Proceedings of the Seventh International Conference on Motion in Games最新文献

筛选
英文 中文
Strain limiting for clustered shape matching 聚类形状匹配的应变限制
Proceedings of the Seventh International Conference on Motion in Games Pub Date : 2014-11-06 DOI: 10.1145/2668084.2668098
Adam W. Bargteil, Ben Jones
{"title":"Strain limiting for clustered shape matching","authors":"Adam W. Bargteil, Ben Jones","doi":"10.1145/2668084.2668098","DOIUrl":"https://doi.org/10.1145/2668084.2668098","url":null,"abstract":"In this paper, we advocate explicit symplectic Euler integration and strain limiting in a shape matching simulation framework. The resulting approach resembles not only previous work on shape matching and strain limiting, but also the recently popular position-based dynamics. However, unlike this previous work, our approach reduces to explicit integration under small strains, but remains stable in the presence of non-linearities.","PeriodicalId":366397,"journal":{"name":"Proceedings of the Seventh International Conference on Motion in Games","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124381727","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
Generating hand motion from body motion using key hand poses 用关键的手的姿势从身体的动作产生手的动作
Proceedings of the Seventh International Conference on Motion in Games Pub Date : 2014-11-06 DOI: 10.1145/2668084.2668095
Masaki Oshita, Yuta Senju
{"title":"Generating hand motion from body motion using key hand poses","authors":"Masaki Oshita, Yuta Senju","doi":"10.1145/2668084.2668095","DOIUrl":"https://doi.org/10.1145/2668084.2668095","url":null,"abstract":"In this paper, we propose a method to generate hand motion from full-body motion. We assume that hand pose can be estimated from full-body pose. We use a support vector machine (SVM) to choose one of four key hand poses based on the full-body pose. The training model is constructed from a number of full-body motions with manually specified hand-pose keyframes. The output pose is synthesized to include the generated continuous hand motion. Since our method does not require future poses, it is valid for both on-line and off-line animation. Our experimental results show that our model is applicable to a wide range of motions.","PeriodicalId":366397,"journal":{"name":"Proceedings of the Seventh International Conference on Motion in Games","volume":"118 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115153648","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
GPGPU-accelerated construction of high-resolution generalized voronoi diagrams and navigation meshes gpgpu加速高分辨率广义voronoi图和导航网格的构建
Proceedings of the Seventh International Conference on Motion in Games Pub Date : 2014-11-06 DOI: 10.1145/2668084.2668093
R. Bonfiglioli, W. V. Toll, Roland Geraerts
{"title":"GPGPU-accelerated construction of high-resolution generalized voronoi diagrams and navigation meshes","authors":"R. Bonfiglioli, W. V. Toll, Roland Geraerts","doi":"10.1145/2668084.2668093","DOIUrl":"https://doi.org/10.1145/2668084.2668093","url":null,"abstract":"This paper presents a GPU-accelerated approach for improving the approximated construction of Generalized Voronoi Diagrams (GVDs). Previous work has shown how to render a GVD onto the GPU framebuffer, and copy it to the CPU for extraction of a high-quality diagram. We improve upon this technique by performing more computations in parallel on the GPU, and reducing the amount of data transferred to the CPU. We also design a multi-tiled construction technique that overcomes hardware limitations and enables much higher rendering resolutions, thus reducing discretization errors. Next, we extend our approach to create an Explicit Corridor Map navigation mesh, which is an efficient data structure for path planning in modern crowd simulation systems. The new implementation allows much faster construction of GVDs and navigation meshes at virtually infinite resolutions.","PeriodicalId":366397,"journal":{"name":"Proceedings of the Seventh International Conference on Motion in Games","volume":"253 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114154620","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Motion planning with rigid-body dynamics for generalized traveling salesman tours 广义旅行商行程的刚体动力学运动规划
Proceedings of the Seventh International Conference on Motion in Games Pub Date : 2014-11-06 DOI: 10.1145/2668084.2668090
S. Rashidian, E. Plaku, S. Edelkamp
{"title":"Motion planning with rigid-body dynamics for generalized traveling salesman tours","authors":"S. Rashidian, E. Plaku, S. Edelkamp","doi":"10.1145/2668084.2668090","DOIUrl":"https://doi.org/10.1145/2668084.2668090","url":null,"abstract":"This paper pursues multi-goal motion planning, where the overall set of goals is divided into k groups and the virtual agent needs to visit at least one goal per group. We have developed a combined task and motion-planning approach which can work with ground and aerial vehicles whose motions are simulated by differential equations or by physics-based game engines. The proposed approach is based on a hybrid search, where the expansion of a motion tree in the continuous state space is guided by heuristic costs and generalized traveling salesman tours computed over a discrete abstraction. The discrete abstraction is obtained via a probabilistic roadmap constructed over a low-dimensional configuration space resulting from a simplified problem setting. By capturing the connectivity of the free configuration space and connecting the goals, the roadmap provides generalized traveling salesman tours that effectively guide the motion-tree expansion. Experiments demonstrate that the approach not only improves previous methodologies in terms of runtime and solution length but also that it is scalable with respect to both the number of goals and groups.","PeriodicalId":366397,"journal":{"name":"Proceedings of the Seventh International Conference on Motion in Games","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124510412","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
