Where
Zucker Family Graduate Education Center,
N. Charleston, South Carolina, USA
When
October 16-18, 2020
(Virtual Meeting)
Important Dates
Paper Submission: August 21, 2020
Paper Notification: September 23, 2020
Camera Ready: October 9, 2020
Welcome to MIG 2020!
Motion plays a crucial role in interactive applications, such as VR, AR, and video games. Characters move around, objects are manipulated or move due to physical constraints, entities are animated, and the camera moves through the scene. Motion is currently studied in many different research areas, 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, Interaction and 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, and as well as presentations by a selection of internationally renowned speakers in all areas related to interactive systems and simulation. The conference includes entertaining cultural and social events that foster casual and friendly interactions among the participants.
Awards
Best Paper
ConJac: Large Steps in Dynamic Simulation,
Nicholas J. Weidner, Theodore Kim, Shinjiro Sueda
Best Student Paper
Appearance Controlled Face Texture Generation for Video Game Characters,
Christian Murphy, Sudhir Mudur, Daniel Holden, Marc-André Carbonneau, Donya Ghafourzadeh, Andre Beauchamp
Best Short Paper
Investigating Perceptually-based Models to Predict Importance of Facial Blendshapes,
Emma Carrigan, Katja Zibrek, Rozenn Dahyot, Rachel McDonnell
Peer-voted Best Poster
Training Physics-Based Characters to Dance to Music,
Avishek Biswas, Victor B. Zordan, Ioannis Karamouzas
Registration
Please note that at least one author registration is required for every published paper, in order to meet the costs of the conference. The author registration fee is $100. Attending the conference is free of charge for all other attendees. To attend the conference, please register below.
Keynotes
program
All times below are given in Eastern Daylight Time (EDT). You can also download the schedule here.
Welcome
Session 1: Perception (Chair: Eakta Jain)
Does Scaling Player Size Skew One's Ability to Correctly Evaluate Object Sizes in a Virtual Environment? [Short Paper]
Neal Hartman (CERN), Mathias Delayahe (EPFL), Hugo Decroix (EPFL), Bruno Herbelin (EPFL), Ronan Boulic (EPFL)
Investigating Perceptually-based Models to Predict Importance of Facial Blendshapes [Short Paper]
Emma Carrigan (Trinity College Dublin), Katja Zibrek (INRIA, Rennes), Rozenn Dahyot (Trinity College Dublin), Rachel McDonnell (Trinity College Dublin)
Eye Thought You Were Sick! Exploring Eye Behaviors for Cybersickness Detection in VR
Phil Lopes (École Polytechnique Fédérale de Lausanne), Nana Tian (École Polytechnique Fédérale de Lausanne), Ronan Boulic (École Polytechnique Fédérale de Lausanne)
Performance Is Not Everything: Audio Feedback Preferred Over Visual Feedback for Grasping Task in Virtual Reality [Short Paper]
Ryan Canales (Clemson University), Sophie Jörg (Clemson University)
Lunch
Session 2: Physics (Chair: Ben Jones)
CUDA Deformers for Model Reduction
Bohan Wang (University of Southern California), Jernej Barbic (University of Southern California)
ConJac: Large Steps in Dynamic Simulation
Nicholas J. Weidner (Texas A&M University), Theodore Kim (Yale University), Shinjiro Sueda (Texas A&M University)
Multi-resolution Clustering for Enhanced Elastic Behavior in Clustered Shape Matching
Aditya Viswanathan Kaliappan (University of Maryland, Baltimore County), Adam Wade Bargteil (University of Maryland, Baltimore County)
Towards Animating Virtual Humans in Flooded Environments
Schaffer Diogo (Pontifical Catholic University of Rio Grande do Sul, Brazil), Neto Amyr (Pontifical Catholic University of Rio Grande do Sul, Brazil), Antonitsch André (Pontifical Catholic University of Rio Grande do Sul, Brazil), Musse Soraia (Pontifical Catholic University of Rio Grande do Sul, Brazil)
Session 3: Crowd & Characters (Chair: Marcelo Kallmann)
Appearance Controlled Face Texture Generation for Video Game Characters
Christian Murphy (Concordia University), Sudhir Mudur (Concordia University), Daniel Holden (Ubisoft La Forge), Marc-André Carbonneau (Ubisoft La Forge), Donya Ghafourzadeh (École de technologie supérieure), Andre Beauchamp (Ubisoft La Forge)
A Social Distancing Index: Evaluating Navigational Policies on Human Proximity using Crowd Simulations
Muhammad Usman (York University), Tien-Chi Lee (Rutgers University),Ryhan Moghe (Rutgers University), Xun Zhang (Rutgers University), Petros Faloutsos (York University, UHN Toronto Rehabilitation Institute), Mubbasir Kapadia (Rutgers University)
