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MIG 2013: Dublin, Ireland
- Rachel McDonnell, Nathan R. Sturtevant, Victor B. Zordan:

Motion in Games, MIG '13, Dublin, Ireland, November 6-8, 2013. ACM 2013, ISBN 978-1-4503-2546-2
Invited Papers
- Stephen J. Guy:

Psycho-physical Crowds. 7-12 - Ben Sunshine-Hill:

Managing Simulation Level-of-Detail with the LOD Trader. 13-18 - Stelian Coros:

Computational Design and Motion Control for Characters in the Real World. 19-22 - Mark Pauly:

Realtime Performance-Based Facial Avatars for Immersive Gameplay. 23-28
Simulation I
- Shailen Agrawal, Michiel van de Panne:

Pareto Optimal Control for Natural and Supernatural Motions. 29-38 - Ben Jones, Jovan Popovic, James McCann, Wilmot Li, Adam W. Bargteil:

Dynamic Sprites. 39-46 - Caroline Larboulette, Pablo Quesada, Olivier Dumas:

Burning Paper: Simulation at the Fiber's Level. 47-52
Emotion
- Cathy Ennis

, Ludovic Hoyet, Arjan Egges, Rachel McDonnell
:
Emotion Capture: Emotionally Expressive Characters for Games. 53-60 - Haris Zacharatos, Christos Gatzoulis, Yiorgos Chrysanthou, Andreas Aristidou

:
Emotion Recognition for Exergames using Laban Movement Analysis. 61-66
Crowds
- Glen Berseth, Mubbasir Kapadia, Petros Faloutsos:

SteerPlex: Estimating Scenario Complexity for Simulated Crowds. 67-76 - Sergio Ruiz, Benjamín Hernández

, Adriana Alvarado, Isaac Rudomín
:
Reducing Memory Requirements for Diverse Animated Crowds. 77-86 - Oriam de Gyves, Leonel Toledo

, Isaac Rudomín
:
Proximity Queries for Crowd Simulation Using Truncated Voronoi Diagrams. 87-92
Planning
- Quentin Galvane, Marc Christie, Rémi Ronfard

, Chen Kim Lim
, Marie-Paule Cani:
Steering Behaviors for Autonomous Cameras. 93-102 - Ramon Oliva, Nuria Pelechano

:
A Generalized Exact Arbitrary Clearance Technique for Navigation Meshes. 103-110 - Mubbasir Kapadia, Kai Ninomiya, Alexander Shoulson, Francisco M. Garcia, Norman I. Badler:

Constraint-Aware Navigation in Dynamic Environments. 111-120 - Alexander Shoulson, Max L. Gilbert, Mubbasir Kapadia, Norman I. Badler:

An Event-Centric Planning Approach for Dynamic Real-Time Narrative. 121-130
Eyes, Lips, and Hair
- Yuyu Xu, Andrew W. Feng, Stacy Marsella, Ari Shapiro:

A Practical and Configurable Lip Sync Method for Games. 131-140 - Aline Normoyle, Jeremy B. Badler, Teresa Fan, Norman I. Badler, Vinícius J. Cassol, Soraia Raupp Musse

:
Evaluating perceived trust from procedurally animated gaze. 141-148 - Zhuopeng Zhang, Shigeo Morishima

:
Real-time Hair Simulation on Mobile Device. 149-154
Perception of Motion
- Niels Christian Nilsson

, Stefania Serafin
, Rolf Nordahl
:
The Perceived Naturalness of Virtual Locomotion Methods Devoid of Explicit Leg Movements. 155-164 - Cathy Ennis

, Arjan Egges:
Perception of Approach and Reach in Combined Interaction Tasks. 165-170 - Lavanya Sharan, Zhe Han Neo, Kenny Mitchell

, Jessica K. Hodgins:
Simulated motion blur does not improve player experience in racing game. 149-154
Hands and Arms
- Sheldon Andrews, Marc Jarvis, Paul G. Kry

:
Data-driven Fingertip Appearance for Interactive Hand Simulation. 177-186 - Eray Molla, Ronan Boulic:

Singularity Free Parametrization of Human Limbs. 187-196 - Nkenge Wheatland, Sophie Jörg, Victor B. Zordan:

Automatic Hand-Over Animation using Principle Component Analysis. 197-202
Simulation II
- John Koenig, Ioannis Karamouzas, Stephen J. Guy:

Object-Centric Parallel Rigid Body Simulation With Timewarp. 203-212 - David A. Stuart, Joshua A. Levine, Ben Jones, Adam W. Bargteil:

Automatic Construction of Coarse, High-Quality Tetrahedralizations that Enclose and Approximate Surfaces for Animation. 213-222 - Dan Gerszewski, Ladislav Kavan, Peter-Pike J. Sloan, Adam W. Bargteil:

Enhancements to Model-reduced Fluid Simulation. 223-228

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