Publication: Supporting motion capture acting through a mixed reality application
dc.contributor.coauthor | Kade, Daniel | |
dc.contributor.coauthor | Lindell, Rikard | |
dc.contributor.department | Department of Electrical and Electronics Engineering | |
dc.contributor.department | Department of Media and Visual Arts | |
dc.contributor.kuauthor | Ürey, Hakan | |
dc.contributor.kuauthor | Özcan, Oğuzhan | |
dc.contributor.kuprofile | Faculty Member | |
dc.contributor.kuprofile | Faculty Member | |
dc.contributor.other | Department of Electrical and Electronics Engineering | |
dc.contributor.other | Department of Media and Visual Arts | |
dc.contributor.schoolcollegeinstitute | College of Engineering | |
dc.contributor.schoolcollegeinstitute | College of Social Sciences and Humanities | |
dc.contributor.yokid | 8579 | |
dc.contributor.yokid | 12532 | |
dc.date.accessioned | 2024-11-09T23:37:18Z | |
dc.date.issued | 2017 | |
dc.description.abstract | 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. | |
dc.description.indexedby | Scopus | |
dc.description.openaccess | YES | |
dc.description.publisherscope | International | |
dc.identifier.doi | 10.4018/978-1-5225-2616-2.ch0010 | |
dc.identifier.isbn | 9781-5225-2617-9 | |
dc.identifier.isbn | 1522-5261-61 | |
dc.identifier.isbn | 9781-5225-2616-2 | |
dc.identifier.link | https://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.scopus | 2-s2.0-85027712029 | |
dc.identifier.uri | http://dx.doi.org/10.4018/978-1-5225-2616-2.ch0010 | |
dc.identifier.uri | https://hdl.handle.net/20.500.14288/12797 | |
dc.keywords | Animation | |
dc.keywords | Computer games | |
dc.keywords | Interactive computer graphics | |
dc.keywords | Digital environment | |
dc.keywords | Human-like motion | |
dc.keywords | Motion capture | |
dc.keywords | Virtual worlds | |
dc.keywords | Mixed reality | |
dc.language | English | |
dc.publisher | IGI Global | |
dc.source | Optimizing Human-Computer Interaction With Emerging Technologies | |
dc.subject | Electrical electronics engineering | |
dc.title | Supporting motion capture acting through a mixed reality application | |
dc.type | Book Chapter | |
dspace.entity.type | Publication | |
local.contributor.authorid | 0000-0002-2031-7967 | |
local.contributor.authorid | 0000-0002-4410-3955 | |
local.contributor.kuauthor | Ürey, Hakan | |
local.contributor.kuauthor | Özcan, Oğuzhan | |
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relation.isOrgUnitOfPublication | 483fa792-2b89-4020-9073-eb4f497ee3fd | |
relation.isOrgUnitOfPublication.latestForDiscovery | 21598063-a7c5-420d-91ba-0cc9b2db0ea0 |