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|a 9783642347108
|9 978-3-642-34710-8
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|a 10.1007/978-3-642-34710-8
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|a Motion in Games
|h [electronic resource] :
|b 5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012, Proceedings /
|c edited by Marcelo Kallmann, Kostas Bekris.
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|a 1st ed. 2012.
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|a Berlin, Heidelberg :
|b Springer Berlin Heidelberg :
|b Imprint: Springer,
|c 2012.
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|a XII, 384 p. 157 illus.
|b online resource.
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|a Image Processing, Computer Vision, Pattern Recognition, and Graphics ;
|v 7660
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|a 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.
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|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 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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|a Image processing-Digital techniques.
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|a Computer vision.
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|a Artificial intelligence.
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|a Computer simulation.
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|a User interfaces (Computer systems).
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|a Human-computer interaction.
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|a Computer graphics.
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|a Computer Imaging, Vision, Pattern Recognition and Graphics.
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|a Artificial Intelligence.
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|a Computer Modelling.
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|a User Interfaces and Human Computer Interaction.
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|a Computer Graphics.
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|a Computer Vision.
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|a Kallmann, Marcelo.
|e editor.
|4 edt
|4 http://id.loc.gov/vocabulary/relators/edt
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|a Bekris, Kostas.
|e editor.
|4 edt
|4 http://id.loc.gov/vocabulary/relators/edt
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|a SpringerLink (Online service)
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|t Springer Nature eBook
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|i Printed edition:
|z 9783642347115
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|i Printed edition:
|z 9783642347092
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|a Image Processing, Computer Vision, Pattern Recognition, and Graphics ;
|v 7660
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|u https://doi.uam.elogim.com/10.1007/978-3-642-34710-8
|z Texto Completo
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|a ZDB-2-SCS
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|a ZDB-2-SXCS
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|a Computer Science (SpringerNature-11645)
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|a Computer Science (R0) (SpringerNature-43710)
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