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Easy-to-use authoring system for Noh (Japanese traditional) dance animation and its evaluation

机译:简单易用的Noh(日本传统)舞蹈动画创作系统及其评估

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摘要

Noh is a genre of Japanese traditional theater, a kind of musical drama. Similar to other dance forms, Noh dance (shimai) can also be divided into small, discrete units of motion (shosa). Therefore, if we have a set of motion clips of motion units (shosa), we can synthesize Noh dance animation by composing them in a sequence based on the Noh dance notation (katatsuke). However, it is difficult for researchers and learners of Noh dance to utilize existing animation systems to create such animations. The purpose of this research is to develop an easy-to-use authoring system for Noh dance animation. In this paper, we introduce the design, implementation, and evaluation of our system. To solve the problems of existing animation systems, we employ our smart motion synthesis technique to compose motion units automatically. We improved the motion synthesis method by enhancing the algorithms for detecting body orientation and constraints between the foot and ground to handle Noh dance motions correctly. We classify motion units as either pattern units, which are specific forms of motion, represented as shot motion clips, or locomotion units, generated on the fly to denote movement towards a specific position or direction. To handle locomotion-type motion units, we implemented a module to generate walking motion based on a given path. We created several Noh dance animations using this system, which was evaluated through a series of experiments. We also conducted a user test to determine the usefulness of our system for learners of Noh dance.
机译:能剧是日本传统戏剧的一种,是一种音乐剧。与其他舞蹈形式类似,能乐(shimai)也可以分为小的离散运动单位(shosa)。因此,如果我们有一组运动单位的运动剪辑(shosa),则可以通过基于Noh舞记符号(katatsuke)按顺序组合它们来合成Noh舞动画。但是,能剧的研究者和学习者难以利用现有的动画系统来制作这样的动画。这项研究的目的是为Noh舞蹈动画开发易于使用的创作系统。在本文中,我们介绍了系统的设计,实现和评估。为了解决现有动画系统的问题,我们采用了智能运动合成技术来自动合成运动单元。我们通过增强用于检测身体方向和脚与地面之间约束的算法来改进运动合成方法,以正确处理Noh舞蹈运动。我们将运动单位归类为模式单位(即以镜头运动片段表示的特定运动形式)或在运动中生成的,表示向特定位置或方向运动的运动单位。为了处理运动型运动单元,我们实现了一个模块,用于根据给定路径生成步行运动。我们使用此系统创建了多个能乐舞蹈动画,并通过一系列实验对其进行了评估。我们还进行了用户测试,以确定我们的系统对Noh舞蹈学习者的实用性。

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