The state of computer animation
ACM SIGGRAPH Computer Graphics
Computer puppetry: An importance-based approach
ACM Transactions on Graphics (TOG)
IEEE Computer Graphics and Applications
ShadowStory: creative and collaborative digital storytelling inspired by cultural heritage
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sketch-based skeleton-driven 2D animation and motion capture
Transactions on edutainment VI
Chinese shadow puppetry with an interactive interface using the kinect sensor
ECCV'12 Proceedings of the 12th international conference on Computer Vision - Volume Part I
Trigger shift: participatory design of an augmented theatrical performance with young people
Proceedings of the 9th ACM Conference on Creativity & Cognition
eHeritage of shadow puppetry: creation and manipulation
Proceedings of the 21st ACM international conference on Multimedia
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In this paper we propose to use our body as a puppetry controller, giving life to a virtual silhouette through acting. A framework was deployed based on Microsoft Kinect using OpenNI and Unity to animate in real-time a silhouette. This was used to perform a set of experiments related to the user's interaction with human and non-human like puppets. We believe that a performance-driven silhouette can be just as expressive as a traditional shadow puppet with a high degree of freedom, making use of our entire body as an input. We describe our solution that allows real-time interactive control of virtual shadow puppets for performance animation based on body motion. We show through our experiment, performed by non-expert artists, that using our body to control puppets is like mixing the performance of an actor with the manipulation of a puppeteer.