Outil conceptuel pour un environnement de prototypage en ligne rapide et articulé

Project Description

Au moyen de cet environnement, les concepteurs de jeux pourront structurer l’interaction de manière souple et insérer le contenu stocké dans un répertoire de mouvements captés et de clips animés mis en oeuvre pour animer le corps humain.

Credo Interactive

Researchers:

Publications

Representing and Animating Human Movement for Dance

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

application/pdf iconKyotoSlides3.pdf

The use of virtual and mixed reality environments for urban behavioural studies

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

application/pdf iconPSYCHNOLOGY_JOURNAL_6_2_PARK.pdf

Pedestrian Navigation in Virtual Environments

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.

Attachments

application/pdf iconCHI2008-2.pdf