CALL FOR PARTICIPATION



 The 2015 ACM SIGGRAPH Conference on Motion in Games 2015 (MIG)



                November 16-18, 2015, Paris, France



                      https://mig2015.inria.fr/



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The 8th ACM International Conference on Motion in Games will take place in Paris, France from November 16-18, 2015 and be hosted by Telecom ParisTech. MIG is sponsored by ACM and held in cooperation with Eurographics.



Games have become a very important medium for education, therapy and entertainment. 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 is used as input to games. Motion is currently studied in many different areas of research, including graphics and animation, game technology, robotics, simulation, computer vision, and also physics, psychology, and urban studies.  Cross-fertilization between these communities can considerably advance the state-of- the-art in the area. The goal of the Motion in Games conference is to bring together researchers from this variety of fields to present their most recent results, to initiate collaborations, and to contribute to the establishment of the research area. The conference will consist of regular paper sessions, poster presentations, as well as presentations by a selection of established researchers in areas related to games and simulation. The conference program will also include cultural and social events that foster casual and friendly interactions among the participants. MIG provides an intimate forum for researchers and practitioners to present their research results, inspire new ideas, and promote cross-disciplinary collaborations.



We have an exciting program planned for 2015 with four keynote speakers that are at the forefront of research in character animation, games, and artificial intelligence.



(1) Jean-Paul Laumond, Directeur de Recherche, LAAS-CNRS, France

(2) Robert W. Sumner, Associate Director, Disney Research Zurich

(3) Nadia Berthouze, Professor Affective Interaction and Computing, University College London

(4) Alex Champandard, Editor in Chief, Technical Director & Entrepreneur at AiGameDev.com



Motion in Games will hold a “Games meet Academia" panel whose aim is to stimulate an active debate between practitioners and researchers alike, in an effort to bridge the gap between advanced research and development in computer games, and fundamental research in interactive computer animation.

 

 

Conference chair

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Catherine Pelachaud, CNRS - LTCI, Telecom ParisTech, France

 

 

Program Chairs

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Marc Christie, University of Rennes 1/INRIA Rennes, France

Mubbasir Kapadia, Rutgers University, USA.

 

 

Registration

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Registration before October 17th, 2015:

ACM/SIGGRAPH Professional Member € 390

Non-member     € 440

Student     € 270



Registration from October 17th (included), 2015 and on-site price:

ACM/SIGGRAPH Professional Member € 440

Non-member     € 490

Student     € 290

 

Register here:

https://www.regonline.com/Register/Checkin.aspx?EventId=1739442

 



Program

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Nov. 16th - 9:30-10:30 – Keynote Talk #1

Speaker: Jean-Paul Laumond (LAAS CNRS FRANCE)



Title: The Yoyo-Man



Humans are not walking, they are rolling! The objective of the talk is to give sense to this obscure statement. Indeed, the wheel may be a plausible model of bipedal walking. We report on preliminary results developed along three perspectives combining biomechanics, neurophysiology and robotics. From a motion capture data basis of human walkers we first identify the center of mass (CoM) as a geometric center from which the motions of the feet are organized. Then we show how rimless wheels that model most passive walkers are better controlled when equipped with a stabilized mass on top of them. CoM and head play complementary roles that define what we call the Yoyo-Man.



Nov. 16th - 11:00-12:30 – Session #1: Character animation and motion-capture



Reduced Marker Layouts for Optical Motion Capture of Hands

Matthias Schröder, Jonathan Maycock and Mario Botsch



Adaptation Procedure for HMM-Based Sensor-Dependent Gesture Recognition

Sohaib Laraba, Joëlle Tilmanne and Thierry Dutoit



Segmenting Motion Capture Data Using a Qualitative Analysis

Durell Bouchard and Norman Badler



Optimal Marker Set for Motion Capture of Facial Dynamical Expressions

Clément Reverdy, Sylvie Gibet and Caroline Larboulette



Deep Signatures for Indexing and Retrieval in Large Motion Databases

Yingying Wang and Michael Neff



Nov. 16th - 14:00-15:00 – Keynote Talk #2

Speaker: Robert W. Sumner (Disney Research Zurich)



Title: Amplifying Creativity in Animation and Games

“Art challenges technology, and technology inspires the art.” These are the words John Lasseter used to describe his experience as an artist working with the technology leaders at Pixar three decades ago to pioneer what we know today as computer-generated animation. At the heart of this statement lies the idea that technology and art, when joined together, hold a unique and promising potential to amplify creativity. This very concept forms the central vision of the Animation and Games group at Disney Research Zurich. In this keynote talk, I will share our experiences as researchers working with Disney artists on technology to amplify creativity, including several tough challenges that art has given us, as well as a few successes in which we could inspire the art. Attendees can expect examples of recent research advances in animation, simulation, stylization, and, in Disney style, a little bit of singing.



