graphbib: A searchable database with over 13,000 unique entries from the fields of computer graphics, computer vision, animation, and perception.

Enter a search term in the box. "AND" and "OR" work. Results returned, by year, in descending order (newest first).

Your query returned 53 results.

Result #11 of 53.
Realtime Performance Animation Using Sparse 3D Motion Sensors
Jongmin Kim, Yeongho Seol, Jehee Lee
Motion in Games, November 2012, pp. 31--42.
(more...)
Result #12 of 53.
A Game System for Speech Rehabilitation
Mark Shtern, M. Brandon Haworth, Yana Yunusova, Melanie Baljko, Petros Faloutsos
Motion in Games, November 2012, pp. 43--54.
(more...)
Result #13 of 53.
Virtual Try-On Using Kinect and HD Camera
Stevie Giovanni, Yeun Chul Choi, Jay Huang, Eng Tat Khoo, KangKang Yin
Motion in Games, November 2012, pp. 55--65.
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Result #14 of 53.
Modal Vibrations for Character Animation
Paul G. Kry
Motion in Games, November 2012, pp. 66--77.
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Result #15 of 53.
Modeling Physically Simulated Characters with Motion Networks
Robert Backman, Marcelo Kallmann
Motion in Games, November 2012, pp. 78--89.
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Result #16 of 53.
A Unified Constraint Framework for Physical Animation of Articulated Rigid Bodies
Jakub Stepień
Motion in Games, November 2012, pp. 90--101.
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Result #17 of 53.
Appealing Virtual Humans
Rachel McDonnell
Motion in Games, November 2012, pp. 102--111.
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Result #18 of 53.
Perception of Complex Emotional Body Language of a Virtual Character
Cathy Ennis, Arjan Egges
Motion in Games, November 2012, pp. 112--121.
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Result #19 of 53.
Conveying Real-Time Ambivalent Feelings through Asymmetric Facial Expressions
Junghyun Ahn, Stéphane Gobron, Daniel Thalmann, Ronan Boulic
Motion in Games, November 2012, pp. 122--133.
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Result #20 of 53.
Automating the Transfer of a Generic Set of Behaviors onto a Virtual Character
Andrew Feng, Yazhou Huang, Yuyu Xu, Ari Shapiro
Motion in Games, November 2012, pp. 134--145.
(more...)

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