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  • Conference proceedings
  • © 2012

Motion in Games

5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012, Proceedings

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Part of the book series: Lecture Notes in Computer Science (LNCS, volume 7660)

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 2012.

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Table of contents (37 papers)

  1. Front Matter

  2. Planning

    1. Moving Path Planning Forward

      • Nathan R. Sturtevant
      Pages 1-6
    2. Environmental Effect on Egress Simulation

      • Samuel Rodriguez, Andrew Giese, Nancy M. Amato, Saied Zarrinmehr, Firas Al-Douri, Mark J. Clayton
      Pages 7-18
    3. Following a Group of Targets in Large Environments

      • Christopher Vo, Sam McKay, Nikhil Garg, Jyh-Ming Lien
      Pages 19-30
  3. Interaction

    1. Realtime Performance Animation Using Sparse 3D Motion Sensors

      • Jongmin Kim, Yeongho Seol, Jehee Lee
      Pages 31-42
    2. A Game System for Speech Rehabilitation

      • Mark Shtern, M. Brandon Haworth, Yana Yunusova, Melanie Baljko, Petros Faloutsos
      Pages 43-54
    3. Virtual Try-On Using Kinect and HD Camera

      • Stevie Giovanni, Yeun Chul Choi, Jay Huang, Eng Tat Khoo, KangKang Yin
      Pages 55-65
  4. Perception

    1. Appealing Virtual Humans

      • Rachel McDonnell
      Pages 102-111
    2. Conveying Real-Time Ambivalent Feelings through Asymmetric Facial Expressions

      • Junghyun Ahn, Stéphane Gobron, Daniel Thalmann, Ronan Boulic
      Pages 122-133
  5. Behavior

    1. Automating the Transfer of a Generic Set of Behaviors onto a Virtual Character

      • Andrew Feng, Yazhou Huang, Yuyu Xu, Ari Shapiro
      Pages 134-145
    2. A Crowd Modeling Framework for Socially Plausible Animation Behaviors

      • Seung In Park, Chao Peng, Francis Quek, Yong Cao
      Pages 146-157
    3. Controlling Three Agents in a Quarrel: Lessons Learnt

      • Cyril Brom, Petr Babor, Markéta Popelová, Michal Bída, Jakub Tomek, Jakub Gemrot
      Pages 158-169
  6. Virtual Humans

    1. What’s Next? The New Era of Autonomous Virtual Humans

      • Mubbasir Kapadia, Alexander Shoulson, Cory D. Boatright, Pengfei Huang, Funda Durupinar, Norman I. Badler
      Pages 170-181
    2. Virtual Humans: Evolving with Common Sense

      • Weizi Li, Jan M. Allbeck
      Pages 182-193
  7. Locomotion

    1. Using Optimal Control Methods to Generate Human Walking Motions

      • Martin L. Felis, Katja Mombaur
      Pages 197-207

Other Volumes

  1. Motion in Games

About this book

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.

Editors and Affiliations

  • School of Engineering, University of California, Merced, Merced, USA

    Marcelo Kallmann

  • Department of Computer Science, Rutgers University, Piscataway, USA

    Kostas Bekris

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