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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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    Universitätsbibliothek Dortmund
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642347108
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    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. Computerspiele programmieren
    künstliche Intelligenz für künstliche Gehirne
    Author: Breuer, K.
    Published: 2012; © 2012
    Publisher:  Oldenbourg Verlag, München, [Germany]

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
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    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783486719253; 3486719254; 9783486717891
    Subjects: GAMES / Board; Artificial intelligence; Computer games; Computer games / Design; Computer games / Programming; Computer graphics; Künstliche Intelligenz; Array; Computerspiel; Softwareentwicklung
    Scope: 1 online resource (168 pages), illustrations
    Notes:

    Includes index

    Description based on online resource; title from PDF title page (ebrary, viewed May 28, 2014)

    Wie kann man ein Spiel programmieren? Welche programmtechnischen Hintergründe sind dazu nötig? Dieses Buch bietet eine Zusammenstellung vieler nützlicher Anregungen zu den Grundlagen und Ideen der Künstlichen Intelligenz in Computerspielen und einen unmittelbaren Einstieg in die Programmierpraxis. Nach der Lektüre dieses Buches kann der Leser direkt mit der Programmierung seines ersten Spiels starten!

  4. 3D math primer for graphics and game development
    Published: [2012]; November 2011; © 2012
    Publisher:  CRC Press, Taylor & Francis Group, Boca Raton

    Technische Hochschule Köln, Hochschulbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781439869819
    Other identifier:
    RVK Categories: ST 320 ; ST 324
    Edition: Second edition
    Subjects: Computer graphics
    Scope: 1 Online-Ressource (xxi, 805 Seiten), Illustrationen, Diagramme
    Notes:

    "eBook Published 2 November 2011" - Startseite Taylor & Francis Group

  5. 3D math primer for graphics and game development
    Published: [2012]; November 2011; © 2012
    Publisher:  CRC Press, Taylor & Francis Group, Boca Raton

    Technische Hochschule Köln, Hochschulbibliothek
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    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781439869819
    Other identifier:
    RVK Categories: ST 324 ; ST 320
    Edition: Second edition
    Subjects: Computer graphics; Dreidimensionale Computergrafik; Mathematik; Computerspiel; Grundlage; Softwareentwicklung
    Scope: 1 Online-Ressource (xxi, 805 Seiten), Illustrationen, Diagramme
    Notes:

    "eBook Published 2 November 2011" - Startseite Taylor & Francis Group

  6. Beginning Java SE 6 game programming
    Published: 2012
    Publisher:  Course Technology, Boston, MA

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781435458093; 1435458095; 1435458087; 9781435458086
    Edition: 3rd ed
    Subjects: GAMES / Video & Electronic; Computer games / Programming; Computer graphics; Java (Computer program language); Computerspiel; Java Standard Edition 6; Programmierung; Array; Java Standard Edition 6; Programmierung; Computerspiel
    Scope: 1 online resource (xix, 369 pages), illustrations
    Notes:

    Print version record

  7. 3D game textures
    create professioal game art using Photoshop
    Author: Ahearn, Luke
    Published: ©2012
    Publisher:  Focal Press, Waltham, MA

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780240820774; 0240820770; 9780240821283; 0240821289
    Edition: 3rd ed
    Subjects: Adobe Photoshop; GAMES / Video & Electronic; Computer games / Programming; Computer graphics; Computer games; Computer graphics; Computerspiel; Textur-Mapping; Computergrafik; Adobe Photoshop
    Scope: xvii, 413 pages
    Notes:

    A broadly enhanced new edition of Luke Ahearn's cornerstone game art book "3D Game Textures" is here. When digital art software was in its infancy, most digital art, especially vector art, was textureless. With the advance in software, it is now possible to incorporate texture into most types of digital art. However, if the artists cannot build their own textures, they are limited to using commercial textures. In this enhanced 3rd edition of Luke Ahearn's gem of a book, not only does Luke teach you how to create your own unique textures, he also teaches how to create shaders (the visual effects - reflections, refractions, opacity - that make textures come to life) and materials (collections of shaders that fill well together to map to a particular scene or environment). You can now expand your skill set immeasurably, and create more compelling, varied art work from scratch. Unlike anything on the market, this book provides an in-depth guide to game textures, shaders and materials- with hundreds of high-quality examples. The companion website includes: demo versions of relevant software; resource images; all images from the book. Learn everything you need to create stunning, professional textures from one easy to follow guide which features tutorials and over 500 high-quality images. Give your digital art depth and breadth; anyone can create a stone surface in Photoshop, learn to make that stone shine like it is wet, look as if it has actual depth and surface. NEW coverage of shaders and materials (the next generation of textures). Advance your CG art with textures (surface images), shaders (visual effects that you can add to textures) and materials (collections of shaders that fit well together). Companion website includes sample textures, shaders, materials, actions, brushes, and all art from the book- all the tools you need in one place!

