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Ethics of Virtual Reality Applications in Computer Game Production
Mälardalen University, School of Innovation, Design and Engineering, Embedded Systems. (Ubiquitous Computing Group)ORCID iD: 0000-0001-7722-5310
2016 (English)In: Philosophies MDPI, ISSN 2409-9287, Vol. 1, no 1, p. 73-86Article in journal (Refereed) Published
Abstract [en]

The gaming industry is a multi-billion dollar business, constantly on the hunt for innovations. More realistic and believable looking animations are a current trend in this industry. Lately, motion capture techniques have been used to create realistic and persuasive animations. Immersive virtual environments are one of the technologies being developed to support motion capture actors with their work. The possibilities to use virtual environments as work environments have already been explored but no ethical analysis or applied ethical code has been provided for such situations.

In this paper we investigate the ethical implications of introducing a highly im- mersive virtual environment within motion capture and discuss under which circum- stances it is ethically justified to place an actor in such an environment. Moreover, we provide an overview of research in computer games ethics, virtual realities and acting, as well as an investigation of potential moral and ethical issues in motion capture. A discussion shall help finding an ethical consensus within the field of mo- tion capture and for related situations. 

Place, publisher, year, edition, pages
2016. Vol. 1, no 1, p. 73-86
National Category
Computer Sciences
Research subject
Computer Science
Identifiers
URN: urn:nbn:se:mdh:diva-25887DOI: 10.3390/philosophies1010073ISI: 000598722700001Scopus ID: 2-s2.0-85119276827OAI: oai:DiVA.org:mdh-25887DiVA, id: diva2:744810
Conference
IACAP 2014 - Conference of the International Association for Computing and Philosophy, Thessaloniki, Greece, 2-4 July, 2014
Available from: 2014-09-08 Created: 2014-09-08 Last updated: 2021-11-25Bibliographically approved
In thesis
1. Towards Immersive Motion Capture Acting: Design, Exploration and Development of an Augmented System Solution
Open this publication in new window or tab >>Towards Immersive Motion Capture Acting: Design, Exploration and Development of an Augmented System Solution
2014 (English)Licentiate thesis, comprehensive summary (Other academic)
Abstract [en]

Current and future animations seek for realistic motions to create a perception of authentic and human-like animations. A technology widely used for such purposes is motion capture. Therefore, to create such human-like animations, motion capture actors enrich the movements of digital avatars with realistic and believable motions and emotions.

Acting for motion capture, as it is performed today, does not provide a natural acting environment. This is mostly because motion capture actors do not see and feel the virtual environment they act for, while acting. In many cases this can result in unnatural motions such as stiff looking and emotionless movements.

To investigate ways to solve this, we first identify the challenges actors are facing as well as concepts to support a motion capture actor. Furthermore, we discussed, how the task of supporting motion capture actors was approached and which factors were discovered to provide support when designing and im- plementing a solution. Initial prototypes have been created to address the men- tioned issues and to find suitable solutions to support and immerse motion cap- ture actors during their performance. For this thesis, one goal was to conduct research by focusing on the question: What are the experiential qualities of immersion in an interactive system to create an immersive acting environment that supports motion capture actors.

The developed application provides a flexibility to set up and modify digital assets and scenes quickly and with an easy to use interface. Furthermore, the prototype helps to provide an understanding on which hardware and software prototypes can be designed and used to build an immersive motion capture environment. The built prototype allows to investigate user experiences, user tests and the satisfaction of users and their effects on motion capture acting. 

Place, publisher, year, edition, pages
Västerås: Mälardalen University, 2014
Series
Mälardalen University Press Licentiate Theses, ISSN 1651-9256 ; 181
National Category
Other Computer and Information Science
Research subject
Computer Science
Identifiers
urn:nbn:se:mdh:diva-25888 (URN)978-91-7485-161-8 (ISBN)
Presentation
2014-10-31, Kappa, Högskoleplan 1, Mälardalens högskola, Västerås, 13:15 (English)
Opponent
Supervisors
Available from: 2014-09-08 Created: 2014-09-08 Last updated: 2018-01-11Bibliographically approved

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Kade, Daniel

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