Evaluation of a Mixed Reality Head-Mounted Projection Display to Support Motion Capture Acting

Author(s):  
Daniel Kade ◽  
Rikard Lindell ◽  
Hakan Ürey ◽  
Oğuzhan Özcan
2015 ◽  
Vol 78 (2-2) ◽  
Author(s):  
Ismahafezi Ismail ◽  
Mohd Shahrizal Sunar ◽  
Hoshang Kolivand

Realistic humanoid 3D character movement is very important to apply in the computer games, movies, virtual reality and mixed reality environment. This paper presents a technique to deform motion style using Motion Capture (MoCap) data based on computer animation system. By using MoCap data, natural human action style could be deforming. However, the structure hierarchy of humanoid in MoCap Data is very complex. This method allows humanoid character to respond naturally based on user motion input. Unlike existing 3D humanoid character motion editor, our method produces realistic final result and simulates new dynamic humanoid motion style based on simple user interface control.


2018 ◽  
pp. 1780-1807
Author(s):  
Daniel Kade ◽  
Rikard Lindell ◽  
Hakan Ürey ◽  
Oğuzhan Özcan

Current and future animations seek for more human-like motions to create believable animations for computer games, animated movies and commercial spots. A technology widely used technology is motion capture to capture actors' movements which enrich digital avatars motions and emotions. However, a motion capture environment poses challenges to actors such as short preparation times and the need to highly rely on their acting and imagination skills. To support these actors, we developed a mixed reality application that allows showing digital environments while performing and being able to see the real and virtual world. We tested our prototype with 6 traditionally trained theatre and TV actors. As a result, the actors indicated that our application supported them getting into the demanded acting moods with less unrequired emotions. The acting scenario was also better understood with less need of explanation than when just discussing the scenario, as commonly done in theatre acting.


2018 ◽  
Vol 7 (2.32) ◽  
pp. 114 ◽  
Author(s):  
Pachipala Yellamma ◽  
Ch Madhav Bharadwaj ◽  
K R. Krishna Sai ◽  
Challa Narasimham

Our soldiers are fighting for us, risking their lives and people working in mines spoiling their health. In this paper we will see how we will implement the technology of mixed reality and motion capture will give solutions for replacing humans with robots. We can save a lot of lot of human lives and it will be more cost efficient. As on today we are implementing motion capture in analyzing the responses of military soldiers to test their capabilities and doing animations in movies. So let us extend the existing features to implement a remote robot control system that allows us to replace humans with robots.  


Author(s):  
Daniel Kade ◽  
Rikard Lindell ◽  
Hakan Ürey ◽  
Oğuzhan Özcan

Current and future animations seek for more human-like motions to create believable animations for computer games, animated movies and commercial spots. A technology widely used technology is motion capture to capture actors' movements which enrich digital avatars motions and emotions. However, a motion capture environment poses challenges to actors such as short preparation times and the need to highly rely on their acting and imagination skills. To support these actors, we developed a mixed reality application that allows showing digital environments while performing and being able to see the real and virtual world. We tested our prototype with 6 traditionally trained theatre and TV actors. As a result, the actors indicated that our application supported them getting into the demanded acting moods with less unrequired emotions. The acting scenario was also better understood with less need of explanation than when just discussing the scenario, as commonly done in theatre acting.


2015 ◽  
Vol 19 (3-4) ◽  
pp. 509-521 ◽  
Author(s):  
Daniel Kade ◽  
Kaan Akşit ◽  
Hakan Ürey ◽  
Oğuzhan Özcan

2014 ◽  
Vol 106 (1) ◽  
pp. 86-104 ◽  
Author(s):  
Mina C. Johnson-Glenberg ◽  
David A. Birchfield ◽  
Lisa Tolentino ◽  
Tatyana Koziupa

Author(s):  
Heather Raikes

Corpus Corvus is a mixed reality performance artwork that utilizes stereoscopic projection, motion capture animation, an integrated physical/media choreographic vocabulary, and electroacoustic composition to explore the Pacific Northwest Native American myth of the raven as god and thief who steals the sun and creates the universe. Formally, the work explores the relationship between movement of a physical body and stereoscopic animation in a physical/digital three-dimensional image field. The animation is generated from motion capture data and kinesthetic media composition processes based on physical choreography. Through precise temporal alignment and stereoscopic theatrical effect, the projected animation is perceived to surround the performing body in physical space. The art/research process contextualizing Corpus Corvus is a practice-based exploration and discovery of an emerging poetics that extends the human sensory system into immersive media perceptual hyperspaces. This paper illuminates the process of research, manifestation, and discovery that informs the artwork and its poetics.


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