Publication:
Supporting motion capture acting through a mixed reality application

dc.contributor.coauthorKade, Daniel
dc.contributor.coauthorLindell, Rikard
dc.contributor.departmentDepartment of Electrical and Electronics Engineering
dc.contributor.departmentDepartment of Media and Visual Arts
dc.contributor.kuauthorÜrey, Hakan
dc.contributor.kuauthorÖzcan, Oğuzhan
dc.contributor.kuprofileFaculty Member
dc.contributor.kuprofileFaculty Member
dc.contributor.otherDepartment of Electrical and Electronics Engineering
dc.contributor.otherDepartment of Media and Visual Arts
dc.contributor.schoolcollegeinstituteCollege of Engineering
dc.contributor.schoolcollegeinstituteCollege of Social Sciences and Humanities
dc.contributor.yokid8579
dc.contributor.yokid12532
dc.date.accessioned2024-11-09T23:37:18Z
dc.date.issued2017
dc.description.abstractCurrent 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.
dc.description.indexedbyScopus
dc.description.openaccessYES
dc.description.publisherscopeInternational
dc.identifier.doi10.4018/978-1-5225-2616-2.ch0010
dc.identifier.isbn9781-5225-2617-9
dc.identifier.isbn1522-5261-61
dc.identifier.isbn9781-5225-2616-2
dc.identifier.linkhttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85027712029&doi=10.4018%2f978-1-5225-2616-2.ch0010&partnerID=40&md5=7e562cbabd0d85ca7c4d8e8d7f045822
dc.identifier.scopus2-s2.0-85027712029
dc.identifier.urihttp://dx.doi.org/10.4018/978-1-5225-2616-2.ch0010
dc.identifier.urihttps://hdl.handle.net/20.500.14288/12797
dc.keywordsAnimation
dc.keywordsComputer games
dc.keywordsInteractive computer graphics
dc.keywordsDigital environment
dc.keywordsHuman-like motion
dc.keywordsMotion capture
dc.keywordsVirtual worlds
dc.keywordsMixed reality
dc.languageEnglish
dc.publisherIGI Global
dc.sourceOptimizing Human-Computer Interaction With Emerging Technologies
dc.subjectElectrical electronics engineering
dc.titleSupporting motion capture acting through a mixed reality application
dc.typeBook Chapter
dspace.entity.typePublication
local.contributor.authorid0000-0002-2031-7967
local.contributor.authorid0000-0002-4410-3955
local.contributor.kuauthorÜrey, Hakan
local.contributor.kuauthorÖzcan, Oğuzhan
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relation.isOrgUnitOfPublication.latestForDiscovery21598063-a7c5-420d-91ba-0cc9b2db0ea0

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