Motion in Games

Motion in Games PDF Author: Ronan Boulic
Publisher: Springer Science & Business Media
ISBN: 3642169570
Category : Computers
Languages : en
Pages : 446

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Book Description
Following the very successful Motion in Games events in 2008 and 2009, we organized the Third International Conference on Motion in Games from 14–16 November 2010, in Utrecht, The Netherlands. Games have become a very important medium for both education and - tertainment. Motion plays a crucial role in computer games. Characters move around, objects are manipulated or move due to physical constraints, entities are animated, and the camera moves through the scene. Even the motion of the player nowadays is used as input to games. Motion is currently studied in many di?erent areas of research, including graphics and animation, game technology, robotics, simulation, computer vision, and also physics, psychology, and urban studies. Cross-fertilizationbetween these communities can considerably advance the state of the artin this area. The goalof the Motionin Games conferencewas to bring together researchersfrom these various ?elds to presentthe most recent results and to initiate collaboration. The conference was organizedby the Dutch research project GATE. The conference consisted of a regular paper session, a postersession,aswellaspresentationsby aselectionofinternationallyrenowned speakers in the ?eld of games and simulations. November 2010 Ronan Boulic Yiorgos Chrysanthou Taku Komura Roland Geraerts Arjan Egges Mark Overmars Organization ProgramChairs Ronan Boulic VRLab, EPFL, Lausanne, Switzerland Yiorgos Chrysanthou University of Cyprus, Nicosia, Cyprus Taku Komura Edinburgh University, UK LocalChairs Roland Geraerts Games and Virtual Worlds group, Utrecht University, NL Arjan Egges Games and Virtual Worlds group, Utrecht University, NL Mark Overmars Games and Virtual Worlds group, Utrecht University, NL ProgramCommittee Allbeck, Jan M.

Motion in Games

Motion in Games PDF Author: Arjan Egges
Publisher: Springer Science & Business Media
ISBN: 3540892192
Category : Computers
Languages : en
Pages : 265

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Book Description
FromJune14–17,2008,theCenterforAdvancedGamingandSimulation(AGS), UtrechtUniversity,incollaborationwiththeNLGDFestivalofGames,organized a Workshop on Motion in Games in Utrecht. Motion plays a crucial role in c- puter games. Characters move around, objects are manipulated or move due to physical constraints, entities are animated, and the camera moves through the scene. Even the motion of the player nowadays is used as input to games. - tion is currently studied in many di?erent areas of research, including graphics and animation, gametechnology,robotics,simulation, computer vision, and also physics, psychology, and urban studies. The goal of the Motion in Games wo- shop was to bring together researchers from this variety of ?elds to present the most recent results and to initiate collaboration. TheMIG 2008workshophostedover30internationallyrenownedresearchers who all presentedtheir ongoingworkon topicssuch ascrowdsimulation,motion capture, path planning and facial animation. This volume is a collection of the paperspresentedduringthe workshop.Since this volumewaspublishedafterthe workshop, the authors of the papers adapted their content in order to include anydiscussionsthattookplaceduringtheworkshopitself.All?nalcontributions were carefully checked by the workshop organizers. The Motion in Games workshop was a very successful event that has set the starting point for interdisciplinary collaborations and for novel research ideas following the interesting discussions that took place. We are very happy with the outcomeofthe workshopandthe excellentcontributionsby the participants, collected in this volume. August 2008 Arjan Egges Arno Kamphuis Mark Overmars SponsoringInstitutions This workshop was sponsored by the GATE 1 2 project and the NLGD Festival of Games .

Motion in Games

Motion in Games PDF Author: Jan Allbeck
Publisher: Springer
ISBN: 3642250904
Category : Computers
Languages : en
Pages : 460

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Book Description
This book constitutes the proceedings of the 4th International Workshop on Motion in Games, held in Edinburgh, UK, in November 2011. The 30 revised full papers presented together with 8 revised poster papers in this volume were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on character animation, motion synthesis, physically-based character motion, behavior animation, animation systems, crowd simulation, as well as path planning and navigation.

Motion in Games

Motion in Games PDF Author: Marcelo Kallmann
Publisher: Springer
ISBN: 364234710X
Category : Computers
Languages : en
Pages : 384

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Book Description
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 papers are organized in topical sections on planning, interaction, physics, perception, behavior, virtual humans, locomotion, and motion capture.