Rethinking NPC intelligence: a new reputation system 重新思考NPC智力:一个新的声望系统
Proceedings of the Seventh International Conference on Motion in Games Pub Date : 2014-11-06 DOI: 10.1145/2668084.2668091
J. Mooney, J. Allbeck
{"title":"Rethinking NPC intelligence: a new reputation system","authors":"J. Mooney, J. Allbeck","doi":"10.1145/2668084.2668091","DOIUrl":"https://doi.org/10.1145/2668084.2668091","url":null,"abstract":"Creating more believable Non-Player Characters (NPCs) is a significant challenge for video game researchers and industry designers alike. While researchers explore a myriad of solutions, one somewhat forgotten solution area is NPC reputation systems. In this paper, we describe a redefined reputation system for NPC characters that allows for more realistic and dynamic social relationships. Our reputation system focuses on an agent's ability to remember and share observed behavior of other actors in the world. With this knowledge, NPCs can predict behavior of other actors, react according to their own subjective opinion, and exhibit more believable behavior to further immerse the player in the game world.","PeriodicalId":366397,"journal":{"name":"Proceedings of the Seventh International Conference on Motion in Games","volume":"106 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122411408","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
Multi-layer skin simulation with adaptive constraints 具有自适应约束的多层皮肤仿真
Proceedings of the Seventh International Conference on Motion in Games Pub Date : 2014-11-06 DOI: 10.1145/2668084.2668089
Pengbo Li, P. Kry
{"title":"Multi-layer skin simulation with adaptive constraints","authors":"Pengbo Li, P. Kry","doi":"10.1145/2668084.2668089","DOIUrl":"https://doi.org/10.1145/2668084.2668089","url":null,"abstract":"We present an approach for physics based simulation of the wrinkling of multi-layer skin with heterogeneous material properties. Each layer of skin is simulated with an adaptive mesh, with the different layers coupled via constraints that only permit wrinkle deformation at wavelengths that match the physical properties of the multi-layer model. We use texture maps to define varying elasticity and thickness of the skin layers, and design our constraints as continuous functions, which we discretize at run time to match the changing adaptive mesh topology. In our examples, we use blend shapes to drive the bottom layer, and we present a variety of examples of simulations that demonstrate small wrinkles on top of larger wrinkles, which is a typical pattern seen on human skin. Finally, we show that our physics-based wrinkles can be used in the automatic creation of wrinkle maps, allowing the visual details of our high resolution simulations to be produced at real time speeds.","PeriodicalId":366397,"journal":{"name":"Proceedings of the Seventh International Conference on Motion in Games","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122634702","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 13
Characterizing and optimizing game level difficulty 描述和优化游戏关卡难度
Proceedings of the Seventh International Conference on Motion in Games Pub Date : 2014-11-06 DOI: 10.1145/2668084.2668100
G. Berseth, M. B. Haworth, M. Kapadia, P. Faloutsos
{"title":"Characterizing and optimizing game level difficulty","authors":"G. Berseth, M. B. Haworth, M. Kapadia, P. Faloutsos","doi":"10.1145/2668084.2668100","DOIUrl":"https://doi.org/10.1145/2668084.2668100","url":null,"abstract":"Balancing the interactions between game level design and intended player experience is a difficult and time consuming process. Automating aspects of this process with respect to user-defined constraints has beneficial implications for game designers. A change in level layout may affect the available routes and subsequent player interactions for a number of agents within the level. Small changes in the placement of game elements may lead to significant changes in terms of the challenge experienced by the player on the path to their goal. Estimating the effect of this change requires that the designer take into account new paths of all interacting agents and how these may affect the player. As the number of these agents grow to crowd size, estimating the effect of these changes becomes grows difficult. We present a user-in-the-loop framework for tackling this task by optimizing enemy agent settings and the placement of game elements that affect the flow of agents within the level, with respect to estimated difficulty. Using static path analysis we estimate difficulty based on agent interactions with the player. To exemplify the usefulness of the framework, we show that small changes in level layout lead to significant changes in game difficulty, and optimizations with respect to the characterization of difficulty can be used to attain desired difficulty levels.","PeriodicalId":366397,"journal":{"name":"Proceedings of the Seventh International Conference on Motion in Games","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129863935","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 21
