Motion in Games

Motion in Games

 

66,37 €
IVA incluido
Disponible
Editorial:
Springer Nature B.V.
Año de edición:
2008
Materia
Informática: cuestiones generales
ISBN:
9783540892199
66,37 €
IVA incluido
Disponible

Selecciona una librería:

  • Librería Samer Atenea
  • Librería Aciertas (Toledo)
  • Kálamo Books
  • Librería Perelló (Valencia)
  • Librería Elías (Asturias)
  • Donde los libros
  • Librería Kolima (Madrid)
  • Librería Proteo (Málaga)

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 .

Artículos relacionados

  • Interview with Jeffery Khoury, Bringing Telemedicine to the People
    Richard G Lowe Jr
    Did you know you can consult with a medical specialist over your smartphone from the comfort of your own home? Imagine speaking to a highly-trained and accredited doctor about whatever is ailing you from virtually anywhere in the world.Thanks to a young entrepreneur named Jeffery Khoury, you can get the advice you need from a pool of medical specialists without waiting in a doc...
  • IT Consulting Secrets
    Carl A Katz
    This book is for IT consultants of all experience levels and the content is relevant to any IT support business model from managed services (MSP) to break/fix. The author has methodically compiled these strategies and this information from over sixteen years of experience working in the IT support field at the small and medium sized business and enterprise levels. ...
    Disponible

    29,41 €

  • Modeling, Analysis, and Applications in Metaheuristic Computing
    Peng-Yeng Yin
    The engineering and business problems the world faces today have become more impenetrable and unstructured, making the design of a satisfactory problem-specific algorithm nontrivial. Modeling, Analysis, and Applications in Metaheuristic Computing: Advancements and Trends is a collection of the latest developments, models, and applications within the transdisciplinary fields rel...
  • Knowledge Management and Drivers of Innovation in Services Industries
    Knowledge Management is concerned with all aspects of eliciting, acquiring, modelling, and managing knowledge. Application of knowledge resources successfully helps the organization to deliver creative products and services. Especially in service business, service job experience and information about the customer, as well as the installed site equipment, are key factors to deli...
  • Current Trends and Future Practices for Digital Literacy and Competence
    Antonio Cartelli
    Being a digital citizen has transformed from a process of familiarizing ones’ self with terminology and techniques to a full-time responsibility in the hands of any who want to stay abreast of the latest technological change in their respective field. Current Trends and Future Practices for Digital Literacy and Competence offers a look at the latest research within digital lite...
  • Human Rights and Risks in the Digital Era
    Globalization, along with its digital and information communication technology counterparts, including the Internet and cyberspace, may signify a whole new era for human rights, characterized by new tensions, challenges, and risks for human rights, as well as new opportunities. Human Rights and Risks in the Digital Era: Globalization and the Effects of Information Technologies ...