    Includes bibliographical references and index

  8. Beginning Java SE 6 game programming
    Published: 2012
    Publisher:  Course Technology PTR, Boston, Mass.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781435458086; 9781435458093
    Edition: 3rd ed
    Subjects: Computer games; Java (Computer program language); Computer graphics; Computerspiel; Java Standard Edition 6; Programmierung
    Scope: xix, 369 p.
    Notes:

    Includes index

  9. Mathematics for 3D game programming and computer graphics
    Published: 2012
    Publisher:  Cengage Learning, Boston, Mass.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 1435458869; 9781435458864; 1435458877; 9781435458871
    Edition: 3rd ed
    Subjects: Computer games; Three-dimensional display systems; Computer graphics; Mathematik; Computerspiel; Programmierung; Computergrafik; Dreidimensionale Computergrafik
    Scope: xviii, 545 p.
    Notes:

    Includes index

  10. Mathematics for 3D game programming and computer graphics
    Published: c2012
    Publisher:  Course Technology PTR, Boston

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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  11. Beginning Java SE 6 game programming
    Published: 2012
    Publisher:  Course Technology, Boston, MA

    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781435458086; 1435458087
    Edition: 3. ed.
    Subjects: Computer games / Programming; Java (Computer program language); Computer graphics; Programmierung; Java Standard Edition 6; Computerspiel
    Scope: xix, 369 p.,, ill., 24 cm
    Notes:

    Includes bibliographical references and index

  12. 3D game textures
    create professional game art using Photoshop
    Author: Ahearn, Luke
    Published: 2012
    Publisher:  Focal Press/Elsevier, Amsterdam [u.a.]

    Universitätsbibliothek Bayreuth
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780240820774; 0240820770
    RVK Categories: ST 324
    Edition: 3. ed.
    Subjects: Adobe Photoshop; Computer games / Programming; Computer graphics; Adobe Photoshop; Computerspiel; Computergrafik; Textur-Mapping
    Scope: XVII, 413 S., überwiegend Ill., 25 cm
    Notes:

    Includes index

    Includes bibliographical references and index

  13. 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.
  14. Intelligent Technologies for Interactive Entertainment
    4th International ICST Conference, INTETAIN 2011, Genova, Italy, May 25-27, 2011, Revised Selected Papers
    Contributor: Camurri, Antonio (Herausgeber); Costa, Cristina (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: Camurri, Antonio (Herausgeber); Costa, Cristina (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642302145; 3642302149
    Other identifier:
    DDC Categories: 370; 790; 004
    Edition: 1st ed. 2012
    Series: Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering ; 78
    Subjects: Infotainment; Mensch-Maschine-Kommunikation; Multimodales System; Benutzeroberfläche; Affective Computing; Gehirn-Computer-Schnittstelle; Virtuelle Realität; Computeranimation; User interfaces (Computer systems); Human-computer interaction; Interactive multimedia; Multimedia systems; Computer graphics; Digital humanities; Computer vision; Pattern recognition systems; User Interfaces and Human Computer Interaction; Media Design; Computer Graphics; Digital Humanities; Computer Vision; Automated Pattern Recognition
    Scope: 1 Online-Ressource (XIV, 278 Seiten), 93 illus.
  15. Entertainment Computing - ICEC 2012
    11th International Conference, ICEC 2012, Bremen, Germany, September 26-29, 2012, Proceedings
    Contributor: Herrlich, Marc (Herausgeber); Malaka, Rainer (Herausgeber); Masuch, Maic (Herausgeber)
    Published: 2012
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Springer International Publishing AG, Cham

    Bibliothek der Hochschule Darmstadt, Zentralbibliothek
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    Contributor: Herrlich, Marc (Herausgeber); Malaka, Rainer (Herausgeber); Masuch, Maic (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642335426; 364233542X
    Other identifier:
    DDC Categories: 004; 790
    Edition: 1st edition 2012
    Series: Information Systems and Applications, incl. Internet/Web, and HCI ; 7522
    Subjects: Infotainment; Microcomputers; Education; Interactive multimedia; Multimedia systems; User interfaces (Computer systems); Human-computer interaction; Computer graphics; Digital humanities; Personal Computing; Computers and Education; Media Design; User Interfaces and Human Computer Interaction; Computer Graphics; Digital Humanities
    Scope: 1 Online-Ressource (XXII, 614 Seiten), 189 illus.
  16. Game and graphics programming for iOS and Android with OpenGL ES 2.0
    Published: 2012
    Publisher:  Wiley, Chichester

