Open this publication in new window or tab >>2021 (English)In: 2021 IEEE VIRTUAL REALITY AND 3D USER INTERFACES (VR), Institute of Electrical and Electronics Engineers (IEEE) , 2021, p. 402-410Conference paper, Published paper (Refereed)
Abstract [en]
Motion capture is a well-established technology for capturing actors' movements and performances within the entertainment industry. Many actors, however, witness the poor acting conditions associated with such recordings. Instead of detailed sets, costumes and props, they are forced to play in empty spaces wearing tight suits. Often, their co-actors will be imaginary, replaced by placeholder props, or they would be out of scale with their virtual counterparts. These problems do not only affect acting, they also cause an abundance of laborious post-processing clean-up work. To solve these challenges, we propose using a combination of virtual reality and motion capture technology to bring differently proportioned virtual characters into a shared collaborative virtual environment. A within-subjects user study with trained actors showed that our proposed platform enhances their feelings of body ownership and immersion. This in turn changed actors' performances which narrowed the gap between virtual performances and final intended animations.
Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE), 2021
Keywords
Collaborative virtual production, acting, motion capture, body ownership, presence
National Category
Human Computer Interaction Other Computer and Information Science
Identifiers
urn:nbn:se:kth:diva-300223 (URN)10.1109/VR50410.2021.00063 (DOI)000675593600044 ()2-s2.0-85106491123 (Scopus ID)
Conference
2021 IEEE VIRTUAL REALITY AND 3D USER INTERFACES (VR)
Note
QC 20210830
2021-08-302021-08-302022-06-25Bibliographically approved