A real-time performance system for virtual theater
Proceedings of the 2010 ACM workshop on Surreal media and virtual cloning
The animation loop station: near real-time animation production
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
eHeritage of shadow puppetry: creation and manipulation
Proceedings of the 21st ACM international conference on Multimedia
AMITIES: avatar-mediated interactive training and individualized experience system
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
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Character animation has traditionally relied on complex and time-consuming key frame animation or expensive motion capture techniques. These methods are out of reach for low budget animation productions. We present a low-cost performance-driven technique that allows real-time interactive control of puppets for performance or film animation. In this paper we study how users can interpret simple actions like, walking, with different puppets. The system was deployed for the Xbox Kinect and shows how low-cost equipment's can provide a new mean for motion capture representation. Last, we performed a pilot experiment animating silhouettes and 3D puppets in real-time, based on body movements interpreted by non-expert artists, representing different Olympic Sports that vary on visual representation for other participants to identify. As a result, interaction with 2D puppets needs more interpretation than with 3D puppets.