    Staats- und Universitätsbibliothek Bremen
    a inf 872 spi/135
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    A MAR 49091
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    Hochschule für Angewandte Wissenschaften Hamburg, Hochschulinformations- und Bibliotheksservice (HIBS), Fachbibliothek Technik, Wirtschaft, Informatik
    Dat 300 55
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    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    T 12 B 5018
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    Universitätsbibliothek Ilmenau
    INF ST 321 O54 M389
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1119975913; 9781119975915
    Other identifier:
    9781119975915
    RVK Categories: ST 320 ; ST 324 ; ST 321 ; SU 500 ; ST 165
    Edition: 1. publ.
    Series: Wrox programmer to programmer
    Subjects: Computerspiel; OpenGL; iOS; Android <Systemplattform>;
    Other subjects: Android (Electronic resource); Array; Array; Array; Mobile computing; OpenGL; iOS (Electronic resource)
    Scope: XXII, 286 S., Ill., 24 cm
  17. The art of video games
    from Pac-Man to mass effect
    Published: 2012
    Publisher:  Welcome Books, New York

    "The forty-year history of the video game industry, the medium has undergone staggering development, fueled not only by advances in technology but also by an insatiable quest for richer play and more meaningful experiences. From the very beginning,... more

    Hochschule für Bildende Künste Braunschweig, Bibliothek
    H 7.611.6 Mel 2
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    DFF - Deutsches Filminstitut & Filmmuseum, Bibliothek
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    DIF Übergröße 125
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    Hb 2058
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    Otto-von-Guericke-Universität, Universitätsbibliothek
    2013.02578:1
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    KB 172
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    52 B 580
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    "The forty-year history of the video game industry, the medium has undergone staggering development, fueled not only by advances in technology but also by an insatiable quest for richer play and more meaningful experiences. From the very beginning, with the introduction of the Magnavox Odyssey in 1972, countless individuals became enthralled by a new world opened before them, one in which they could control and create, as well as interact and play. Even in their rudimentary form, video games held forth a potential and promise that inspired a generation of developers, programmers, and gamers to pursue visions of ever more sophisticated interactive worlds. As a testament to the game industry's stunning evolution, and to its cultural impact worldwide, the Smithsonian American Art Museum and curator Chris Melissinos conceived the 2012 exhibition The Art of Video Games. Along with a team of game developers, designers, and journalists, Melissinos selected an initial group of 240 games in four different genres to represent the best of the game world. Selection criteria included visual effects, creative use of technologies, and how world events and popular culture influenced the games. The Art of Video Games offers a revealing look into the history of the game industry, from the early days of Pac-Man and Space Invaders to the vastly more complicated contemporary epics such as BioShock and Uncharted. Melissinos examines each of the eighty winning entries, with stories and comments on their development, innovation, and relevance to the game world's overall growth. Visual images, composed by Patrick O'Rourke, are all drawn directly from the games themselves, and speak to the evolution of games as an artistic medium, both technologically and creatively"--

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781599621098; 9781599621104; 159962110X
    RVK Categories: AP 15800 ; LH 65829 ; SU 500
    Subjects: Video games; Video games; Video games; Videospiel; Computerspiel; Geschichte 1977-2009
    Other subjects: Computer art; Computer graphics; Computer animation; Array; Array
    Scope: 215 S., zahlr. Ill., 28 cm
    Notes:

    Published to coincide with the Art of Video Games exhibition, which runs from March 16 to September 30, 2012, at the Smithsonian American Art Museum in Washington, D.C

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  18. 3D game textures
    create professional game art using Photoshop
    Author: Ahearn, Luke
    Published: c 2012
    Publisher:  Focal Press/Elsevier, Amsterdam

    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    T 14 B 4303
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    Ostfalia Hochschule für angewandte Wissenschaften, Bibliothek
    IN Mhi 043/3
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0240820770; 9780240820774
    RVK Categories: ST 324
    Edition: 3. ed
    Subjects: Computer graphics; Computer games
    Scope: XVII, 413 S, zahlr. Ill., 25 cm
    Notes:

    Includes index

    Machine generated contents note: Introduction Textures Art Theory Breaking the world down visually Recreating the world visually in Photoshop Art as applied to CG applications Shaders and Materials Shader vs. Material What is a material system Nodes Node Input Node types and functions Material Examples Diffuse Specular Ambient Reflection real and faked Refraction Transparency Bump/ Displacement/ Normal mapping Specialized Materials; Skin etc. Creating Complex Materials Metals Glass Wood Compound Materials.

  19. 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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    Online-Ressource
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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

     

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    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.

  20. 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

     

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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.

