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

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 pap...

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Bibliographic Details
Main Authors Kallmann, Marcelo, Bekris, Kostas
Format eBook
LanguageEnglish
Published Berlin, Heidelberg Springer Nature 2012
Springer Berlin / Heidelberg
Springer
Edition1
SeriesLNCS sublibrary. SL 6, Image processing, computer vision pattern recognition and graphics
Subjects
Online AccessGet full text
ISBN364234710X
9783642347108
3642347096
9783642347092

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Table of Contents:
  • P-A*mbush: Ambush with Priorities Assignment Method P
  • Intro -- Title -- Preface -- Organization -- Table of Contents -- Planning -- Moving Path Planning Forward -- Introduction -- Path Planning Technologies -- Single-agent Search -- Multi-agent Search -- Creating AI Characters -- Approaching a Conversation -- Finding a Seat in a Room -- Animation -- Barriers to Implementation -- Conclusions -- References -- Environmental Effect on Egress Simulation -- Introduction -- Related Work -- Egress Simulation: Agents, Motion and Behavior -- Agents -- Agent Motion -- Egress Behavior -- Egress Mapping and Planning Requirements -- Egress Scenarios and Metrics -- Simulation Results -- Varying Design of Building Environment -- Larger Scale Egress of Building and Parking Lot -- Conclusion -- References -- Following a Group of Targets in Large Environments -- Introduction -- Related Work -- Preliminaries -- Intelligent Observers with Cached Visibility -- Uniform Partitioning Method: ciogCamera -- Unstructured Partition Method: cioc Camera -- Incremental Build -- Experimental Results -- Conclusion -- References -- Interaction -- Realtime Performance Animation Using Sparse 3D Motion Sensors -- Introduction -- Related Work -- Overview -- Sensor Data and Calibration -- Motion Synthesis -- Online Local Model -- Kernel CCA-Based Regression -- Postprocess -- Experimental Results -- Discussion -- References -- A Game System for Speech Rehabilitation -- Introduction -- Background -- Augmented Visual Feedback -- Framework -- Motion Tracking -- Unity Game Engine -- Usage and Initial Experiments -- Neutral Feedback -- Success/Failure Feedback -- Discussion -- References -- Virtual Try-On Using Kinect and HD Camera -- Introduction -- Related Work -- System Overview -- Camera Calibration -- Content Creation -- User Interface -- Height Estimation -- Skeletal Motion Tracking: OpenNI vs. KWSDK -- Performance Comparison
  • Discussion -- References -- Physics -- Modal Vibrations for Character Animation -- Introduction -- Related Work -- Computing Modes of Skeletal Characters -- Notation and Rigid Body Dynamics -- Constraints -- Compliant Joints -- Modal Analysis with Constraints -- Discussion and Limitations -- Applications of Skeletal Modal Vibrations -- Kinematic Locomotion and Jumping -- Inverse Kinematics -- Optimized Physically Valid Control -- Interactive Control -- Sketch Guided Locomotion Control -- Control of Balance with Modal Displacements -- Conclusion -- References -- Modeling Physically Simulated Characters with Motion Networks -- Introduction -- Related Work -- System Overview -- Physics Module -- Tracking Control -- Virtual Force Control -- Animation Module -- Time-Dependent Directed Acyclic Graph -- Operation Nodes -- Trajectory Randomization to Discover Controllers -- Results and Discussion -- Conclusions and Final Remarks -- References -- A Unified Constraint Framework for Physical Animation of Articulated Rigid Bodies -- Introduction -- Prerequisites -- Spatial Vector Algebra -- Terms and Symbols -- LCP and MLCP Formulations -- Unified Representation of Additional Constraints -- Constraining Force Bases -- Constrained Motion Attribute Mapping Function -- Combining Multiple Constraints -- Body and Constraint Jacobians -- Constraint Space -- Building the Equation -- Vectors bold0mu mumu bbbbbb and bold0mu mumu cccccc -- Matrix bold0mu mumu AAAAAA -- Tests -- Tank Model -- Results -- Conclusions and Plans -- References -- Perception -- Appealing Virtual Humans -- Introduction -- Body Shape -- Female vs. Male -- Body Type -- Render Style -- Appearance Ratings -- Lie Detection -- Conclusions and Future Work -- References -- Perception of Complex Emotional Body Language of a Virtual Character -- Introduction -- Related Work -- Stimuli Creation
