Abstract is missing.
- Psycho-physical CrowdsStephen J. Guy. 7-12 [doi]
- Managing Simulation Level-of-Detail with the LOD TraderBen Sunshine-Hill. 13-18 [doi]
- Computational Design and Motion Control for Characters in the Real WorldStelian Coros. 19-22 [doi]
- Realtime Performance-Based Facial Avatars for Immersive GameplayMark Pauly. 23-28 [doi]
- Pareto Optimal Control for Natural and Supernatural MotionsShailen Agrawal, Michiel van de Panne. 29-38 [doi]
- Dynamic SpritesBen Jones, Jovan Popovic, James McCann, Wilmot Li, Adam W. Bargteil. 39-46 [doi]
- Burning Paper: Simulation at the Fiber's LevelCaroline Larboulette, Pablo Quesada, Olivier Dumas. 47-52 [doi]
- Emotion Capture: Emotionally Expressive Characters for GamesCathy Ennis, Ludovic Hoyet, Arjan Egges, Rachel McDonnell. 53-60 [doi]
- Emotion Recognition for Exergames using Laban Movement AnalysisHaris Zacharatos, Christos Gatzoulis, Yiorgos Chrysanthou, Andreas Aristidou. 61-66 [doi]
- SteerPlex: Estimating Scenario Complexity for Simulated CrowdsGlen Berseth, Mubbasir Kapadia, Petros Faloutsos. 67-76 [doi]
- Reducing Memory Requirements for Diverse Animated CrowdsSergio Ruiz, Benjamín Hernández, Adriana Alvarado, Isaac Rudomín. 77-86 [doi]
- Proximity Queries for Crowd Simulation Using Truncated Voronoi DiagramsOriam de Gyves, Leonel Toledo, Isaac Rudomín. 87-92 [doi]
- Steering Behaviors for Autonomous CamerasQuentin Galvane, Marc Christie, Rémi Ronfard, Chen Kim Lim, Marie-Paule Cani. 93-102 [doi]
- A Generalized Exact Arbitrary Clearance Technique for Navigation MeshesRamon Oliva, Nuria Pelechano. 103-110 [doi]
- Constraint-Aware Navigation in Dynamic EnvironmentsMubbasir Kapadia, Kai Ninomiya, Alexander Shoulson, Francisco M. Garcia, Norman I. Badler. 111-120 [doi]
- An Event-Centric Planning Approach for Dynamic Real-Time NarrativeAlexander Shoulson, Max L. Gilbert, Mubbasir Kapadia, Norman I. Badler. 121-130 [doi]
- A Practical and Configurable Lip Sync Method for GamesYuyu Xu, Andrew W. Feng, Stacy Marsella, Ari Shapiro. 131-140 [doi]
- Evaluating perceived trust from procedurally animated gazeAline Normoyle, Jeremy B. Badler, Teresa Fan, Norman I. Badler, Vinicius J. Cassol, Soraia Raupp Musse. 141-148 [doi]
- Simulated motion blur does not improve player experience in racing gameLavanya Sharan, Zhe Han Neo, Kenny Mitchell, Jessica K. Hodgins. 149-154 [doi]
- Real-time Hair Simulation on Mobile DeviceZhuopeng Zhang, Shigeo Morishima. 149-154 [doi]
- The Perceived Naturalness of Virtual Locomotion Methods Devoid of Explicit Leg MovementsNiels Christian Nilsson, Stefania Serafin, Rolf Nordahl. 155-164 [doi]
- Perception of Approach and Reach in Combined Interaction TasksCathy Ennis, Arjan Egges. 165-170 [doi]
- Data-driven Fingertip Appearance for Interactive Hand SimulationSheldon Andrews, Marc Jarvis, Paul G. Kry. 177-186 [doi]
- Singularity Free Parametrization of Human LimbsEray Molla, Ronan Boulic. 187-196 [doi]
- Automatic Hand-Over Animation using Principle Component AnalysisNkenge Wheatland, Sophie Jörg, Victor B. Zordan. 197-202 [doi]
- Object-Centric Parallel Rigid Body Simulation With TimewarpJohn Koenig, Ioannis Karamouzas, Stephen J. Guy. 203-212 [doi]
- Automatic Construction of Coarse, High-Quality Tetrahedralizations that Enclose and Approximate Surfaces for AnimationDavid A. Stuart, Joshua A. Levine, Ben Jones, Adam W. Bargteil. 213-222 [doi]
- Enhancements to Model-reduced Fluid SimulationDan Gerszewski, Ladislav Kavan, Peter-Pike J. Sloan, Adam W. Bargteil. 223-228 [doi]