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Media Art Environment Geist: Integrating Traditional Painting into 3D AR Storytelling Scenario

机译:媒体艺术环境GEIST:将传统绘画整合到3D AR讲故事情景中

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This paper describes an approach at ZGDV Darmstadt to combine experimental use of traditional means (paintings) and VR/AR technology for Storytelling based edutainment applications. The illusion of light and depth banned to paper or canvas was the mission of generations during history of art, when paintings and drawings were the only media to transfer the imagination of space and atmosphere to the beholder. In the context of the edutainment application Geist providing a Storytelling based learning and gaming environment enabling users to become part of a story and interactively explore history of Heidelberg, our goal was to elaborate how painted images could serve as an effective surrogate of reality within a computer-generated 3D-world: Within the Geist demonstrator there are three locations where 3D-objects and virtual characters are surrounded by a texture that simulates a natural environment. It containes men, buildings, vegetation but also important phenomenons based on light, perspective and colour. So the virtual reality is enlarged by a second level of visual reality based on paintings. In order to embrace this sort of approach, it is necessary both to reflect reality and represent it in an artificial way. Because atmosphere in this case involves not only the reproduction and transforming of perception our eyes are used to but to create an adequate expression and prevailing mood: On the three locations the user is lead into the expectation of imminent occurrences that struck the town of Heidelberg during the 30 years war. The preliminary results allow to analyze the functional, cognitive and aesthetic nature of this crossbreed and to draw further conclusions concerning further developments. The first part of the paper provides an overview of the Geist project and the resulting demonstrator as reference example for an edutainment application. Afterwords the two major technologies Storytelling enhanced by VR/AR technology and traditional painting are introduced before the integration process of these two antithetic approaches is describes. Finally a short summary points out first results of this integrated approach and discusses further development directions.
机译:本文介绍了ZGDV DAMSTADT的方法,以将传统手段(绘画)和VR / AR技术的实验使用组合用于基于讲故事的养水应用。禁止纸张或帆布的光明和深度的幻觉是艺术史的代理,当绘画和图纸是将空间和大气的想象力转移到旁观者的唯一媒体时。在养护申请GEIST提供基于讲故事的学习和游戏环境的背景下,使用户能够成为一个故事的一部分,并且互动地探索海德堡的历史,我们的目标是详细阐述彩绘的图像如何作为计算机内的现实的有效代理人-Generated 3D-World:在Geist Sextator中,有三个位置3D对象和虚拟字符被模拟自然环境的纹理包围。它含有男性,建筑物,植被,而且还基于光,透视和颜色的重要现象。因此,基于绘画,虚拟现实被第二级视觉现实放大。为了接受这种方法,有必要反映现实并以人工方式代表它。因为这种情况下的氛围不仅涉及感知的繁殖和转化,我们的眼睛习惯了,但要造成足够的表达和盛行的情绪:在三个地点上,用户导致了对海德堡镇袭击的即将发生的迫在眉睫的期望这是30年的战争。初步结果允许分析这种杂交的功能,认知和审美性质,并得出关于进一步发展的进一步结论。本文的第一部分提供了Geist项目的概述和所产生的示威者作为养护应用程序的参考示例。在这两种左转方法的整合过程之前,介绍了VR / AR技术和传统绘画增强的两大技术讲故事的两大技术。最后,简短的摘要指出了这种综合方法的第一个结果,并讨论了进一步的发展方向。

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