  • Pilot Experiment -- Results -- Emotion Overlap Experiment -- Results -- Discussion -- References -- Conveying Real-Time Ambivalent Feelings through Asymmetric Facial Expressions -- Introduction -- Related Works -- Asymmetry of Human Facial Expression -- Facial Expression Synthesis -- VAD Emotion Model -- Facial Expressions in VAD Space -- Sample Emotions -- Facial Part Actions (FPA) -- Finding Linear Dependencies -- Facial Asymmetry for Ambivalent Feelings -- Overall Pipeline -- Asymmetric Face-Edit Parameters -- Ambivalent Feelings -- Applications and Experiment -- Conclusion and Discussion -- References -- Behavior -- Automating the Transfer of a Generic Set of Behaviors onto a Virtual Character -- Motivation -- Related Work -- Automatic Skeleton Joint Mapping -- Retargeting -- Motion Data Transfer -- Constraint Enforcement -- Discussion -- References -- A Crowd Modeling Framework for Socially Plausible Animation Behaviors -- Introduction -- Related Work -- Crowd Model Framework -- System Overview -- Coordination Model -- Implementation and Results -- Experiments -- Effects in Character Behaviors -- Conclusion and Future Work -- References -- Controlling Three Agents in a Quarrel: Lessons Learnt -- Introduction -- Architecture and Design Considerations -- Acquiring and Annotating Background Video-Materials -- The Model -- Evaluation -- Discussion and Conclusion -- References -- Virtual Humans -- What's Next? The New Era of Autonomous Virtual Humans -- Introduction -- Traditional Autonomous Agent Model -- Agent Representation -- Navigation and Steering -- Locomotion -- Behavior Authoring -- Conclusion -- References -- Virtual Humans: Evolving with Common Sense -- Introduction -- Related Work -- Commonsense Knowledge -- Learning Activity -- Agents Learning from Other Agents -- Agents Learning from the Environment -- Examples
  • A Perceptual Study of the Relationship between Posture and Gesture for Virtual Characters -- Introduction -- Literature -- Experiment 1: The Impact of Voice and Posture-Gesture Mergers -- Data Collection -- Stimuli and Procedure -- Result and Analysis -- Experiment 2: Evaluation of Distance Metrics -- Data Collection -- Stimuli and Procedure -- Motion Parameters -- Result Analysis -- Discussion and Conclusion -- References -- Walker Speed Adaptation in Gait Synthesis -- Introduction -- Related work -- Training Data -- Modeling and Synthesis Method -- Continuous Control of Walk Speed -- Results -- User Evaluation -- Style Modeling Evaluation -- Interpolation Factor Recognition -- Naturalness Evaluation -- Conclusion -- References -- An Efficient Energy Transfer Inverse Kinematics Solution -- Introduction -- Previous Works -- Mass-Spring Based Inverse Kinematics -- Multi-targeting -- General Joint Constraints -- Results -- Conclusion -- References -- Motion Planning with Discrete Abstractions and Physics-Based Game Engines -- Introduction -- Related Work -- Problem Formulation -- Method -- Discrete Abstraction -- Search Data Structures -- Simultaneous Best-First Discrete Search and Sampling-Based Motion Planning -- Incorporating Motion Controllers -- Experiments and Results -- Test Cases -- Methods Used in the Comparisons -- Measuring Computational Efficiency -- Results -- Discussion -- References -- Calibrating a Motion Model Based on Reinforcement Learning for Pedestrian Simulation -- Introduction and Related Work -- Multi-agent RL Framework -- Dynamic Model and Calibration -- Experiments -- Unidimensional Experiment -- Bidimensional Experiment -- Conclusions -- References -- A*mbush Family: A* Variations for Ambush Behavior and Path Diversity Generation -- Introduction -- A* -- Related Work -- Formal Problem Definition -- A*mbush -- Complexity
  • Discussion and Future Work -- References -- Locomotion -- Principles and Observation: How Do People Move? -- Introduction -- Principles and Observation -- References -- Using Optimal Control Methods to Generate Human Walking Motions -- Introduction -- Method Overview -- Model for the Character -- Foot Contact Modeling -- Ground Collision -- Passive Elements -- Gait Description -- Optimal Control Problem for Human Walking -- Numerical Solution -- Results -- Summary of Results and Outlook -- References -- Interactive Quadruped Animation -- Introduction -- Background -- Approach -- User Environment -- Workflow -- Locomotion -- Layering -- Controller Concatenation -- User Study -- Results and Discussion -- CSI Survey Results and Analysis -- Likert Survey Results and Analysis -- Future Work -- References -- Motion Capture -- Capturing Close Interactions with Objects Using a Magnetic Motion Capture System and a RGBD Sensor -- Introduction -- Related Work -- Magnetic Motion Capture Systems -- Capturing Scenes of Object Manipulation -- Method -- Overview -- Aligning Magnetic Markers to the Scene -- Kinect Object Reconstruction -- Marker-Object Transform Calculation (Dealing with Marker Slip) -- Capturing Motion via Magnetic Sensors -- Experimental Results -- Discussions and Future Work -- References -- An Analysis of Motion Blending Techniques -- Introduction -- Related Work -- Motion Parameterization Methods -- Experiments Setup -- Performance Metrics -- Results and Discussions -- Conclusion -- References -- Automatic Hand-Over Animation for Free-Hand Motions from Low Resolution Input -- Introduction -- Overview -- Related Work -- Full-Resolution Analysis -- Selecting Marker Sets -- Database Construction -- Hand Reconstruction -- Results -- Conclusions -- References -- Posters