Skip to main content
  • Conference proceedings
  • © 2009

Motion in Games

Second International Workshop, MIG 2009, Zeist, The Netherlands, November 21-24, 2009

Part of the book series: Lecture Notes in Computer Science (LNCS, volume 5884)

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 2009.

Buy it now

Buying options

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

Tax calculation will be finalised at checkout

Other ways to access

This is a preview of subscription content, log in via an institution to check for access.

Table of contents (23 papers)

  1. Front Matter

  2. Avoidance Behaviour

    1. Collision Avoidance between Avatars of Real and Virtual Individuals

      • René van den Berg, Juan Manuel Rejen, Rafael Bidarra
      Pages 1-12
    2. CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds

      • Sébastien Paris, Anton Gerdelan, Carol O’Sullivan
      Pages 13-28
    3. Exploiting Motion Capture to Enhance Avoidance Behaviour in Games

      • Ben J. H. van Basten, Sander E. M. Jansen, Ioannis Karamouzas
      Pages 29-40
    4. A Predictive Collision Avoidance Model for Pedestrian Simulation

      • Ioannis Karamouzas, Peter Heil, Pascal van Beek, Mark H. Overmars
      Pages 41-52
  3. Crowd Simulation

    1. Data Driven Evaluation of Crowds

      • Alon Lerner, Yiorgos Chrysanthou, Ariel Shamir, Daniel Cohen-Or
      Pages 75-83
    2. Variety Is the Spice of (Virtual) Life

      • Carol O’Sullivan
      Pages 84-93
    3. Interactive Modeling, Simulation and Control of Large-Scale Crowds and Traffic

      • Ming C. Lin, Stephen Guy, Rahul Narain, Jason Sewall, Sachin Patil, Jatin Chhugani et al.
      Pages 94-103
  4. Motion Analysis and Synthesis

    1. A Velocity-Curvature Space Approach for Walking Motions Analysis

      • Anne-Hélène Olivier, Richard Kulpa, Julien Pettré, Armel Crétual
      Pages 104-115
    2. Motion Pattern Encapsulation for Data-Driven Constraint-Based Motion Editing

      • Schubert R. Carvalho, Ronan Boulic, Daniel Thalmann
      Pages 116-127
    3. Real-Time Character Control for Wrestling Games

      • Edmond S. L. Ho, Taku Komura
      Pages 128-137
    4. Motion Planning and Synthesis of Human-Like Characters in Constrained Environments

      • Liangjun Zhang, Jia Pan, Dinesh Manocha
      Pages 138-145
  5. Navigation and Steering

    1. A Semantic Navigation Model for Video Games

      • Leonard van Driel, Rafael Bidarra
      Pages 146-157
    2. An Open Framework for Developing, Evaluating, and Sharing Steering Algorithms

      • Shawn Singh, Mubbasir Kapadia, Petros Faloutsos, Glenn Reinman
      Pages 158-169
    3. Data Based Steering of Virtual Human Using a Velocity-Space Approach

      • Yijiang Zhang, Julien Pettré, Qunsheng Peng, Stéphane Donikian
      Pages 170-181
    4. Path Abstraction for Combined Navigation and Animation

      • Ben J. H. van Basten, Arjan Egges
      Pages 182-193
  6. Physics

    1. Adaptive Physics–Inspired Facial Animation

      • Lihua You, Richard Southern, Jian Jun Zhang
      Pages 207-218

Other Volumes

  1. Motion in Games

About this book

Following the very successful Motion in Games event in June 2008, we or- nized the Second International Workshop on Motion in Games (MIG) during November 21–24, 2009 in Zeist, The Netherlands. Games have become a very important medium for both education and - tertainment. Motion plays a crucial role in computer games. Characters move around, objects are manipulated or move due to physical constraints, entities are animated, and the camera moves through the scene. Even the motion of the player nowadays is used as input to games. Motion is currently studied in many di?erent areas of research, including graphics and animation, game technology, robotics, simulation, computer vision, and also physics, psychology, and urban studies. Cross-fertilizationbetween these communities can considerably advance the state of the art in this area. The goal of the workshop Motion in Games is to bring together researchers from this variety of ?elds to present the most recent results and to initiate collaboration. The workshop is organized by the Dutch research project GATE. In total, the workshop this year consisted of 27 high-quality presentations by a selection of internationally renownedspeakers in the ?eld of games and simulations. We were extremely pleased with the quality of the contributions to the MIG workshop and we look forward to organizing a follow-up MIG event.

Editors and Affiliations

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

    Arjan Egges

  • Department of Information and Computing Sciences, Utrecht University, Utrecht, The Netherlands

    Roland Geraerts

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

    Mark Overmars

Bibliographic Information

Buy it now

Buying options

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

Tax calculation will be finalised at checkout

Other ways to access