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Towards Immersive Motion Capture Acting: Design, Exploration and Development of an Augmented System Solution
Mälardalen University, School of Innovation, Design and Engineering, Embedded Systems. (IS (Ubiquitous Computing Group))ORCID iD: 0000-0001-7722-5310
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: urn:nbn:se:mdh:diva-25888ISBN: 978-91-7485-161-8 (print)OAI: oai:DiVA.org:mdh-25888DiVA: diva2:744815
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: 2014-10-29Bibliographically approved
List of papers
1. Ethics of Virtual Reality Applications in Computer Games Production
Open this publication in new window or tab >>Ethics of Virtual Reality Applications in Computer Games Production
2015 (English)In: Philosophies MDPI, ISSN 2409-9287, Vol. 1, 73-86 p.Article in journal (Other academic) 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. 

National Category
Computer Science
Research subject
Computer Science
Identifiers
urn:nbn:se:mdh:diva-25887 (URN)10.3390/philosophies1010073 (DOI)
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: 2015-12-21Bibliographically approved
2. Head-worn Mixed Reality Projection Display Application
Open this publication in new window or tab >>Head-worn Mixed Reality Projection Display Application
2014 (English)In: ACM International Conference Proceedings Series (ICPS), 2014Conference paper, Published paper (Refereed)
Abstract [en]

The main goal of this research is to develop a mixed real- ity (MR) application to support motion capture actors. This application allows seeing and exploring a digital environment without occluding the actor’s visual field. A prototype is built by combining a retro-reflective screen covering surrounding walls and a headband consisting of a laser scanning projector with a smartphone. Built-in sensors of a smartphone provide navigation capabilities in the digital world. The integrated system has some unique advantages, which are collectively demonstrated for the first time: (i) providing fixed field-of- view (50o in diagonal), fixed retinal images at full-resolution, and distortion-free images that are independent of the screen distance and shape; (ii) presenting different perspectives to the users as they move around or tilt their heads, (iii) allow- ing a focus-free and calibration-free display even on non-flat surfaces using laser scanning technology, (iv) enabling mul- tiple users to share the same screen without crosstalk due to the use of retro-reflectors, and (v) producing high brightness pictures with a projector of only 15 lm; due to a high-gain retro-reflective screen. We demonstrated a lightweight, com- fortable to wear and low cost head-mounted projection dis- play (HMPD) which acts as a stand-a-lone mobile system. Initial informal functionality tests have been successfully per- formed. The prototype can also be used as a 3D stereo system using the same hardware by additionally mounting polarized glasses and an active polarization rotator, while maintaining all of the advantages listed above. 

Keyword
head-mounted projection display; mixed reality; motion capture; laser projector; immersive environments
National Category
Other Computer and Information Science
Research subject
Computer Science
Identifiers
urn:nbn:se:mdh:diva-25886 (URN)10.1145/2663806.2663826 (DOI)2-s2.0-84938328251 (Scopus ID)
Conference
11th Advances in Computer Entertainment Technology Conference, ACE 2014; Funchal, Madeira; Portugal; 11 November 2014 through 14 November 2014; Code 113147
Available from: 2014-09-08 Created: 2014-09-08 Last updated: 2016-06-10Bibliographically approved
3. An Immersive Motion Capture Environment
Open this publication in new window or tab >>An Immersive Motion Capture Environment
2013 (English)Conference paper, Published paper (Refereed)
Abstract [en]

Motion capturing technology has been used for quite a while and several research has been done within this area. Nevertheless, we discovered open issues within current motion capturing environments. In this paper we provide a state-of-the-art overview of the addressed research areas and show issues with current motion capturing environments. Observations, interviews and questionnaires have been used to reveal the challenges actors are currently facing in a motion capturing environment. Furthermore, the idea to create a more immersive motion capturing environment to improve the acting performances and motion capturing outcomes as a potential solution is introduced. It is hereby the goal to explain the found open issues and the developed ideas which shall serve for further research as a basis. Moreover, a methodology to address the interaction and systems design issues is proposed. A future outcome could be that motion capture actors are able to perform more naturally, especially if using a non-body-worn solution.

National Category
Engineering and Technology
Identifiers
urn:nbn:se:mdh:diva-17385 (URN)
Conference
ICCGMAT 2013 : International Conference on Computer Games, Multimedia and Allied Technology, January 14-15, 2013, Zurich, Switzerland
Available from: 2012-12-20 Created: 2012-12-20 Last updated: 2016-06-10Bibliographically approved
4. Towards Stanislavski-based Principles for Motion Capture Acting in Animation and Computer Games
Open this publication in new window or tab >>Towards Stanislavski-based Principles for Motion Capture Acting in Animation and Computer Games
2013 (English)Conference paper, Published paper (Refereed)
Abstract [en]

Current and future animations crave for realistic motions to create a perception of motions that are close to a realistic human-like performance. 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, implies certain challenges. In this paper we address these challenges and argue how to support motion capture actors especially when acting for computer games. We discuss the nature of motion capture acting in the view of Stanislavski’s acting principles and point out the actors’ skills and demands. We conclude that the developed principles should be: ’Imagination’, ’Objectives’, ’Information & Visual References’, ’Magic if’, ’Adaptation’ and ’Relaxation’ to support motion capture actors with their work.

Place, publisher, year, edition, pages
Porto, Portugal: IPCA, 2013
Keyword
Motion Capture, Acting, Animation, Computer Games
National Category
Engineering and Technology
Identifiers
urn:nbn:se:mdh:diva-23564 (URN)978-989-97567-6-2 (ISBN)
Conference
International Conference in Illustration and Animation CONFIA 2013, 29-30 November 2013, Porto, Portugal
Projects
ITS-EASY Post Graduate School for Embedded Software and Systems
Available from: 2013-12-16 Created: 2013-12-16 Last updated: 2016-06-10Bibliographically approved

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