Understanding Motion Capture for Computer Animation and Video Games

Understanding Motion Capture for Computer Animation and Video Games PDF Author: Alberto Menache
Publisher: Morgan Kaufmann
ISBN: 9780124906303
Category : Computers
Languages : en
Pages : 238

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Book Description
Motion capture is one of the most talked about and misunderstood technologies in computer animation because of its rocketing popularity and ambiguous implementation. In Understanding Motion Capture for Computer Animation and Video Games , industry insider Alberto Menache tells the complete story of motion capture, examining its technical details as well as its growth as an industry. Menache's narrative voice and in-depth technical discussions allow the reader to not only learn motion capture, but also to understand the reasons behind its successes, failures, and increasing role in blockbuster films, such as Batman Forever and Batman and Robin . With its careful balance between technical analysis and industry trends, Understanding Motion Capture for Computer Animation and Video Games is the first book to explore the controversial art and practice of modern character animation using motion capture.

Flash MX Games

Flash MX Games PDF Author: Nik Lever
Publisher: CRC Press
ISBN: 1136133186
Category : Art
Languages : en
Pages : 455

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Book Description
Learn the professional skills you need to make the best use of Flash for creating interactive animation and producing exciting, dynamic Internet content. Nik Lever, writing as an artist for artists, takes you through the entire process from creating the art and animation for games in Flash, to adding the interactivity using Flash's ActionScripting language. He also provides valuable extra coverage of how Flash integrates with Director 8.5 Shockwave studio and C++. As a designer using Flash you will see how you can apply your creative skills to the many stages of game production and produce your own interactive games with this versatile package. As an animator you will be able to add interactive functionality to your own animation and produce a game. As a web developer you will see how to make the best use of the sophisticated development environment Flash offers for the production of both artwork and code to create low bandwidth, animated web content that sells! The free CD-Rom includes all the code and files you need to try out each tutorial from the book so you can see exactly how each game was created. Learn from the many different types of games provided as examples, from simple quizzes to platform-based games. High score tables and multi-player games using sockets, vital to higher level online games, are also covered in detail to ensure you have the complete skill set needed to succeed in this competitive arena.

Advances in Computer Entertainment

Advances in Computer Entertainment PDF Author: Anton Nijholt
Publisher: Springer
ISBN: 3642342922
Category : Computers
Languages : en
Pages : 599

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Book Description
This book constitutes the refereed conference proceedings of the 9th International Conference on Advances in Computer Entertainment, ACE 2012, held in Kathmandu, Nepal, in November 2012. The 10 full paper and 19 short papers presented together with 5 papers from the special track Arts and Culture and 35 extended abstracts were carefully reviewed and selected from a total of 140 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.

Playing Games in Nineteenth-Century Britain and America

Playing Games in Nineteenth-Century Britain and America PDF Author: Ann R. Hawkins
Publisher: State University of New York Press
ISBN: 1438485565
Category : History
Languages : en
Pages : 322

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Book Description
Illuminates the ways games—from baseball cards to board games, charades to boxing, and croquet to strategies of war—were integral to nineteenth-century life and culture in the United States and Britain. A vital part of daily life in the nineteenth century, games and play were so familiar and so ubiquitous that their presence over time became almost invisible. Technological advances during the century allowed for easier manufacturing and distribution of board games and books about games, and the changing economic conditions created a larger market for them as well as more time in which to play them. These changing conditions not only made games more profitable, but they also increased the influence of games on many facets of culture. Playing Games in Nineteenth-Century Britain and America focuses on the material and visual culture of both American and British games, examining how cultures of play intersect with evolving gender norms, economic structures, scientific discourses, social movements, and nationalist sentiments. Ann R. Hawkins is Assistant Provost for Graduate Education and Research in the Office of the Provost at the State University of New York System Administration. She is the editor of Teaching Bibliography, Textual Criticism, and Book History and the nine-volume scholarly edition Romantic Women Writers Reviewed, and coeditor (with Maura Ives) of Women Writers and the Artifacts of Celebrity in the Long Nineteenth Century. Erin N. Bistline is Lecturer in the Department of English at the University of Tennessee-Knoxville. Maura Ives is Professor and Head of the Department of English at Texas A&M University. She is the author of Christina Rossetti: A Descriptive Bibliography and editor of George Meredith's Essay On Comedy and Other New Quarterly Magazine Publications: A Critical Edition.

Expressive Space

Expressive Space PDF Author: Gregory Whistance-Smith
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110723840
Category : History
Languages : en
Pages : 273

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Book Description
Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.

