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.facultymemberYes
dc.contributor.kuauthorÜrey, Hakan
dc.contributor.kuauthorÖzcan, Oğuzhan
dc.contributor.schoolcollegeinstituteCollege of Engineering
dc.contributor.schoolcollegeinstituteCollege of Social Sciences and Humanities
dc.date.accessioned2024-11-09T23:37:18Z
dc.date.issued2018
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.fulltextNo
dc.description.harvestedfromManual
dc.description.indexedbyScopus
dc.description.openaccessYES
dc.description.peerreviewstatusN/A
dc.description.publisherscopeInternational
dc.description.readpublishN/A
dc.description.sponsoredbyTubitakEuN/A
dc.description.studentonlypublicationNo
dc.description.studentpublicationNo
dc.description.versionN/A
dc.identifier.WoSQuartileN/A
dc.identifier.doi10.4018/978-1-5225-2616-2.ch010
dc.identifier.embargoN/A
dc.identifier.endpage273
dc.identifier.isbn9781522526179
dc.identifier.isbn9781522526162
dc.identifier.scopus2-s2.0-85027712029
dc.identifier.startpage248
dc.identifier.urihttps://doi.org/10.4018/978-1-5225-2616-2.ch0010
dc.identifier.urihttps://hdl.handle.net/20.500.14288/12797
dc.keywordsMixed reality
dc.keywordsMotion capture acting
dc.keywordsHead-mounted projection display
dc.keywordsVirtual environments
dc.keywordsActor support
dc.keywordsCharacter animation
dc.keywordsRetro-reflective projection
dc.language.isoeng
dc.publisherIGI Global
dc.relation.affiliationKoç University
dc.relation.collectionKoç University Institutional Repository
dc.relation.ispartofOptimizing Human-Computer Interaction With Emerging Technologies
dc.relation.openaccessN/A
dc.rightsN/A
dc.subjectHuman-computer interaction
dc.subjectMixed reality
dc.subjectMotion capture
dc.subjectInteractive media technology
dc.titleSupporting motion capture acting through a mixed reality application
dc.typeBook Chapter
dspace.entity.typePublication
local.contributor.kuauthorÜrey, Hakan
local.contributor.kuauthorÖzcan, Oğuzhan
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