Publication:
Acting 2.0: When entertainment technology helps actors to perform

dc.conference.dateNOV 16-19, 2015
dc.conference.locationIskandar, Malaysia
dc.conference.organizerAssociation for Computing Machinery's Special Interest Group on Computer-Human Interaction
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.kuauthorÖzcan, Oğuzhan
dc.contributor.kuauthorÜrey, Hakan
dc.contributor.schoolcollegeinstituteCollege of Engineering
dc.contributor.schoolcollegeinstituteCollege of Social Sciences and Humanities
dc.date.accessioned2024-11-09T23:09:30Z
dc.date.issued2015
dc.description.abstractMotion capture shoots involve a wide range of technology and entertainment production systems such as motion capture cameras, tracking software and digital environments to create entertainment applications. However, acting in this high-tech environment is still traditional and brings its own challenges to the actors. Good acting and imagination skills are highly needed for many motion capture shoots to deliver satisfying results. In our research, we are exploring how to support the actors and use a head-mounted projection display to create a mixed reality application helping actors to perform during motion capture shoots. This paper presents the latest enhancements of our head-mounted projection display application and discusses the use of this technology for motion capture acting as well as the potential use for entertainment purposes.
dc.description.fulltextYes
dc.description.harvestedfromManual
dc.description.indexedbyWOS
dc.description.indexedbyScopus
dc.description.openaccessGold OA
dc.description.peerreviewstatusPeer-Reviewed
dc.description.publisherscopeInternational
dc.description.readpublishN/A
dc.description.sponsoredbyTubitakEuN/A
dc.description.versionPublished Version
dc.identifier.doi10.1145/2832932.2832984
dc.identifier.embargoNo
dc.identifier.isbn9781450338523
dc.identifier.quartileN/A
dc.identifier.scopus2-s2.0-84979774643
dc.identifier.urihttps://doi.org/10.1145/2832932.2832984
dc.identifier.urihttps://hdl.handle.net/20.500.14288/9314
dc.identifier.wos000382173300015
dc.keywordsMixed reality
dc.keywordsHead-mounted projection display
dc.keywordsHMPD
dc.keywordsActing
dc.keywordsMotion capture: Laser projector
dc.language.isoeng
dc.publisherAssociation for Computing Machinery
dc.relation.affiliationKoç University
dc.relation.collectionKoç University Institutional Repository
dc.relation.ispartof12th Advances in Computer Entertainment Technology Conference (ACE15)
dc.relation.openaccessYes
dc.rightsOther
dc.subjectComputer science
dc.subjectElectrical electronics engineering
dc.titleActing 2.0: When entertainment technology helps actors to perform
dc.typeConference Proceeding
dspace.entity.typePublication
local.contributor.kuauthorÜrey, Hakan
local.contributor.kuauthorÖzcan, Oğuzhan
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