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Real-Time Motion Capture Technology on a Live Theatrical Performance with Computer Generated Scenery

机译:具有计算机生成的场景的现场戏剧表演的实时运动捕捉技术

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The employment of innovative forms of technology in the areas of art and entertainment is receiving significant attention from the research community in the context of evaluating new forms of expression. Recent developments in tangible interaction, pervasive sensing, wearable computing, and mobile communications bring about the potential to connect, in an unprecedented manner, persons to places (real and virtual) and media, as well as to other persons and objects. The work presented here brings together a research team that is multidisciplinary, scientists, engineers, 3D-artists along with members from the art domain such as stage director, theatrical costumier, choreographer and actors, in order to synthesize a live theatrical performance that jointed technology and art. Real time motion capture data was streamed on a multi-screen topology, while real time generated virtual scenery was creating the virtual context of each act. Live actors were interacting with a digital avatar that was rigged to a motion capture suit through out the theatrical act. The entire setup was evaluated on a theatrical case study that was presented to audience at the "Theatron", a reconfigurable space at the cultural center of Hellenic Cosmos, providing significant feedback on the acceptance of utilizing such a technology both from the audience perspective as well as the experts that live theatrical performances involve.
机译:在评估新的表现形式的背景下,艺术界和娱乐界采用创新形式的技术受到了研究界的极大关注。有形交互,普及感测,可穿戴计算和移动通信的最新发展带来了以前所未有的方式将人们连接到地方(真实和虚拟)和媒体以及其他人和物体的潜力。这里展示的作品汇集了一个由多学科,科学家,工程师,3D艺术家组成的研究团队以及来自艺术领域的成员,例如舞台导演,戏剧服装,编舞和演员,以合成结合了技术的现场戏剧表演和艺术。实时运动捕捉数据在多屏幕拓扑上进行流式传输,而实时生成的虚拟场景正在创建每个动作的虚拟环境。现场演员正在与数字化身进行交互,该化身在整个戏剧表演中都被装配到动作捕捉套装中。整个装置是根据戏剧案例研究进行评估的,该案例在“ Theatron”(向希腊宇宙文化中心提供可重新配置的空间)展示给观众,从观众的角度来看,也为接受这种技术提供了重要反馈现场戏剧表演的专家参与其中。

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