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Using Virtual Reality to Support Acting in Motion Capture with Differently Scaled Characters

Authors :
Simon Alexanderson
Robin K. Kammerlander
André Pereira
Source :
VR
Publication Year :
2021
Publisher :
IEEE, 2021.

Abstract

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.

Details

Database :
OpenAIRE
Journal :
2021 IEEE Virtual Reality and 3D User Interfaces (VR)
Accession number :
edsair.doi...........5a06bae068b47cfc0b263f3220a4febb
Full Text :
https://doi.org/10.1109/vr50410.2021.00063