Authoring Tool for a Flexible, Web-based Rapid Prototyping Environment
Project Description
Using this environment, game developers will be able to flexibly structure the interaction and insert the content from a repository of motion capture and animation clips for human figure animation.
Credo Interactive
Researchers:
Publications
Representing and Animating Human Movement for Dance
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Calvert, T., Invited keynote speaker, International Symposium on “Human Body Motion Analysis with Motion Capture” , Ritsumeikan University, Kyoto, Japan, December 21, 2007.
Abstract - Human movement in general and dance in particular can be represented in a number of ways. The first is with a film or video of a performance. The problem with this is that the 2D images cannot completely communicate the movement in 3D. An abstract and conceptually complete approach is to use notation and several notation systems are being used to create archival scores. But notation systems are complex - few can read notation and even fewer can write it. The two remaining approaches - motion capture and 3D animation produce similar results - an animation in 3D that is easy to perceive. Motion capture uses instrumentation and computation to derive the movement whereas animation is produced by an animator playing a role parallel to that of a notator. This talk will compare, contrast and illustrate these approaches. Specifically, the talk will assess the LabanWriter system for creating and editing Labanotation scores, the DanceForms system for dance animation, the LabanDancer system for translating Labanotation to animation and the DanRepos repository for organizing motion clips from mocap and animation. Research priorities for the future will be discussed including the need for a meta representation to link notation, animation and motion capture.
Attachments
The use of virtual and mixed reality environments for urban behavioural studies
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Park, A., Calvert, T., Brantingham, P. L., & Brantingham, P.J. (2008). The use of virtual and mixed reality environments for urban behavioural studies. PsychNology Journal, 6(2), 119 – 130.
Abstract - Virtual/mixed reality 3D models of real-world environments can be used to run behavioural and other experiments with real human subjects, replacing the traditional approach where studies are conducted in physical environments. Use of the virtual/mixed reality environments can minimize problems related to feasibility, experimental control, ethics and cost, but care must be taken to ensure that the environments are immersive and create “suspension of disbelief”. In this position paper the issues involved are discussed and illustrated by a 3D virtual model of an urban environment that is being used to study the role of fear in pedestrian navigation.
Attachments
Pedestrian Navigation in Virtual Environments
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Park, Andrew, Calvert, Tom, Brantingham, Paul, Brantingham, Patricia. Pedestrian Navigation in Virtual Environments. Workshop on Urban Mixed Realities: Technologies, Theories and Frontiers, CHI 2008 Conference, Florence, Italy, April 2008.
Abstract - In order to study how built urban environments influence human behaviour we can create 3D virtual/mixed reality models of the real-world environments and run experiments with real human subjects in these environments. This gives the experimenter much more control over the environment and eliminates the risks that may exist in a physical environment. On the other hand, care must be taken to ensure that the virtual/mixed reality environment is sufficiently immersive to ensure “suspension of disbelief”. In this position paper we discuss the issues involved and describe a 3D virtual model of an urban environment that is being used to study the role of fear in a pedestrian navigation model.