Extreme-Density Crowd Simulation: Combining Agents with Smoothed Particle Hydrodynamics
Wouter van Toll (Univ Rennes, Inria, CNRS, IRISA), Cédric Braga (Univ Rennes, Inria, CNRS, IRISA), Barbara Solenthaler (ETH Zürich), Julien Pettré (Univ Rennes, Inria, CNRS, IRISA)
Watch Out! Modeling Pedestrians with Egocentric Distractions
Melissa Kremer (York University), Brandon Haworth (University of Victoria), Mubbasir Kapadia (Rutgers University), Petros Faloutsos (York University;University Health Network: Toronto Rehabilitation Institute)
Lunch
Session 4: Machine Learning (Chair: Paul Kry)
Adult2child: Motion Style Transfer using CycleGANs
Yuzhu Dong(University of Florida), Andreas Aristidou (University of Cyprus), Ariel Shamir (The Interdisciplinary Center Herzliya), Moshe Mahler (Carnegie Mellon University), Eakta Jain (University of Florida)
SPNets: Human-like Navigation Behaviors with Uncertain Goals [Short Paper]
Nicholas Sohre (University of Minnesota), Stephen J. Guy (University of Minnesota)
Deep Integration of Physical Humanoid Control and Crowd Navigation
Brandon Haworth (University of Victoria), Glen Berseth (University of California Berkeley), Seonghyeon Moon (Rutgers University), Petros Faloutsos (York University;University Health Network: Toronto Rehabilitation Institute), Mubbasir Kapadia (Rutgers University)
Learning to Locomote: Understanding How Environment Design Matters for Deep Reinforcement Learning
Daniele Reda (University of British Columbia), Tianxin Tao (University of British Columbia), Michiel van de Panne (University of British Columbia)
Posters Fast Forward
Personality-Driven Gaze Animation with Conditional Generative Adversarial Networks
Funda Durupinar (University of Massachusetts Boston)
Developing a Multi-modal Embodied Virtual Agent with Realistic Appearance and Emotional Response for Games
Rachel McDonnell (Trinity College Dublin), Edvinas Teiserskis (Trinity College Dublin), Emer Gilmartin (Trinity College Dublin), Cédric Guiard (EISKO), Gerard Lacey (Trinity College Dublin)
Interaction Fields: Sketching Collective Behaviors
Adèle Colas (Inria, Univ Rennes, CNRS, IRISA), Wouter van Toll (Inria, Univ Rennes, CNRS, IRISA), Ludovic Hoyet (Inria, Univ Rennes, CNRS, IRISA), Claudio Pacchierotti (CNRS, Univ Rennes, Inria, IRISA), Marc Christie (Univ Rennes, Inria, CNRS, IRISA), Katja Zibrek (Inria, Univ Rennes, CNRS, IRISA), Anne-Hélène Olivier (Univ Rennes, Inria, CNRS, IRISA, M2S), Julien Pettré (Inria, Univ Rennes, CNRS, IRISA)
Reduced Position-Based Finite Element Method
Lewis Ball (Ubisoft), Mark Leadbeater (Ubisoft), Lihua You (Bournemouth Univesrity), Jian Zhang (Bournemouth Univesrity)
Training Physics-Based Characters to Dance to Music
Avishek Biswas (Clemson University), Victor B. Zordan (Clemson University), Ioannis Karamouzas (Clemson University)
Lightweight Quaternion-Based Transition Generation
Romi Geleijn (IT University of Copenhagen), Adrian Radziszewski (IT University of Copenhagen), Julia Beryl van Straaten (IT University of Copenhagen), Henrique Galvan Debarba (IT University of Copenhagen)
Face-Specific, Quad-Mesh Active Appearance Models
Eric Patterson (Clemson University), Jessica Baron (Clemson University)
Evaluating State Space Features for Reinforcement Learning of Character Control
Lita Fan (McGill University), Paul G. Kry (McGill University)
Poster Session & Mingle
...Bring your own wine!
Session 5: Games & Storytelling (Chair: Aline Normoyle)
Collaborative Storytelling with Large-scale Neural Language Models
Eric Nichols (Honda Research Institute Japan), Leo Gao (OrientExpress Technologies Inc.), Randy Gomez (Honda Research Institute Japan)
An Interactive Staging-and-shooting Solver for Virtual Cinematography [Short paper]
Amaury Louarn (Univ Rennes, Inria, CNRS, IRISA, M2S), Fabrice Lamarche (Univ Rennes, Inria, CNRS,IRISA, M2S), Marc Christie (Univ Rennes, Inria, CNRS, IRISA, M2S)
Topology-aware Camera Control for Real-time Applications
Alberto Jovane (Inria, CNRS, IRISA), Amaury Louarn (Univ Rennes, Inria, CNRS, IRISA, M2S), Marc Christie (Univ Rennes, Inria, CNRS, IRISA, M2S)
Foldit Drug Design Game Usability Study: Comparison of Citizen and Expert Scientists
Yunchao Liu (Vanderbilt University), Rocco Moretti (Vanderbilt University), Bobby Bodenheimer (Vanderbilt University), Jens Meiler (Vanderbilt University)
Wrap-up, Awards, Announcements
Committees
Program Chairs


