scholarly journals A Generative Audio-Visual Prosodic Model for Virtual Actors

2017 ◽  
Vol 37 (6) ◽  
pp. 40-51 ◽  
Author(s):  
Adela Barbulescu ◽  
Remi Ronfard ◽  
Gerard Bailly
Keyword(s):  
1997 ◽  
Vol 5 (2) ◽  
pp. 113-125 ◽  
Author(s):  
Nadia Magnenat Thalmann ◽  
Daniel Thalmann
Keyword(s):  

Author(s):  
Daphne Economou ◽  
Steve Pettifer

This chapter addresses one of the challenges the collaborative virtual environments (CVEs) research community faces which is the lack of a systematic approach to study social interaction in CVEs, determine requirements for CVE systems design, and inform the CVE systems design. It does this by presenting a method for studying multi-user systems in an educational context. The method has been developed as part of the Senet project, which is investigating the use of virtual actors in CVEs for learning. Groupware prototypes are studied in order to identify requirements and design factors for CVEs. The method adopts a rigorous approach for organizing experimental settings, collecting and analysing data, and informing CVE systems design. The analysis part of the method shares many of the Interaction Analysis foci and expands on it by providing a grid-based method of transforming rich qualitative data in a quantitative form. The outcome of this analysis is used for the derivation of design guidelines that can inform the construction of CVEs for learning. The method is described by a third phase of work in the Senet project.


Author(s):  
Thomas Schmieder ◽  
Robert J. Wierzbicki

With advanced technology there are new possibilities to interact in virtual environments. Game players are being given more and more new opportunities to intervene as avatars in what is happening in the game, take on roles, and alter the flow of the stories. Through the interaction of many users new storylines and plot constructs are developed, which demonstrate many typical characteristics of modern dramas which are performed in real theatres – the plot is, for example, non-linear and attention is no longer paid to uniting time, place, and plot. These digital “performances” differ greatly from plays performed on real stages, however they are programmed as computer games with the result that the plot must fit into a pre-defined interaction pattern. The players are not casted like real actors. They step out onto the virtual stage as non-trained avatar actors and apart from the usual help options there is initially no director to instruct them. Also, the actions of the virtual actors are not foreseeable and the stories told have no distinct dramatic composition. One of the challenging problems of tomorrow’s iTV is how to generate a digital drama that looks like a real movie but which emerges out of the interaction of many users. The problem of actors’ credibility has been widely discussed in the relevant literature, however only in the context of the traditional theatre play. This chapter describes the concept of a future digital drama and investigates some fundamental aspects of acting in digital environments. The focus is put on the “competitive acting”, a new paradigm for digital stage plays of the future which combine drama with interaction-driven dialogue and action elements in converged media.


Projections ◽  
2019 ◽  
Vol 13 (2) ◽  
pp. 123-141 ◽  
Author(s):  
Jane Stadler

The screen is the material and imaginative interface where biology meets technology. It is the nexus between science and fiction, where technological and ethical concerns surrounding synthespians, representations of replicants, and manifestations of synthetic biology come into play. This analysis of digital imaging and cinematic imagining of virtual actors and synthetic humans in films such as Blade Runner 2049 (Denis Villeneuve, 2017) examines the ethical implications of digital embodiment technologies and cybernetics. I argue that it is necessary to bring together science and the arts to advance understandings of embodiment and technology. In doing so, I explore commonalities between ethical concerns about technobiological bodies in cultural and scientific discourse and developments such as the creation of virtual humans and “deepfake” digital doubles in screen media.


Author(s):  
Miquel Mascaró ◽  
Francisco J. Serón ◽  
Francisco J. Perales ◽  
Javier Varona

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