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  • Conference proceedings
  • © 2008

Motion in Games

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

Part of the book series: Lecture Notes in Computer Science (LNCS, volume 5277)

Part of the book sub series: Image Processing, Computer Vision, Pattern Recognition, and Graphics (LNIP)

Conference series link(s): MIG: International Conference on Motion in Games

Conference proceedings info: MIG 2008.

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Table of contents (24 papers)

  1. Front Matter

  2. Crowd Simulation

    1. Texture Synthesis Based Simulation of Secondary Agents

      • Marios Kyriakou, Yiorgos Chrysanthou
      Pages 1-10
    2. Using the Corridor Map Method for Path Planning for a Large Number of Characters

      • Roland Geraerts, Arno Kamphuis, Ioannis Karamouzas, Mark Overmars
      Pages 11-22
    3. Real-Time Path Planning and Navigation for Multi-agent and Crowd Simulations

      • Ming C. Lin, Avneesh Sud, Jur Van den Berg, Russell Gayle, Sean Curtis, Hengchin Yeh et al.
      Pages 23-32
    4. Populate Your Game Scene

      • Julien Pettré
      Pages 33-42
    5. Hierarchical Path Planning for Virtual Crowds

      • Kai Yip Wong, Céline Loscos
      Pages 43-50
  3. Virtual Humans

    1. Towards Embodied and Situated Virtual Humans

      • Stéphane Donikian, Sébastien Paris
      Pages 51-62
    2. Adaptive Body, Motion and Cloth

      • Nadia Magnenat-Thalmann, Etienne Lyard, Mustafa Kasap, Pascal Volino
      Pages 63-71
    3. From Motion Capture to Real-Time Character Animation

      • Franck Multon, Richard Kulpa, Ludovic Hoyet, Taku Komura
      Pages 72-81
  4. Motion Synthesis

    1. Simulating Interactions of Characters

      • Taku Komura, Hubert P. H. Shum, Edmond S. L. Ho
      Pages 94-103
    2. Motion Prediction for Online Gaming

      • Rynson W. H. Lau, Addison Chan
      Pages 104-114
    3. Informed Use of Motion Synthesis Methods

      • Herwin van Welbergen, Zsófia Ruttkay, Balázs Varga
      Pages 132-143
    4. Automatic Estimation of Skeletal Motion from Optical Motion Capture Data

      • Zhidong Xiao, Hammadi Nait-Charif, Jian J. Zhang
      Pages 144-153
  5. Interfaces

    1. An Immersive Motion Interface with Edutainment Contents for Elderly People

      • HyungSeok Kim, YoungTae Roh, Jee-In Kim
      Pages 154-165
    2. Design of Experience and Flow in Movement-Based Interaction

      • Anton Nijholt, Betsy van Dijk, Dennis Reidsma
      Pages 166-175
  6. Navigation and Steering

    1. Opening Doors in Motion Analysis Research

      • Arjan Egges
      Pages 188-199

Other Volumes

  1. Motion in Games

About this book

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 topics on crowd simulation; virtual humans; motion synthesis; interfaces; navigation and steering; and facial and behavioral animation.

Keywords

  • agent-based simulation
  • ambient intelligence
  • animated speech
  • animation
  • avatars
  • character animation
  • edutainment contents
  • elderly people
  • emotions
  • entertainment
  • facial animation
  • game design
  • geometry streaming
  • gestural interaction
  • simulation

Editors and Affiliations

  • Games and Virtual Worlds Group, Universiteit Utrecht, Utrecht, The Netherlands

    Arjan Egges

  • Games and Virtual Worlds Group, Universiteit Utrecht, Utrecht,, The Netherlands

    Arno Kamphuis

  • Games and Virtual Worlds Gruop, Universiteit Utrecht, Utrecht, The Netherlands

    Mark Overmars

Bibliographic Information

Buying options

eBook USD 39.99
Price excludes VAT (Canada)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 54.99
Price excludes VAT (Canada)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions