Abstract is missing.
- Robust online motion capture labeling of finger markersSimon Alexanderson, Carol O'Sullivan, Jonas Beskow. 7-13 [doi]
- An event-centric approach to authoring stories in crowdsMubbasir Kapadia, Alexander Shoulson, Cyril Steimer, Samuel Oberholzer, Robert W. Sumner, Markus H. Gross. 15-24 [doi]
- Gestural motion editing using mobile devicesNoah Lockwood, Karan Singh. 25-30 [doi]
- Simulating visual geometryMatthias Müller, Nuttapong Chentanez, Miles Macklin. 31-38 [doi]
- MOF: creating an educational game on nanotechnology through simulation-driven optimizationTiannan Chen, Xiangyun Lei, Hakan Demir, Christopher J. Cramer, Laura Gagliardi, Stephen J. Guy. 39-48 [doi]
- XPBD: position-based simulation of compliant constrained dynamicsMiles Macklin, Matthias Müller, Nuttapong Chentanez. 49-54 [doi]
- A robust method to extract the rotational part of deformationsMatthias Müller, Jan Bender, Nuttapong Chentanez, Miles Macklin. 55-60 [doi]
- Space-time sculpting of liquid animationPierre-Luc Manteaux, Ulysse Vimont, Chris Wojtan, Damien Rohmer, Marie-Paule Cani. 61-71 [doi]
- Improving blendshape performance for crowds with GPU and GPGPU techniquesTimothy Costigan, Anton Gerdelan, Emma Carrigan, Rachel McDonnell. 73-78 [doi]
- Projective fluidsMarcel Weiler, Dan Koschier, Jan Bender. 79-84 [doi]
- 3D hair model from small set of imagesNuttapon Vanakittistien, Attawith Sudsang, Nuttapong Chentanez. 85-90 [doi]
- A comparative study of navigation meshesWouter van Toll, Roy Triesscheijn, Marcelo Kallmann, Ramon Oliva, Nuria Pelechano, Julien Pettré, Roland Geraerts. 91-100 [doi]
- Separating a walkable environment into layersArne Hillebrand, Marjan van den Akker, Roland Geraerts, Han Hoogeveen. 101-106 [doi]
- Full-body behavioral path planning in cluttered environmentsAlain Juarez-Perez, Marcelo Kallmann. 107-112 [doi]
- Anatomical mirroring: real-time user-specific anatomy in motion using a commodity depth cameraArmelle Bauer, Ali-Hamadi Dicko, François Faure, Olivier Palombi, Jocelyne Troccaz. 113-122 [doi]
- Human action recognition via skeletal and depth based feature fusionMeng Li, Howard Leung, Hubert P. H. Shum. 123-132 [doi]
- Ballistic motion planning for jumping superheroesMylène Campana, Pierre Fernbach, Steve Tonneau, Michel Taïx, Jean-Paul Laumond. 133-138 [doi]
- Scaled functional principal component analysis for human motion synthesisHan Du, Somayeh Hosseini, Martin Manns, Erik Herrmann, Klaus Fischer. 139-144 [doi]
- SkillVis: a visualization tool for boxing skill assessmentHubert P. H. Shum, He Wang, Edmond S. L. Ho, Taku Komura. 145-153 [doi]
- Introducing postural variability improves the distribution of muscular loads during mid-air gestural interactionFabrizio Nunnari, Myroslav Bachynskyi, Alexis Héloir. 155-160 [doi]
- Behavioural facial animation using motion graphs and mind mapsJosé Serra, Verónica Orvalho, Darren Cosker. 161-166 [doi]
- The effect of operating a virtual doppleganger in a 3D simulationGale M. Lucas, Evan Szablowski, Jonathan Gratch, Andrew W. Feng, Tiffany Huang, Jill Boberg, Ari Shapiro. 167-174 [doi]
- Perceiving attitudes expressed through nonverbal behaviors in immersive virtual environmentsBrian Ravenet, Elisabetta Bevacqua, Angelo Cafaro, Magalie Ochs, Catherine Pelachaud. 175-180 [doi]
- Study comparing video-based characters and 3D-based characters on mobile devices for chatSin-Hwa Kang, Andrew W. Feng, Mike Seymour, Ari Shapiro. 181-186 [doi]
- Crowd appearance affects player performance in game combat scenariosEmma Carrigan, Elena Kokkinara, F. Gheorghe, M. Houlier, Stéphane Donikian, Rachel McDonnell. 187-192 [doi]
- A data-driven method for variation in animated smiles: extended abstractNick Sohre, Stephen J. Guy. 193-194 [doi]
- A pilot study of comparison gesture analysis in motion driven video gamesFabrizio Valerio Covone, Brian Vaughan, Charlie Cullen. 195-196 [doi]
- An interactive human morphing system with self-occlusion enhancementZhiguang Liu, Howard Leung, Hubert P. H. Shum. 197 [doi]
- Confluence: visualizing social physics for interactive narrativeQi Dong, Roberto Arias-Yacupoma, Louis Katchen, Mubbasir Kapadia. 199 [doi]
- Curvature and speed for balance quantification during exergamingVenustiano Soancatl, Jasper J. van de Gronde, Natasha M. Maurits, Claudine C. J. C. Lamoth, Jos B. T. M. Roerdink. 201-202 [doi]
- Identifying virtual episodes based on character animation tracesKuan Wang, Norman I. Badler. 203 [doi]
- KINDLING: a game platform for crowd-sourcing fire evacuation dataLeonard Wohl, Roland Gorzkowski, Nicole Fox, Mubbasir Kapadia. 205 [doi]