Virtual reality, art, and entertainment
Presence: Teleoperators and Virtual Environments - Premier issue
El cine del futuro: the cinema of the future
Presence: Teleoperators and Virtual Environments
The properties of mixed reality boundaries
Proceedings of the Sixth European conference on Computer supported cooperative work
Orchestrating a mixed reality performance
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Computers as Theatre
Staging and evaluating public performances as an approach to CVE research
Proceedings of the 4th international conference on Collaborative virtual environments
An ambient intelligence platform for physical play
Proceedings of the 13th annual ACM international conference on Multimedia
Entertaining with science, educating with dance
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
MYSQ:: an entertainment system based on content creation directly linked to communication
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Collaborative dancing in tele-immersive environment
MULTIMEDIA '06 Proceedings of the 14th annual ACM international conference on Multimedia
Rhythmism: a VJ performance system with maracas based devices
Proceedings of the international conference on Advances in computer entertainment technology
DigitalBeing - using the environment as an expressive medium for dance
Information Sciences: an International Journal
Dance.Draw: exquisite interaction
BCS-HCI '08 Proceedings of the 22nd British HCI Group Annual Conference on People and Computers: Culture, Creativity, Interaction - Volume 2
Exploring the design space in technology-augmented dance
CHI '10 Extended Abstracts on Human Factors in Computing Systems
A real-time performance system for virtual theater
Proceedings of the 2010 ACM workshop on Surreal media and virtual cloning
A CG projection method of supporting to stage live performances
Proceedings of the 9th ACM SIGGRAPH Conference on Virtual-Reality Continuum and its Applications in Industry
Enhancement of stage performances with projected CG and Noh motions
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology
Evaluating longitudinal projects combining technology with temporal arts
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 12th Annual Conference of the New Zealand Chapter of the ACM Special Interest Group on Computer-Human Interaction
Temporal integration of interactive technology in dance: creative process impacts
C&C '11 Proceedings of the 8th ACM conference on Creativity and cognition
The choreographer's notebook: a video annotation system for dancers and choreographers
C&C '11 Proceedings of the 8th ACM conference on Creativity and cognition
Super Mirror: a kinect interface for ballet dancers
CHI '12 Extended Abstracts on Human Factors in Computing Systems
.cyclic.: an interactive performance combining dance, graphics, music and kinect-technology
Proceedings of the 13th International Conference of the NZ Chapter of the ACM's Special Interest Group on Human-Computer Interaction
Dance-inspired technology, technology-inspired dance
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
An enhanced stage performance of Noh-Kyogen using motion data and sensor interactions
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
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An experimental dance performance featuring live-motion capture, real-time computer graphics, and multi-image projection was produced by a cross-departmental team of faculty and students at Purdue University. Dancers occupied and traversed performance mediums or "frames," including a virtual performance frame occupied by a 3D character, driven by a dancer in motion-capture equipment. Developing and facilitating the relationships between the dancers in various performance frames became a primary focus for the project, but other areas, e.g., creating an artistically sound and technologically seamless performance, helping the various team members collaborate, and exploring the nature of the technology, were important focus points as well.