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Motion in Games

Overview of attention for book
Cover of 'Motion in Games'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Moving Path Planning Forward
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    Chapter 2 Environmental Effect on Egress Simulation
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    Chapter 3 Following a Group of Targets in Large Environments
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    Chapter 4 Realtime Performance Animation Using Sparse 3D Motion Sensors
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    Chapter 5 A Game System for Speech Rehabilitation
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    Chapter 6 Virtual Try-On Using Kinect and HD Camera
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    Chapter 7 Modal Vibrations for Character Animation
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    Chapter 8 Modeling Physically Simulated Characters with Motion Networks
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    Chapter 9 A Unified Constraint Framework for Physical Animation of Articulated Rigid Bodies
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    Chapter 10 Appealing Virtual Humans
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    Chapter 11 Perception of Complex Emotional Body Language of a Virtual Character
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    Chapter 12 Conveying Real-Time Ambivalent Feelings through Asymmetric Facial Expressions
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    Chapter 13 Automating the Transfer of a Generic Set of Behaviors onto a Virtual Character
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    Chapter 14 A Crowd Modeling Framework for Socially Plausible Animation Behaviors
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    Chapter 15 Controlling Three Agents in a Quarrel: Lessons Learnt
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    Chapter 16 What’s Next? The New Era of Autonomous Virtual Humans
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    Chapter 17 Virtual Humans: Evolving with Common Sense
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    Chapter 18 Principles and Observation: How Do People Move?
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    Chapter 19 Using Optimal Control Methods to Generate Human Walking Motions
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    Chapter 20 Interactive Quadruped Animation
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    Chapter 21 Capturing Close Interactions with Objects Using a Magnetic Motion Capture System and a RGBD Sensor
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    Chapter 22 An Analysis of Motion Blending Techniques
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    Chapter 23 Automatic Hand-Over Animation for Free-Hand Motions from Low Resolution Input
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    Chapter 24 A Perceptual Study of the Relationship between Posture and Gesture for Virtual Characters
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    Chapter 25 Walker Speed Adaptation in Gait Synthesis
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    Chapter 26 An Efficient Energy Transfer Inverse Kinematics Solution
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    Chapter 27 Motion Planning with Discrete Abstractions and Physics-Based Game Engines
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    Chapter 28 Calibrating a Motion Model Based on Reinforcement Learning for Pedestrian Simulation
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    Chapter 29 A*mbush Family: A* Variations for Ambush Behavior and Path Diversity Generation
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    Chapter 30 Fuzzy Logic Controlled Pedestrian Groups in Urban Environments
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    Chapter 31 Enhancing the Behavior of Virtual Characters with Long Term Planning, Failure Anticipation and Opportunism
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    Chapter 32 Realtime, Physics-Based Marker Following
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    Chapter 33 Fast Motion Retrieval with the Distance Input Space
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    Chapter 34 Machine Learning Approach for Gesture Recognition Based on Automatic Feature Selection
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    Chapter 35 Dealing with Variability When Recognizing User’s Performance in Natural Gesture Interfaces
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    Chapter 36 Treating Phobias with Computer Games
  38. Altmetric Badge
    Chapter 37 Analysis and Verification of Navigation Strategies by Abstract Interpretation of Cellular Automata
Overall attention for this book and its chapters
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Mentioned by

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1 Wikipedia page

Citations

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34 Mendeley
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Title
Motion in Games
Published by
Springer Berlin Heidelberg, November 2012
DOI 10.1007/978-3-642-34710-8
ISBNs
978-3-64-234709-2, 978-3-64-234710-8
Editors

Kallmann, Marcelo, Bekris, Kostas

X Demographics

X Demographics

The data shown below were collected from the profile of 1 X user who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 34 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Colombia 2 6%
Spain 1 3%
Portugal 1 3%
Denmark 1 3%
France 1 3%
Venezuela, Bolivarian Republic of 1 3%
Brazil 1 3%
Unknown 26 76%

Demographic breakdown

Readers by professional status Count As %
Student > Master 9 26%
Student > Ph. D. Student 7 21%
Student > Bachelor 4 12%
Professor 3 9%
Unspecified 3 9%
Other 8 24%
Readers by discipline Count As %
Computer Science 17 50%
Unspecified 6 18%
Engineering 4 12%
Business, Management and Accounting 2 6%
Social Sciences 2 6%
Other 3 9%