Motion in Games

Motion in Games PDF Author: Ronan Boulic
Publisher: Springer Science & Business Media
ISBN: 3642169570
Category : Computers
Languages : en
Pages : 446

View

Book Description
Following the very successful Motion in Games events in 2008 and 2009, we organized the Third International Conference on Motion in Games from 14–16 November 2010, in Utrecht, The Netherlands. Games have become a very important medium for both education and - tertainment. Motion plays a crucial role in computer games. Characters move around, objects are manipulated or move due to physical constraints, entities are animated, and the camera moves through the scene. Even the motion of the player nowadays is used as input to games. Motion is currently studied in many di?erent areas of research, including graphics and animation, game technology, robotics, simulation, computer vision, and also physics, psychology, and urban studies. Cross-fertilizationbetween these communities can considerably advance the state of the artin this area. The goalof the Motionin Games conferencewas to bring together researchersfrom these various ?elds to presentthe most recent results and to initiate collaboration. The conference was organizedby the Dutch research project GATE. The conference consisted of a regular paper session, a postersession,aswellaspresentationsby aselectionofinternationallyrenowned speakers in the ?eld of games and simulations. November 2010 Ronan Boulic Yiorgos Chrysanthou Taku Komura Roland Geraerts Arjan Egges Mark Overmars Organization ProgramChairs Ronan Boulic VRLab, EPFL, Lausanne, Switzerland Yiorgos Chrysanthou University of Cyprus, Nicosia, Cyprus Taku Komura Edinburgh University, UK LocalChairs Roland Geraerts Games and Virtual Worlds group, Utrecht University, NL Arjan Egges Games and Virtual Worlds group, Utrecht University, NL Mark Overmars Games and Virtual Worlds group, Utrecht University, NL ProgramCommittee Allbeck, Jan M.

Motion in Games

Motion in Games PDF Author: Arjan Egges
Publisher: Springer Science & Business Media
ISBN: 3540892192
Category : Computers
Languages : en
Pages : 265

View

Book Description
FromJune14–17,2008,theCenterforAdvancedGamingandSimulation(AGS), UtrechtUniversity,incollaborationwiththeNLGDFestivalofGames,organized a Workshop on Motion in Games in Utrecht. Motion plays a crucial role in c- puter games. Characters move around, objects are manipulated or move due to physical constraints, entities are animated, and the camera moves through the scene. Even the motion of the player nowadays is used as input to games. - tion is currently studied in many di?erent areas of research, including graphics and animation, gametechnology,robotics,simulation, computer vision, and also physics, psychology, and urban studies. The goal of the Motion in Games wo- shop was to bring together researchers from this variety of ?elds to present the most recent results and to initiate collaboration. TheMIG 2008workshophostedover30internationallyrenownedresearchers who all presentedtheir ongoingworkon topicssuch ascrowdsimulation,motion capture, path planning and facial animation. This volume is a collection of the paperspresentedduringthe workshop.Since this volumewaspublishedafterthe workshop, the authors of the papers adapted their content in order to include anydiscussionsthattookplaceduringtheworkshopitself.All?nalcontributions were carefully checked by the workshop organizers. The Motion in Games workshop was a very successful event that has set the starting point for interdisciplinary collaborations and for novel research ideas following the interesting discussions that took place. We are very happy with the outcomeofthe workshopandthe excellentcontributionsby the participants, collected in this volume. August 2008 Arjan Egges Arno Kamphuis Mark Overmars SponsoringInstitutions This workshop was sponsored by the GATE 1 2 project and the NLGD Festival of Games .

Motion in Games

Motion in Games PDF Author: Jan Allbeck
Publisher: Springer
ISBN: 3642250904
Category : Computers
Languages : en
Pages : 460

View

Book Description
This book constitutes the proceedings of the 4th International Workshop on Motion in Games, held in Edinburgh, UK, in November 2011. The 30 revised full papers presented together with 8 revised poster papers in this volume were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on character animation, motion synthesis, physically-based character motion, behavior animation, animation systems, crowd simulation, as well as path planning and navigation.

Motion in Games

Motion in Games PDF Author: Marcelo Kallmann
Publisher: Springer
ISBN: 364234710X
Category : Computers
Languages : en
Pages : 384

View

Book Description
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 papers are organized in topical sections on planning, interaction, physics, perception, behavior, virtual humans, locomotion, and motion capture.