Nov. 16th - 15:00-16:30 – Session #2: Character animation

 

Eye Movement Synthesis with 1/f Pink Noise

Andrew Duchowski, Sophie Joerg, Aubrey Lawson, Takumi Bolte, Lech Swirski and Krzysztof Krejtz



Avatar Reshaping and Automatic Rigging Using a Deformable Model

Andrew Feng, Dan Casas and Ari Shapiro



Motion Control via Muscle Synergies: Application to Throwing

Ana Lucia Cruz Ruiz, Charles Pontonnier, Jonathan Levy and Georges Dumont



A Closed-Form Solution for Human Finger Positioning

Roel Duits, A. Frank van der Stappen and Arjan Egges

 

Nov. 16th - 17:00-18:30 – Session #3: Crowds

 

DAVIS: Density-Adaptive Synthetic-Vision Based Steering for Virtual Crowds

Rowan Hughes, Jan Ondrej and John Dingliana



An Analysis of Manoeuvring in Dense Crowds

Sybren A. Stüvel, Arjan Egges, Frank van der Stappen and Thijs de Goeij



Evaluating and Optimizing Level of Service for Crowd Evacuations

Brandon Haworth, Muhammad Usman, Glen Berseth, Mubbasir Kapadia and Petros Faloutsos



ACCLMesh: Curvature-Based Navigation Mesh Generation

Glen Berseth, Mubbasir Kapadia and Petros Faloutsos

 

Nov. 16th - 18:30- – The “Wine & Cheese” poster session

 

A Generic Multi-Level Framework for Agent Navigation

Wouter van Toll, Norman Jaklin and Roland Geraerts



Virtual worlds’ influences on our mental balance and physical health: a survey with philosophical approaches

Maria Christoforou and Despina Michael



Autonomous Positioning of Avatars at a Guided Virtual Educational Trip

Fons Kuijk



Statistical Framework for Animation synthesis of Laughter

Yu Ding and Catherine Pelachaud



Gaze Shifts and Navigation in Virtual Environments: Towards a Prediction Model

Alessandro Canossa and Jeremy Badler



A Model to Compute People Disturbance in Crowds

Cliceres Mack Dal Bianco, Adriana Braun, Jovani Brasil and Soraia Raupp Musse



Simulated Postural Sway for the Improvement of Depth Perception in Pre-Generated Virtual Reality Panoramas

Matthew Bett



Recognizing Emotional Expressiveness in Raw 3D Body Motion Data

Haris Zacharatos, Christos Gatzoulis, Anargyros Chatzitofis and Yiorgos Chrysanthou



Study of Nine People in a Hallway

Claudio Pedica, Karl Kristinsson and Hannes Högni Vilhjálmsson



Dynamic Hierarchical Search on the GPU

Francisco Garcia, Norman Badler and Mubbasir Kapadia



Improving crowd behaviour for emergency simulation using game-captured data

Marco Castorina and Eike Falk Anderson



A New and Simple Method for Balance Quantification

Venustiano Soancatl



Autonomous gaze animation for socially interactive virtual characters during multiparty interactions

Zerrin Yumak and Arjan Egges



Immersive scale-one movement analysis in the CAVE

Eray Molla, Christian Arevalo and Ronan Boulic



Towards Free Stepping Behavior Characterization

Ronan Boulic, Utku Evci, Eray Molla and Phanindra Pisupati

 

Nov. 17th - 8:30-9:30 – Keynote Talk #3



Speaker: Nadia Berthouze (University College of London Interaction Centre)

Title: “The body and its actions: how they can be used to manipulate the player’s experience”



Recent years have seen the emergence of game technology that involves and requires its users to be engaged through their body. In addition, studies in psychology have shown that our body expressions affect our emotional state, our cognitive abilities and our attitude towards the environment around us. This has generated an increased interest in understanding and exploiting this modality to automatically recognize, respond to and regulate users’ affective experience. In the first part of my talk, I will report on our studies aimed at understanding how body expressions and body movement can be used to modulate user experience in games and physical activity in real-life situations such as walking and physical rehabilitation. Then, I’ll discuss how emotional states can be automatically detected from body expressions, including muscle activity and touch behaviour. Examples from games and physical rehabilitation will be presented.