Conference Chairs


Posters Chair

Local Chair

Technology Chair

International Programme Committee
External Reviewers
Submission
Paper and poster submission information
Important Deadlines (anywhere on earth)
- Paper submission:
August 3rdAugust 21th, 2020 - Paper notification:
September 22ndSeptember 23rd, 2020 - Poster submission: September 28th, 2020
- Poster notification: October 5th, 2020
- Papers/posters camera-ready version: October 9th, 2020
Call for Papers/Posters
We invite work on a broad range of topics, including but not limited to:
- Animation systems
- Behavioral animation
- Character animation
- Clothes, skin and hair
- Crowd simulation
- Deformable models
- Facial animation
- Game interaction and player experience
- Game technology
- Gesture recognition
- Group and crowd behavior
- Human motion analysis
- Interaction in virtual and augmented reality
- Interactive storytelling in games
- Machine learning techniques for animation
- Motion capture & retargeting
- Motion control
- Motion in performing arts
- Motion in sports
- Motion rehabilitation systems
- Multimodal interaction: haptics, sound, etc.
- Navigation & path planning
- Particle systems
- Physics-based animation
- Real-time fluids
- Virtual humans
Papers
We invite submissions of original, high-quality papers in any of the topics of interest mentioned above or any related topic.
Each submission should be 6-10 pages in length. The review process will be double-blind, which means that paper submissions must be anonymous and include the unique paper ID that will be assigned upon creating a submission using the online system. Papers should not have previously appeared in, or be currently submitted to, any other conference or journal. All papers will be reviewed carefully by the International Program Committee members.
This year, there will be two paper tracks: i) short papers (up to 6 pages), and ii) long papers (up to 10 pages). During the review process, a long paper will have the option of being accepted as a long paper or a short paper, but a short paper will only have the option of being accepted as a short one.
All accepted papers will be presented during sessions at the conference. The papers will be archived in the ACM Digital Libraries with their own DOIs. In this year, authors of selected best papers will be referred to submit extended and significantly revised versions in the IEEE Transactions on Visualizations and Computer Graphics (TVCG, Impact Factor 3.78) and the Computers & Graphics journal (C&G, Impact Factor: 1.302).
Posters
We also invite submissions of poster papers in any of the topics of interest and related areas. Each submission should be 1-2 pages in length. Two types of work can be submitted directly for poster presentation: (i) Work that has been published elsewhere but is of particular relevance to the MIG community can be submitted as a poster. This work and the venue in which it as published should be identified in the abstract; (ii) Work that is of interest to the MIG community but is not yet mature enough to appear as a paper. Posters will not appear in the official MIG proceedings or in the ACM Digital library but will appear in an online database for distribution at author’s discretion.
Submission Instructions
Papers should be anonymized for double-blind reviewing. Posters will be reviewed single-blind, so author information may be included.
All papers should be submitted electronically using EasyChair: https://easychair.org/conferences/?conf=mig2020
For poster submission, please send a 1-2 page abstract by an email as an attachment to mig2020posters@gmail.com. You can use any paper format, though the MIG paper format is recommended. In addition, you are welcome to submit supplementary material such as videos, either as an email attachment or by sharing a link.
Supplementary Material
Due to the nature of the conference, we strongly encourage authors to submit supplementary materials (such as videos) with the size up to 200MB. They may be submitted electronically and will be made available to reviewers. For Video, we advise QuickTime MPEG-4 or DivX Version 6, and for still images, we advise JPG or PNG. If you use another format, you are not guaranteed that reviewers will view them. It is also allowed to have an appendix as supplementary material. These materials will accompany the final paper in the ACM Digital Library.
ACM Formatting
All submissions should be formatted using the SIGGRAPH formatting guidelines (sigconf). Latex template can be found here.
Venue
Venue location and gallery