  21. Entertainment Computing - ICEC 2012
    11th International Conference, ICEC 2012, Bremen, Germany, September 26-29, 2012. Proceedings
    Published: 2012
    Publisher:  Springer, Berlin, Heidelberg

    story telling -- serious games (learning and training) -- self and identity, interactive performance -- mixed reality and 3D worlds -- serious games (health and social) -- player experience -- tools and methods -- user interface -- demonstrations --... more

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

     

    story telling -- serious games (learning and training) -- self and identity, interactive performance -- mixed reality and 3D worlds -- serious games (health and social) -- player experience -- tools and methods -- user interface -- demonstrations -- industry demonstration -- harnessing collective intelligence with games -- game development and model-driven software development -- mobile gaming, mobile life – interweaving the virtual and the real -- exploring the challenges of ethics, privacy and trust in serious gaming -- open source software for entertainment. This book constitutes the refereed proceedings of the 11th International Conference on Entertainment Computing, ICEC 2012, held in Bremen, Germany, in September 2012. The 21 full papers, 13 short papers, 16 posters, 8 demos, 4 workshops, 1 tutorial and 3 doctoral consortium submissions presented were carefully reviewed and selected from 115 submissions. The papers are organized in topical sections on story telling; serious games (learning and training); self and identity, interactive performance; mixed reality and 3D worlds; serious games (health and social); player experience; tools and methods; user interface; demonstrations; industry demonstration; harnessing collective intelligence with games; game development and model-driven software development; mobile gaming, mobile life – interweaving the virtual and the real; exploring the challenges of ethics, privacy and trust in serious gaming; open source software for entertainment.

     

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    Volltext (lizenzpflichtig)
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642335426
    Other identifier:
    RVK Categories: SS 4800
    Series: Lecture Notes in Computer Science ; 7522
    Array
    Subjects: Computer science; Information systems; Computer Science; Computer science; Computer graphics; Information systems; Education; Computer graphics; Education; Interactive multimedia.; Multimedia systems.; User interfaces (Computer systems).; Human-computer interaction.; Microcomputers.; Digital humanities.
    Scope: Online-Ressource (XVII, 611 p, digital)
    Notes:

    Literaturangaben

  22. Gazing at games
    an introduction to eye tracking control
    Published: 2012
    Publisher:  Morgan & Claypool Publ., San Rafael, Calif.

    Universität Potsdam, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781608456499
    Other identifier:
    RVK Categories: ST 278
    Series: Synthesis lectures on computer graphics and animation ; 14
    Subjects: Human-computer interaction; Computer graphics; Visual perception; Eye
    Scope: XVII, 95 S., Ill.
  23. Gazing at games
    an introduction to eye tracking control
    Published: 2012
    Publisher:  Morgan & Claypool Publ., San Rafael, Calif.

    Universität Potsdam, Universitätsbibliothek
    No inter-library loan
    Export to reference management software   RIS file
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781608456499
    Other identifier:
    RVK Categories: ST 278
    Series: Synthesis lectures on computer graphics and animation ; 14
    Subjects: Human-computer interaction; Computer graphics; Visual perception; Eye
    Scope: XVII, 95 S., Ill.
  24. 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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    Hochschule für Technik und Wirtschaft Dresden, Bibliothek
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    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
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    Hochschule Furtwangen University. Informatik, Technik, Wirtschaft, Medien. Campus Furtwangen, Bibliothek
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    Springer E-Book
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    eBook Springer
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    eBook Springer
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    Duale Hochschule Baden-Württemberg Lörrach, Zweigbibliothek
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    Hochschule Offenburg, University of Applied Sciences, Bibliothek Campus Offenburg
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    Hochschulbibliothek Reutlingen (Lernzentrum)
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    Saarländische Universitäts- und Landesbibliothek
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    Hochschule Zittau / Görlitz, Hochschulbibliothek
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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)
  25. Gazing at games
    an introduction to eye tracking control
    Published: 2012
    Publisher:  Morgan & Claypool Publishers, San Rafael, Calif.?

    Hochschule Albstadt-Sigmaringen, Bibliothek Sigmaringen
    eBook ebrary
    No inter-library loan
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781608456505; 9781608456499
    RVK Categories: ST 278
    Edition: Online-Ausg.
    Series: Synthesis lectures on computer graphics and animation 1933-8996 lecture #14
    Subjects: Human-computer interaction; Computer graphics; Visual perception; Eye
    Scope: Online-Ressource (xvii, 95 p.), ill. (some col.).
    Notes:

    Includes bibliographical references. - Electronic reproduction; Palo Alto, Calif; ebrary; 2011; Available via World Wide Web; Access may be limited to ebrary affiliated libraries