An Immersive Motion Capture Environment
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 32795
An Immersive Motion Capture Environment

Authors: Daniel Kade, Oğuzhan Özcan, Rikard Lindell

Abstract:

Motion capturing technology has been used for quite a while and several research has been done within this area. Nevertheless, we discovered open issues within current motion capturing environments. In this paper we provide a state-of-the-art overview of the addressed research areas and show issues with current motion capturing environments. Observations, interviews and questionnaires have been used to reveal the challenges actors are currently facing in a motion capturing environment. Furthermore, the idea to create a more immersive motion capturing environment to improve the acting performances and motion capturing outcomes as a potential solution is introduced. It is hereby the goal to explain the found open issues and the developed ideas which shall serve for further research as a basis. Moreover, a methodology to address the interaction and systems design issues is proposed. A future outcome could be that motion capture actors are able to perform more naturally, especially if using a non-body-worn solution.

Keywords: Immersive acting environment, Interaction in a mediated environment, Motion capturing, MoCap.

Digital Object Identifier (DOI): doi.org/10.5281/zenodo.1072734

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1615

References:


[1] B. A. King and L. D. Paulson, Motion Capture Moves into New Realms, IEEE Computer Society, vol.40 no.9, 2007.
[2] A. Menache, Understanding Motion Capture for Computer Animation and Video Games, Morgan Kaufman, San Francisco, CA, USA, 1999.
[3] University of Southern California Institute for Creative technologies, FlatWorld Project, http://ict.usc.edu/projects/flatworld/
[4] O. Cakmakci, Y. Ha and J. P. Roland, AA Compact Optical See- Through Head-Worn Display with Occlusion Support. Proceedings of the Third IEEE and ACM International Symposium on Mixed and Augmented Reality (ISMAR 2004), IEEE Computer Society Washington, 2004.
[5] L. Li, B. D. Adelstein and S. R. Ellis, Perception of image motion during head movement, ACM Transactions on Applied Perception (TAP), vol.6, no.1, 2009.
[6] J. A. Jones, J. E. Swan II, G. Singh, E. Kolstad and S. R. Ellis, The effects of virtual reality, augmented reality, and motion parallax on egocentric depth perception, APGV -08 Proceedings of the 5th symposium on Applied perception in graphics and visualization, ACM New York, NY, USA, 2008.
[7] H. Urey, K. V. Chellappan, E. Erden and P. Surman, State of the Art in Stereoscopic and Autostereoscopic Displays, Proceedings of the IEEE, vol.99 no.4, 2011.
[8] J. Tauscher, W. O. Davis, D. Brown, M. Ellis, Y. Ma, M. E. Sherwood, D. Bowman, M. P. Helsel, S. Lee and J. W. Coy, Evolution of MEMS scanning mirrors for laser projection in compact consumer electronics, Proceedings of SPIE 7594, 75940A (2010), PIE-The International Society for Optical Engineering, 2010.
[9] A. D. Yalcinkaya, H. Urey, D. Brown, T. Montague and R. Sprague, Two- axis electromagnetic microscanner for high resolution displays, Journal of Microelectromechanical Systems, vol.15 no.4, 2006.
[10] K. V. Chellappan, E. Erden and H. Urey, Laser-based displays: a review, Applied Optics, vol.49, no.25, 2010.
[11] Y .Liu, M .Störring,T. B. Moeslund, C. B. Madsen and E .Granum, Computer Vision Based Head Tracking from Re-configurable 2D Markers for AR, ISMAR -03 Proceedings of the 2nd IEEE/ACM International Symposium on Mixed and Augmented Reality, IEEE Computer Society Washington, DC, USA, 2003.
[12] D. Li, J. Babcock and D. J. Parkhurstand, openEyes: a low-cost headmounted eye-tracking solution, ETRA -06 Proceedings of the 2006 symposium on Eye tracking research & applications, ACM New York, NY, USA, 2006.
[13] K. Satoh, S. Uchiyama and H. Yamamoto, A Head Tracking Method Using Bird-s-Eye View Camera and Gyroscope, ISMAR -04 Proceedings of the 3rd IEEE/ACM International Symposium on Mixed and Augmented Reality, IEEE Computer Society Washington, DC, USA, 2004.
[14] M. Slater and M. Usoh, Body Centred Interaction in Immersive Virtual Environments, John Wiley and Sons, 1994.
[15] J. L. Souman, P. R. Giordano, I. Frissen, A. De Luca and M. O. Ernst, Making virtual walking real: Perceptual evaluation of a new treadmill control algorithm, ACM Transactions on Applied Perception (TAP), vol.7 no.2, 2010.
[16] H. Iwata, Walking about virtual environments on an infinite floor, IEEE Proceedings on Virtual Reality, 1999.
[17] J. K. T. Tang, J. C. P. Chan and H. Leung, Interactive dancing game with real-time recognition of continuous dance moves from 3D human motion capture, ICUIMC -11 Proceedings of the 5th International Conference on Ubiquitous Information Management and Communication, ACM New York, NY, USA, 2011.
[18] P. Barrie, A. Komninos and O. Mandrychenko, A pervasive gesturedriven augmented reality prototype using wireless sensor body area networks, Proceedings of ACM Mobility 2009, ACM Mobility 2009, Nice, France, 2009.
[19] V. B. Zordan and J. K. Hodgins, Motion capture-driven simulations that hit and react, SCA -02 Proceedings of the 2002 ACM SIGGRAPH/ Eurographics symposium on Computer animation, ACM New York, NY, USA, 2002.
[20] B. Spanlang, J. M. Normand, E. Giannopoulos and Mel Slater , A first person avatar system with haptic feedback, VRST -10 Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology, ACM New York, NY, USA, 2010.
[21] S. P. Lee, T. C. T. Qui, S. C. Loy and W. R Pensyl, Haptic interaction in augmented reality, MM -09 Proceedings of the 17th ACM international conference on Multimedia, ACM New York, NY, USA, 2009.
[22] A. Andreadis, A. Hemery, A. Antonakakis, G. Gourdoglou, P. Mauridis, D. Christopoulos and J. N. Karigiannis, Real-Time Motion Capture Technology on a Live Theatrical Performance with Computer Generated Scenery, Informatics (PCI), 2010 14th Panhellenic Conference on Informatics, 2010.