Molecular tetris: crowdsourcing molecular docking using path-planning and haptic devices 分子俄罗斯方块:使用路径规划和触觉设备的众包分子对接
Proceedings of the Seventh International Conference on Motion in Games Pub Date : 2014-11-06 DOI: 10.1145/2668084.2668086
Torin Adamson, J. Baxter, Kasra Manavi, April Suknot, Bruna Jacobson, Patrick Gage Kelley, Lydia Tapia
{"title":"Molecular tetris: crowdsourcing molecular docking using path-planning and haptic devices","authors":"Torin Adamson, J. Baxter, Kasra Manavi, April Suknot, Bruna Jacobson, Patrick Gage Kelley, Lydia Tapia","doi":"10.1145/2668084.2668086","DOIUrl":"https://doi.org/10.1145/2668084.2668086","url":null,"abstract":"Many biological processes, including immune recognition, enzyme catalysis, and molecular signaling, which is still an open problem in biological sciences. We present Molecular Tetris, a game in which a player can explore the binding between a protein receptor and ligand. This exploration is similar to the game Tetris with atomic forces guiding best fits between shapes. This game will be utilized for crowdsourced haptic-guided motion planning. Haptic touch devices enable users to feel the interactions of two molecules as they move the ligand into an appropriate binding site on the receptor. We demonstrate the method on a critical piece of human immune response, ligand binding to a Major Histocompatibility Complex (MHC) molecule. Through multiple runs by our users, we construct a global roadmap that finds low energy paths to molecular docking sites. These paths are comparable to a highly-biased roadmap generated by Gaussian sampling around the known bound state. Our users are able to find low energy paths with both a specialized force-feedback device and a commodity game console controller.","PeriodicalId":366397,"journal":{"name":"Proceedings of the Seventh International Conference on Motion in Games","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126115272","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
Beyond basic emotions: expressive virtual actors with social attitudes 超越基本情感:具有社会态度的富有表现力的虚拟演员
Proceedings of the Seventh International Conference on Motion in Games Pub Date : 2014-11-06 DOI: 10.1145/2668084.2668084
A. Barbulescu, Rémi Ronfard, G. Bailly, Georges Gagneré, Hüseyin Çakmak
{"title":"Beyond basic emotions: expressive virtual actors with social attitudes","authors":"A. Barbulescu, Rémi Ronfard, G. Bailly, Georges Gagneré, Hüseyin Çakmak","doi":"10.1145/2668084.2668084","DOIUrl":"https://doi.org/10.1145/2668084.2668084","url":null,"abstract":"The purpose of this work is to evaluate the contribution of audio-visual prosody to the perception of complex mental states of virtual actors. We propose that global audio-visual prosodic contours - i.e. melody, rhythm and head movements over the utterance - constitute discriminant features for both the generation and recognition of social attitudes. The hypothesis is tested on an acted corpus of social attitudes in virtual actors and evaluation is done using objective measures and perceptual tests.","PeriodicalId":366397,"journal":{"name":"Proceedings of the Seventh International Conference on Motion in Games","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121697029","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Influence of animated reality mixing techniques on user experience 动画现实混合技术对用户体验的影响
Proceedings of the Seventh International Conference on Motion in Games Pub Date : 2014-11-06 DOI: 10.1145/2668084.2668088
Fabio Zünd, M. Lancelle, Mattia Ryffel, R. Sumner, Kenny Mitchell, M. Gross
{"title":"Influence of animated reality mixing techniques on user experience","authors":"Fabio Zünd, M. Lancelle, Mattia Ryffel, R. Sumner, Kenny Mitchell, M. Gross","doi":"10.1145/2668084.2668088","DOIUrl":"https://doi.org/10.1145/2668084.2668088","url":null,"abstract":"We investigate the influence of motion effects in the domain of mobile Augmented Reality (AR) games on user experience and task performance. The work focuses on evaluating responses to a selection of synthesized camera oriented reality mixing techniques for AR, such as motion blur, defocus blur, latency and lighting responsiveness. In our cross section of experiments, we observe that these measures have a significant impact on perceived realism, where aesthetic quality is valued. However, lower latency records the strongest correlation with improved subjective enjoyment, satisfaction, and realism, and objective scoring performance. We conclude that the reality mixing techniques employed are not significant in the overall user experience of a mobile AR game, except where harmonious or convincing blended AR image quality is consciously desired by the participants.","PeriodicalId":366397,"journal":{"name":"Proceedings of the Seventh International Conference on Motion in Games","volume":"90 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124150899","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信
小红书