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9th MIG 2016: Burlingame, California, USA
- Michael Neff, Roland Geraerts, Hubert P. H. Shum:
Proceedings of the 9th International Conference on Motion in Games, MIG 2016, Burlingame, California, USA, October 10-12, 2016. ACM 2016, ISBN 978-1-4503-4592-7
Controls & interfaces
- Simon Alexanderson, Carol O'Sullivan, Jonas Beskow:
Robust online motion capture labeling of finger markers. 7-13 - Mubbasir Kapadia, Alexander Shoulson, Cyril Steimer, Samuel Oberholzer, Robert W. Sumner, Markus H. Gross:
An event-centric approach to authoring stories in crowds. 15-24 - Noah Lockwood, Karan Singh:
Gestural motion editing using mobile devices. 25-30
Simulations & geometry 1
- Matthias Müller, Nuttapong Chentanez, Miles Macklin:
Simulating visual geometry. 31-38 - Tiannan Chen, Xiangyun Lei, Hakan Demir, Christopher J. Cramer, Laura Gagliardi, Stephen J. Guy:
MOF: creating an educational game on nanotechnology through simulation-driven optimization. 39-48 - Miles Macklin, Matthias Müller, Nuttapong Chentanez:
XPBD: position-based simulation of compliant constrained dynamics. 49-54 - Matthias Müller, Jan Bender, Nuttapong Chentanez, Miles Macklin:
A robust method to extract the rotational part of deformations. 55-60
Simulations & geometry 2
- Pierre-Luc Manteaux, Ulysse Vimont, Chris Wojtan, Damien Rohmer, Marie-Paule Cani:
Space-time sculpting of liquid animation. 61-71 - Timothy Costigan, Anton Gerdelan, Emma Carrigan, Rachel McDonnell:
Improving blendshape performance for crowds with GPU and GPGPU techniques. 73-78 - Marcel Weiler, Dan Koschier, Jan Bender:
Projective fluids. 79-84 - Nuttapon Vanakittistien, Attawith Sudsang, Nuttapong Chentanez:
3D hair model from small set of images. 85-90
Environments
- Wouter van Toll, Roy Triesscheijn, Marcelo Kallmann, Ramon Oliva, Nuria Pelechano, Julien Pettré, Roland Geraerts:
A comparative study of navigation meshes. 91-100 - Arne Hillebrand, Marjan van den Akker, Roland Geraerts, Han Hoogeveen:
Separating a walkable environment into layers. 101-106 - Alain Juarez-Perez, Marcelo Kallmann:
Full-body behavioral path planning in cluttered environments. 107-112
Human motion 1
- Armelle Bauer, Ali-Hamadi Dicko, François Faure, Olivier Palombi, Jocelyne Troccaz:
Anatomical mirroring: real-time user-specific anatomy in motion using a commodity depth camera. 113-122 - Meng Li, Howard Leung, Hubert P. H. Shum:
Human action recognition via skeletal and depth based feature fusion. 123-132 - Mylène Campana, Pierre Fernbach, Steve Tonneau, Michel Taïx, Jean-Paul Laumond:
Ballistic motion planning for jumping superheroes. 133-138 - Han Du, Somayeh Hosseini, Martin Manns, Erik Herrmann, Klaus Fischer:
Scaled functional principal component analysis for human motion synthesis. 139-144
Human Motion 2
- Hubert P. H. Shum, He Wang, Edmond S. L. Ho, Taku Komura:
SkillVis: a visualization tool for boxing skill assessment. 145-153 - Fabrizio Nunnari, Myroslav Bachynskyi, Alexis Héloir:
Introducing postural variability improves the distribution of muscular loads during mid-air gestural interaction. 155-160 - José Serra, Verónica Orvalho, Darren Cosker:
Behavioural facial animation using motion graphs and mind maps. 161-166
Perception & user analysis
- Gale M. Lucas, Evan Szablowski, Jonathan Gratch, Andrew W. Feng, Tiffany Huang, Jill Boberg, Ari Shapiro:
The effect of operating a virtual doppleganger in a 3D simulation. 167-174 - Brian Ravenet, Elisabetta Bevacqua, Angelo Cafaro, Magalie Ochs, Catherine Pelachaud:
Perceiving attitudes expressed through nonverbal behaviors in immersive virtual environments. 175-180 - Sin-Hwa Kang, Andrew W. Feng, Mike Seymour, Ari Shapiro:
Study comparing video-based characters and 3D-based characters on mobile devices for chat. 181-186 - Emma Carrigan, Elena Kokkinara, Florian Gheorghe, Maxime Houlier, Stéphane Donikian, Rachel McDonnell:
Crowd appearance affects player performance in game combat scenarios. 187-192
Posters
- Nick Sohre, Stephen J. Guy:
A data-driven method for variation in animated smiles: extended abstract. 193-194 - Fabrizio Valerio Covone, Brian Vaughan, Charlie Cullen:
A pilot study of comparison gesture analysis in motion driven video games. 195-196 - Zhiguang Liu, Howard Leung, Hubert P. H. Shum:
An interactive human morphing system with self-occlusion enhancement. 197 - Qi Dong, Roberto Arias-Yacupoma, Louis Katchen, Mubbasir Kapadia:
Confluence: visualizing social physics for interactive narrative. 199 - Venustiano Soancatl, Jasper J. van de Gronde, Natasha M. Maurits, Claudine J. C. Lamoth, Jos B. T. M. Roerdink:
Curvature and speed for balance quantification during exergaming. 201-202 - Kuan Wang, Norman I. Badler:
Identifying virtual episodes based on character animation traces. 203 - Leonard Wohl, Roland Gorzkowski, Nicole Fox, Mubbasir Kapadia:
KINDLING: a game platform for crowd-sourcing fire evacuation data. 205
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