Understanding Motion Capture for Computer Animation and Video Games

Understanding Motion Capture for Computer Animation and Video Games PDF Author: Alberto Menache
Publisher: Morgan Kaufmann
ISBN: 9780124906303
Category : Computers
Languages : en
Pages : 238

View

Book Description
Motion capture is one of the most talked about and misunderstood technologies in computer animation because of its rocketing popularity and ambiguous implementation. In Understanding Motion Capture for Computer Animation and Video Games , industry insider Alberto Menache tells the complete story of motion capture, examining its technical details as well as its growth as an industry. Menache's narrative voice and in-depth technical discussions allow the reader to not only learn motion capture, but also to understand the reasons behind its successes, failures, and increasing role in blockbuster films, such as Batman Forever and Batman and Robin . With its careful balance between technical analysis and industry trends, Understanding Motion Capture for Computer Animation and Video Games is the first book to explore the controversial art and practice of modern character animation using motion capture.

Flash MX Games

Flash MX Games PDF Author: Nik Lever
Publisher: CRC Press
ISBN: 1136133186
Category : Art
Languages : en
Pages : 455

View

Book Description
Learn the professional skills you need to make the best use of Flash for creating interactive animation and producing exciting, dynamic Internet content. Nik Lever, writing as an artist for artists, takes you through the entire process from creating the art and animation for games in Flash, to adding the interactivity using Flash's ActionScripting language. He also provides valuable extra coverage of how Flash integrates with Director 8.5 Shockwave studio and C++. As a designer using Flash you will see how you can apply your creative skills to the many stages of game production and produce your own interactive games with this versatile package. As an animator you will be able to add interactive functionality to your own animation and produce a game. As a web developer you will see how to make the best use of the sophisticated development environment Flash offers for the production of both artwork and code to create low bandwidth, animated web content that sells! The free CD-Rom includes all the code and files you need to try out each tutorial from the book so you can see exactly how each game was created. Learn from the many different types of games provided as examples, from simple quizzes to platform-based games. High score tables and multi-player games using sockets, vital to higher level online games, are also covered in detail to ensure you have the complete skill set needed to succeed in this competitive arena.

Advances in Computer Entertainment

Advances in Computer Entertainment PDF Author: Anton Nijholt
Publisher: Springer
ISBN: 3642342922
Category : Computers
Languages : en
Pages : 599

View

Book Description
This book constitutes the refereed conference proceedings of the 9th International Conference on Advances in Computer Entertainment, ACE 2012, held in Kathmandu, Nepal, in November 2012. The 10 full paper and 19 short papers presented together with 5 papers from the special track Arts and Culture and 35 extended abstracts were carefully reviewed and selected from a total of 140 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.

Playing Games in Nineteenth-Century Britain and America

Playing Games in Nineteenth-Century Britain and America PDF Author: Ann R. Hawkins
Publisher: State University of New York Press
ISBN: 1438485565
Category : History
Languages : en
Pages : 322

View

Book Description
Illuminates the ways games—from baseball cards to board games, charades to boxing, and croquet to strategies of war—were integral to nineteenth-century life and culture in the United States and Britain. A vital part of daily life in the nineteenth century, games and play were so familiar and so ubiquitous that their presence over time became almost invisible. Technological advances during the century allowed for easier manufacturing and distribution of board games and books about games, and the changing economic conditions created a larger market for them as well as more time in which to play them. These changing conditions not only made games more profitable, but they also increased the influence of games on many facets of culture. Playing Games in Nineteenth-Century Britain and America focuses on the material and visual culture of both American and British games, examining how cultures of play intersect with evolving gender norms, economic structures, scientific discourses, social movements, and nationalist sentiments. Ann R. Hawkins is Assistant Provost for Graduate Education and Research in the Office of the Provost at the State University of New York System Administration. She is the editor of Teaching Bibliography, Textual Criticism, and Book History and the nine-volume scholarly edition Romantic Women Writers Reviewed, and coeditor (with Maura Ives) of Women Writers and the Artifacts of Celebrity in the Long Nineteenth Century. Erin N. Bistline is Lecturer in the Department of English at the University of Tennessee-Knoxville. Maura Ives is Professor and Head of the Department of English at Texas A&M University. She is the author of Christina Rossetti: A Descriptive Bibliography and editor of George Meredith's Essay On Comedy and Other New Quarterly Magazine Publications: A Critical Edition.

Official Gazette of the United States Patent and Trademark Office

Official Gazette of the United States Patent and Trademark Office PDF Author:
Publisher:
ISBN:
Category : Trademarks
Languages : en
Pages :

View

Book Description


Expressive Space

Expressive Space PDF Author: Gregory Whistance-Smith
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110723840
Category : History
Languages : en
Pages : 273

View

Book Description
Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.