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  1. Motion in Games
    5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012. Proceedings
    Published: 2012
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Universitätsbibliothek der RWTH Aachen
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642347108
    Other identifier:
    RVK Categories: SS 4800
    Series: Lecture Notes in Computer Science
    Subjects: Computer science; Artificial intelligence; Computer simulation; Computer vision; Computer graphics; Computerspiel; Dreidimensionale Computergrafik; Computeranimation; Mehragentensystem; Motion Capturing; Bahnplanung; Erweiterte Realität <Informatik>; Avatar <Informatik>
    Scope: XII, 384 p. 157 illus
  2. Motion in Games
    5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012. Proceedings
    Published: 2012
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Universitätsbibliothek der RWTH Aachen
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642347108
    Other identifier:
    RVK Categories: SS 4800
    Series: Lecture Notes in Computer Science
    Subjects: Computer science; Artificial intelligence; Computer simulation; Computer vision; Computer graphics
    Scope: XII, 384 p. 157 illus
  3. Motion in games
    5th international conference ; proceedings
    Contributor: Kallmann, Marcelo (Herausgeber)
    Published: 2012
    Publisher:  Springer, Berlin [u.a.]

    Universitätsbibliothek der Fernuniversität
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    Source: Union catalogues
    Contributor: Kallmann, Marcelo (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642347108
    Other identifier:
    RVK Categories: SS 4800
    Series: Lecture notes in computer science ; 7660
    Subjects: Computerspiel; Computeranimation; Bahnplanung; Motion Capturing; Dreidimensionale Computergrafik; Avatar <Informatik>; Erweiterte Realität <Informatik>; Mehragentensystem
    Scope: XII, 384 S., Ill., graph. Darst
  4. Motion in games
    5th international conference ; proceedings
    Contributor: Kallmann, Marcelo (Hrsg.)
    Published: 2012
    Publisher:  Springer, Berlin [u.a.]

    Universitätsbibliothek der Fernuniversität
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    Source: Union catalogues
    Contributor: Kallmann, Marcelo (Hrsg.)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642347108
    Other identifier:
    RVK Categories: SS 4800
    Series: Lecture notes in computer science ; 7660
    Subjects: Computerspiel; Dreidimensionale Computergrafik; Motion Capturing; Erweiterte Realität <Informatik>; Computeranimation; Avatar <Informatik>; Mehragentensystem; Bahnplanung
    Scope: XII, 384 S., Ill., graph. Darst.
  5. Motion in games
    5th international conference, MIG 2012, Rennes, France, November 15 - 17, 2012 ; proceedings
    Published: 2012
    Publisher:  Springer, Berlin [u.a.]

    Technische Hochschule Augsburg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642347092; 3642347096; 9783642347108
    Other identifier:
    9783642347092
    RVK Categories: SS 4800
    DDC Categories: 004; 793
    Series: Lecture notes in computer science ; 7660
    Subjects: Computersimulation; Navigation; Bahnplanung; Computeranimation; Avatar <Informatik>; Motion Capturing; Computerspiel; Erweiterte Realität <Informatik>; Mehragentensystem; Dreidimensionale Computergrafik
    Scope: 1 Online-Ressource (XII, 384 S.), Ill., graph. Darst.
  6. Motion in Games
    5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012, Proceedings
    Contributor: Kallmann, Marcelo (Herausgeber); Bekris, Kostas (Herausgeber)
    Published: 2012
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Springer International Publishing AG, Cham

    Bibliothek der Hochschule Darmstadt, Zentralbibliothek
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    Source: Union catalogues
    Contributor: Kallmann, Marcelo (Herausgeber); Bekris, Kostas (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642347108; 364234710X
    Other identifier:
    DDC Categories: 004; 793
    Edition: 1st ed. 2012
    Series: Image Processing, Computer Vision, Pattern Recognition, and Graphics ; 7660
    Subjects: Computerspiel; Computeranimation; Motion Capturing; Bahnplanung; Navigation; Computersimulation; Image processing; Computer vision; Artificial intelligence; Computer simulation; User interfaces (Computer systems); Human-computer interaction; Computer graphics; Computer Imaging, Vision, Pattern Recognition and Graphics; Artificial Intelligence; Computer Modelling; User Interfaces and Human Computer Interaction; Computer Graphics; Computer Vision
    Scope: 1 Online-Ressource (XII, 384 Seiten), 157 illus.
  7. Motion in games
    5th international conference, MIG 2012, Rennes, France, November 15 - 17, 2012 ; proceedings
    Published: 2012
    Publisher:  Springer, Berlin [u.a.]