Nov. 17th - 9:30-11:00 – Session #4: Planning

 

Automated Interactive Narrative Synthesis using Dramatic Theory

Carlos Antonio Dominguez, Yuya Ichimura and Mubbasir Kapadia



RT-RRT*: A Real-Time Path Planning Algorithm Based On RRT*

Kourosh Naderi, Joose Rajamäki and Perttu Hämäläinen



Multi-Modal Data-Driven Motion Planning and Synthesis

Mentar Mahmudi and Marcelo Kallmann

 

Nov. 17th - 11:30-12:30 – Session #5: Simulation

 

Interactive Arbitrarily Detailed Cutting of Thin Sheets

Pierre-Luc Manteaux, Wei-Lun Sun, François Faure, Marie-Paule Cani and James F. O’Brien



Pattern-Guided Simulations of Immersed Rigid Bodies

Haoran Xie and Kazunori Miyata



Interactive procedural simulation of paper tearing with sound

Thibault Lejemble, Amélie Fondevilla, Nicolas Durin, Thibault Blanc-Beyne, Camille Schreck, Pierre-Luc Manteaux, Paul G. Kry and Marie-Paule Cani



Camera-on-rails: Automated Computation of Constrained Camera Paths

Quentin Galvane, Marc Christie, Christophe Lino and Rémi Ronfard

 

Nov. 17th - 14:00-16:00 – Session #6: Taking control

 

The Sea Is Your Mirror

Marc Parenthoën, Fred Murie and Flavien Thery



Crowd Art: Density and Flow Based Crowd Motion Design

Kevin Jordao, Panayiotis Charalambous, Marc Christie, Julien Pettre and Marie-Paule Cani



Real-time gait control for partially immersed bipeds

Samuel Carensac, Nicolas Pronost and Saida Bouakaz



Robust Balance Shift Control with Posture Optimization

Zumra Kavafoglu, Ersan Kavafoglu and Arjan Egges



Carpet Unrolling Descriptors for Character Control On Uneven Terrain

Mark Miller, Daniel Holden, Rami Al-Ashqar, Christophe Dubach, Kenny Mitchell and Taku Komura

 

Nov. 17th - 16:30-18:30 – Game Panel

Title: Games meet Academia



This “Games meet Academia” panel aims at stimulating an active debate between practitioners and researchers alike, in an effort to bridge the gap between advanced research and development in computer games, and fundamental research in interactive computer animation.



8:30-9:30 – Keynote Talk #4

Speaker: Alex Champandard (AIDevGame.com)



Title: Modern AI and Its Impact on Animation and Movement



In this talk, you'll learn about the fast progress being made in Artificial Intelligence in the games industry, and see how this is impacting challenging problems like animation and movement.  What exactly is motion matching and why is it only possible now?  How can machine learning help and why are developers ready for new techniques?  Alex will explain all this and more in a forward looking presentation.



Nov. 18th - 9:30-10:30 – Session #7: Collisions



Clustering and Collision Detection for Clustered Shape Matching

Ben Jones, April Martin, Josh Levine, Tamar Shinar and Adam Bargteil



Fast Contact Determination for Intersecting Deformable Solids

Oscar Civit-Flores and Antonio Susín



Collision Detection for Articulated Deformable Characters

Nadine Abu Rumman, Marco Schaerf and Dominique Bechmann

 

Nov. 18th - 11:00-12:30 – Session #8: Realism, aesthetics, visualization and registration

 

Animation Realism Affects Perceived Character Appeal of a Self-Virtual Face

Elena Kokkinara and Rachel McDonnell



Fin Textures for Real-Time Painterly Aesthetics

Nicolas Imhof, Antoine Milliez, Flurin Jenal, Rene Bauer, Markus Gross and Robert W. Sumner



HeapCraft: Interactive Data Exploration and Visualization Tools for Understanding and Influencing Player Behavior in Minecraft

Stephan Müller, Barbara Solenthaler, Mubbasir Kapadia, Seth Frey, Severin Klingler, Richard Mann, Robert W. Sumner and Markus Gross



Automatic and Adaptable Registration of Live RGBD Video Streams

Afsaneh Rafighi, Sahand Seifi and Oscar Meruvia-Pastor

 

 

See you in Paris!