13-15, 2011. Proceedings

  • Jan M. Allbeck
  • Petros Faloutsos
Conference proceedings MIG 2011
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7060)

Table of contents

  1. Front Matter
  2. Character Animation I

    1. C. Karen Liu, Victor B. Zordan
      Pages 1-14
    2. Ionut Damian, Birgit Endrass, Peter Huber, Nikolaus Bee, Elisabeth André
      Pages 15-26
  3. Motion Synthesis I

    1. Mentar Mahmudi, Marcelo Kallmann
      Pages 39-50
  4. Physically-Based Character Motion

    1. Ben Kenwright, Richard Davison, Graham Morgan
      Pages 63-73
    2. Thomas Geijtenbeek, Diana Vasilescu, Arjan Egges
      Pages 74-85
    3. Hironori Mitake, Shoichi Hasegawa, Makoto Sato
      Pages 86-97
  5. Character Animation II

    1. Ari Shapiro
      Pages 98-109
    2. Masaki Oshita, Naoki Masaoka
      Pages 120-131
  6. Behavior Animation

    1. Weizi Li, Jan M. Allbeck
      Pages 132-143
    2. Alexander Shoulson, Francisco M. Garcia, Matthew Jones, Robert Mead, Norman I. Badler
      Pages 144-155
  7. Animation Systems

    1. Daniel Markowitz, Joseph T. Kider Jr., Alexander Shoulson, Norman I. Badler
      Pages 156-167
    2. Sami Arpa, Abdullah Bulbul, Tolga Capin
      Pages 168-179
  8. Simulation of Natural Phenomena

    1. Witawat Rungjiratananon, Yoshihiro Kanamori, Napaporn Metaaphanon, Yosuke Bando, Bing-Yu Chen, Tomoyuki Nishita
      Pages 192-203
    2. Rinchai Bunlutangtum, Pizzanu Kanongchaiyos
      Pages 204-215
    3. Zhi Dong, Shiqiu Liu, Yuntao Ou, Yunxin Zheng
      Pages 216-226

About these proceedings

Introduction

This book constitutes the proceedings of the 4th International Workshop on Motion in Games, held in Edinburgh, UK, in November 2011.
The 30 revised full papers presented together with 8 revised poster papers in this volume were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on character animation, motion synthesis, physically-based character motion, behavior animation, animation systems, crowd simulation, as well as path planning and navigation.

Keywords

3D video game development real-time simulation social roles spatial analysis

Editors and affiliations

  • Jan M. Allbeck
    • 1
  • Petros Faloutsos
    • 2
  1. 1.Department of Computer Science,Volgenau School of Information, Technology and EngineeringGeorge Mason UniversityFairfaxUSA
  2. 2.Department of Computer Science and EngineeringYork UniversityTorontoCanada

Bibliographic information

  • DOI https://doi.org/10.1007/978-3-642-25090-3
  • Copyright Information Springer-Verlag GmbH Berlin Heidelberg 2011
  • Publisher Name Springer, Berlin, Heidelberg
  • eBook Packages Computer Science
  • Print ISBN 978-3-642-25089-7
  • Online ISBN 978-3-642-25090-3
  • Series Print ISSN 0302-9743
  • Series Online ISSN 1611-3349