Publication: Acting 2.0: When entertainment technology helps actors to perform
| dc.conference.date | NOV 16-19, 2015 | |
| dc.conference.location | Iskandar, Malaysia | |
| dc.conference.organizer | Association for Computing Machinery's Special Interest Group on Computer-Human Interaction | |
| 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.facultymember | Yes | |
| dc.contributor.kuauthor | Özcan, Oğuzhan | |
| dc.contributor.kuauthor | Ürey, Hakan | |
| dc.contributor.schoolcollegeinstitute | College of Engineering | |
| dc.contributor.schoolcollegeinstitute | College of Social Sciences and Humanities | |
| dc.date.accessioned | 2024-11-09T23:09:30Z | |
| dc.date.issued | 2015 | |
| dc.description.abstract | Motion 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.fulltext | Yes | |
| dc.description.harvestedfrom | Manual | |
| dc.description.indexedby | WOS | |
| dc.description.indexedby | Scopus | |
| dc.description.openaccess | Gold OA | |
| dc.description.peerreviewstatus | Peer-Reviewed | |
| dc.description.publisherscope | International | |
| dc.description.readpublish | N/A | |
| dc.description.sponsoredbyTubitakEu | N/A | |
| dc.description.version | Published Version | |
| dc.identifier.doi | 10.1145/2832932.2832984 | |
| dc.identifier.embargo | No | |
| dc.identifier.isbn | 9781450338523 | |
| dc.identifier.quartile | N/A | |
| dc.identifier.scopus | 2-s2.0-84979774643 | |
| dc.identifier.uri | https://doi.org/10.1145/2832932.2832984 | |
| dc.identifier.uri | https://hdl.handle.net/20.500.14288/9314 | |
| dc.identifier.wos | 000382173300015 | |
| dc.keywords | Mixed reality | |
| dc.keywords | Head-mounted projection display | |
| dc.keywords | HMPD | |
| dc.keywords | Acting | |
| dc.keywords | Motion capture: Laser projector | |
| dc.language.iso | eng | |
| dc.publisher | Association for Computing Machinery | |
| dc.relation.affiliation | Koç University | |
| dc.relation.collection | Koç University Institutional Repository | |
| dc.relation.ispartof | 12th Advances in Computer Entertainment Technology Conference (ACE15) | |
| dc.relation.openaccess | Yes | |
| dc.rights | Other | |
| dc.subject | Computer science | |
| dc.subject | Electrical electronics engineering | |
| dc.title | Acting 2.0: When entertainment technology helps actors to perform | |
| dc.type | Conference Proceeding | |
| dspace.entity.type | Publication | |
| local.contributor.kuauthor | Ürey, Hakan | |
| local.contributor.kuauthor | Özcan, Oğuzhan | |
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