    This book constitutes the refereed proceedings of the 5th International Workshop on Motion in Games, held in Rennes, France, in November 2012. The 23 revised full papers presented together with 9 posters and 5 extended abstracts were carefully... more

    Universitätsbibliothek Braunschweig
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    This book constitutes the refereed proceedings of the 5th International Workshop on Motion in Games, held in Rennes, France, in November 2012. The 23 revised full papers presented together with 9 posters and 5 extended abstracts were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on planning, interaction, physics, perception, behavior, virtual humans, locomotion, and motion capture

     

    Export to reference management software   RIS file
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    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642347108
    Other identifier:
    RVK Categories: SS 4800
    Series: Lecture notes in computer science ; 7660
    Subjects: Computer science; Artificial intelligence; Computer simulation; Computer vision; Computer graphics
    Scope: Online-Ressource (XII, 384 S.)
    Notes:

    Literaturangaben

    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.

  8. Motion in Games
    5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012. Proceedings
    Contributor: Kallmann, Marcelo (Herausgeber); Bekris, Kostas (Herausgeber)
    Published: 2012
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Export to reference management software   RIS file
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    Source: Union catalogues
    Contributor: Kallmann, Marcelo (Herausgeber); Bekris, Kostas (Herausgeber)
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783642347108
    Other identifier:
    9783642347108
    Series: Lecture Notes in Computer Science
    Subjects: Computerspiel; Computeranimation; Motion Capturing; Bahnplanung; Navigation; Computersimulation
    Other subjects: (Produktform)Electronic book text; (Zielgruppe)Research
    Scope: Online-Ressource
    Notes:

    Lizenzpflichtig

  9. Motion in games
    5th international conference, MIG 2012, Rennes, France, November 15 - 17, 2012 ; proceedings
    Published: 2012
    Publisher:  Springer, Berlin [u.a.]

    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
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    Universität Potsdam, Universitätsbibliothek
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    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642347092; 3642347096; 9783642347108
    Other identifier:
    9783642347092
    RVK Categories: SS 4800
    DDC Categories: 004; 793
    Series: Lecture notes in computer science ; 7660
    Subjects: Computersimulation; Navigation; Bahnplanung; Computeranimation; Avatar <Informatik>; Motion Capturing; Computerspiel; Erweiterte Realität <Informatik>; Mehragentensystem; Dreidimensionale Computergrafik
    Scope: 1 Online-Ressource (XII, 384 S.), Ill., graph. Darst.
  10. Motion in games
    5th international conference, MIG 2012, Rennes, France, November 15 - 17, 2012 ; proceedings
    Published: 2012
    Publisher:  Springer, Berlin [u.a.]

    This book constitutes the refereed proceedings of the 5th International Workshop on Motion in Games, held in Rennes, France, in November 2012. The 23 revised full papers presented together with 9 posters and 5 extended abstracts were carefully... more

    Universität Potsdam, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan

     

    This book constitutes the refereed proceedings of the 5th International Workshop on Motion in Games, held in Rennes, France, in November 2012. The 23 revised full papers presented together with 9 posters and 5 extended abstracts were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on planning, interaction, physics, perception, behavior, virtual humans, locomotion, and motion capture

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642347108
    Other identifier:
    RVK Categories: SS 4800
    Series: Lecture notes in computer science ; 7660
    Subjects: Computer science; Artificial intelligence; Computer simulation; Computer vision; Computer graphics
    Scope: Online-Ressource (XII, 384 S.)
    Notes:

    Literaturangaben

    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.

  11. Motion in Games
    5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012. Proceedings
    Published: 2012
    Publisher:  Springer, Berlin, Heidelberg

    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... more

    Technische Universität Chemnitz, Universitätsbibliothek
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    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. This book constitutes the refereed proceedings of the 5th International Workshop on Motion in Games, held in Rennes, France, in November 2012. The 23 revised full papers presented together with 9 posters and 5 extended abstracts were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on planning, interaction, physics, perception, behavior, virtual humans, locomotion, and motion capture.

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642347108
    Other identifier:
    RVK Categories: SS 4800
    Series: Lecture Notes in Computer Science
    Array
    Subjects: Computer science; Computer Science; Artificial intelligence; Computer simulation; Computer vision; Computer graphics; User interfaces (Computer systems).; Human-computer interaction.; Image processing
    Scope: Online-Ressource (XII, 384 p. 157 illus, digital)