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Motion in Games (Record no. 13321)

000 -LEADER
fixed length control field 05336nam a22005655i 4500
003 - CONTROL NUMBER IDENTIFIER
control field OSt
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20140310144055.0
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
fixed length control field cr nn 008mamaa
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 101102s2010 gw | s |||| 0|eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9783642169588
978-3-642-16958-8
050 #4 - LIBRARY OF CONGRESS CALL NUMBER
Classification number T385
Classification number TA1637-1638
Classification number TK7882.P3
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 006.6
Edition number 23
264 #1 -
-- Berlin, Heidelberg :
-- Springer Berlin Heidelberg,
-- 2010.
912 ## -
-- ZDB-2-SCS
-- ZDB-2-LNC
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Boulic, Ronan.
Relator term editor.
245 10 - IMMEDIATE SOURCE OF ACQUISITION NOTE
Title Motion in Games
Medium [electronic resource] :
Remainder of title Third International Conference, MIG 2010, Utrecht, The Netherlands, November 14-16, 2010. Proceedings /
Statement of responsibility, etc edited by Ronan Boulic, Yiorgos Chrysanthou, Taku Komura.
300 ## - PHYSICAL DESCRIPTION
Extent XII, 436p. 210 illus.
Other physical details online resource.
440 1# - SERIES STATEMENT/ADDED ENTRY--TITLE
Title Lecture Notes in Computer Science,
International Standard Serial Number 0302-9743 ;
Volume number/sequential designation 6459
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Body Simulation -- Simulating Humans and Lower Animals -- Evaluating the Physical Realism of Character Animations Using Musculoskeletal Models -- Learning Movements -- Physically-Based Character Control in Low Dimensional Space -- Learning Crowd Steering Behaviors from Examples -- Body Control -- Full-Body Hybrid Motor Control for Reaching -- Pose Control in Dynamic Conditions -- Spatial Awareness in Full-Body Immersive Interactions: Where Do We Stand? -- Motion Planning -- Scalable Precomputed Search Trees -- Toward Simulating Realistic Pursuit-Evasion Using a Roadmap-Based Approach -- Path Planning for Groups Using Column Generation -- Physically-Based Character Control -- Skills-in-a-Box: Towards Abstract Models of Motor Skills -- Angular Momentum Control in Coordinated Behaviors -- Crowds and Formation -- Simulating Formations of Non-holonomic Systems with Control Limits along Curvilinear Coordinates -- Following a Large Unpredictable Group of Targets among Obstacles -- Geometry -- Real-Time Space-Time Blending with Improved User Control -- Motion Capture for a Natural Tree in the Wind -- Active Geometry for Game Characters -- Autonomous Characters -- CAROSA: A Tool for Authoring NPCs -- BehaveRT: A GPU-Based Library for Autonomous Characters -- Level of Detail AI for Virtual Characters in Games and Simulation -- Navigation -- Scalable and Robust Shepherding via Deformable Shapes -- Navigation Queries from Triangular Meshes -- Motion Synthesis -- Motion Parameterization with Inverse Blending -- Planning and Synthesizing Superhero Motions -- Perception -- Perception Based Real-Time Dynamic Adaptation of Human Motions -- Realistic Emotional Gaze and Head Behavior Generation Based on Arousal and Dominance Factors -- Why Is the Creation of a Virtual Signer Challenging Computer Animation? -- Real-Time Graphics -- Realtime Rendering of Realistic Fabric with Alternation of Deformed Anisotropy -- Responsive Action Generation by Physically-Based Motion Retrieval and Adaptation -- Visibility Transition Planning for Dynamic Camera Control -- Posters -- The Application of MPEG-4 Compliant Animation to a Modern Games Engine and Animation Framework -- Knowledge-Based Probability Maps for Covert Pathfinding -- Modification of Crowd Behaviour Modelling under Microscopic Level in Panic Situation -- Expressive Gait Synthesis Using PCA and Gaussian Modeling -- Autonomous Multi-agents in Flexible Flock Formation -- Real-Time Hair Simulation with Segment-Based Head Collision -- Subgraphs Generating Algorithm for Obtaining Set of Node-Disjoint Paths in Terrain-Based Mesh Graphs -- Path-Planning for RTS Games Based on Potential Fields -- Learning Human Action Sequence Style from Video for Transfer to 3D Game Characters.
520 ## - SUMMARY, ETC.
Summary, etc This book constitutes the proceedings of the Third International Workshop on Motion in Games, held in Utrecht, The Netherlands, in November 2010. The 30 revised full papers presented together with 9 revised poster papers in this volume were carefully reviewed and selected. The papers are organized in topical sections on body simulation, learning movements, body control, motion planning, physically-based character control, crowds and formation, geometry, autonomous characters, navigation, motion synthesis, perception, real-time graphics, and posters.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer science.
Topical term or geographic name as entry element Computer software.
Topical term or geographic name as entry element Information systems.
Topical term or geographic name as entry element Artificial intelligence.
Topical term or geographic name as entry element Computer simulation.
Topical term or geographic name as entry element Computer vision.
Topical term or geographic name as entry element Computer Science.
Topical term or geographic name as entry element Computer Imaging, Vision, Pattern Recognition and Graphics.
Topical term or geographic name as entry element Information Systems Applications (incl.Internet).
Topical term or geographic name as entry element Artificial Intelligence (incl. Robotics).
Topical term or geographic name as entry element User Interfaces and Human Computer Interaction.
Topical term or geographic name as entry element Simulation and Modeling.
Topical term or geographic name as entry element Algorithm Analysis and Problem Complexity.
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Chrysanthou, Yiorgos.
Relator term editor.
Personal name Komura, Taku.
Relator term editor.
710 2# - ADDED ENTRY--CORPORATE NAME
Corporate name or jurisdiction name as entry element SpringerLink (Online service)
773 0# - HOST ITEM ENTRY
Title Springer eBooks
776 08 - ADDITIONAL PHYSICAL FORM ENTRY
Display text Printed edition:
International Standard Book Number 9783642169571
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier http://dx.doi.org/10.1007/978-3-642-16958-8
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme
Item type E-Book
Copies
Price effective from Permanent location Date last seen Not for loan Date acquired Source of classification or shelving scheme Koha item type Damaged status Lost status Withdrawn status Current location Full call number
2014-03-29AUM Main Library2014-03-29 2014-03-29 E-Book   AUM Main Library006.6

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