Simulating humans: computer graphics animation and control
Simulating humans: computer graphics animation and control
Improv: a system for scripting interactive actors in virtual worlds
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Audience interaction for virtual reality theater and its implementation
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
A meta-authoring tool for specifying interactions in virtual reality environments
Proceedings of the 2nd international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa
FootSee: an interactive animation system
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interactive Theatre Experience in Embodied + Wearable Mixed Reality Space
ISMAR '02 Proceedings of the 1st International Symposium on Mixed and Augmented Reality
Desktop theater: automatic generation of expressive animation*
Desktop theater: automatic generation of expressive animation*
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Motion doodles: an interface for sketching character motion
ACM SIGGRAPH 2004 Papers
User interfaces for interactive control of physics-based 3D characters
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Performance animation from low-dimensional control signals
ACM SIGGRAPH 2005 Papers
Presence: Teleoperators and Virtual Environments
Accelerometer-based user interfaces for the control of a physically simulated character
ACM SIGGRAPH Asia 2008 papers
Networked Virtual Marionette Theater
KES '08 Proceedings of the 12th international conference on Knowledge-Based Intelligent Information and Engineering Systems, Part I
MPML3D: agent authoring language for virtual worlds
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
A virtual performance system and its application on a Noh stage
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
Eliza meets the wizard-of-oz: blending machine and human control of embodied characters
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Don't duck your head! notes on audience experience in a participatory performance
SG'11 Proceedings of the 11th international conference on Smart graphics
Anim-actor: understanding interaction with digital puppetry using low-cost motion capture
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Proceedings of the 2012 ACM international conference on Intelligent User Interfaces
Proceedings of the 2012 ACM international conference on Intelligent User Interfaces
An unfinished drama: designing participation for the theatrical dance performance Parcival XX-XI
Proceedings of the Designing Interactive Systems Conference
Performative experience design
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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The idea of combining virtual reality technology and theatrical tradition to create virtual plays has captured artists' imaginations for some time. Using conventional technology, the use of virtual characters in a theatrical performance often integrates the predefined animations of virtual actors into the theater scene, resulting in a performance that can feel stilted and unresponsive due to its pre-programmed nature. This paper proposes a new system that allows actors to animate virtual characters in real time, resulting in a more flexible and interactive theatrical performance experience. Actors are sequestered at a remote site, invisible to the audience, and are digitized by a motion capture system. Using camera feeds to provide the remote actors with information about the behavior of the live actors and audience in the theater, the remote actors can adapt their virtual counterparts' behavior to react to live events in real-time, giving the illusion to the audience that the virtual characters are responsive to their actions. The system integrates display peripherals, networked cameras, real-time motion capture system, gesture recognition, and a virtual environment development suite (Virtools) to create a true virtual theatrical performance environment. In the paper, we will present the various concepts developed so far and an example of a virtual theatrical performance called Trickster at the Intersection that was presented during Smart Graphics 2010 at Canada's Banff Centre.