8,725 research outputs found
Interaction and Expressivity in Video Games: Harnessing the Rhetoric of Film
The film-maker uses the camera and editing creatively, not simply to present the action of the film but also to set up a particular relation between the action and the viewer. In 3D video games with action controlled by the player, the pseudo camera is usually less creatively controlled and has less effect on the player’s appreciation of and engagement with the game. This paper discusses methods of controlling games by easy and intuitive interfaces and use of an automated virtual camera to increase the appeal of games for users
Text-based Editing of Talking-head Video
Editing talking-head video to change the speech content or to remove filler words is challenging. We propose a novel method to edit talking-head video based on its transcript to produce a realistic output video in which the dialogue of the speaker has been modified, while maintaining a seamless audio-visual flow (i.e. no jump cuts). Our method automatically annotates an input talking-head video with phonemes, visemes, 3D face pose and geometry, reflectance, expression and scene illumination per frame. To edit a video, the user has to only edit the transcript, and an optimization strategy then chooses segments of the input corpus as base material. The annotated parameters corresponding to the selected segments are seamlessly stitched together and used to produce an intermediate video representation in which the lower half of the face is rendered with a parametric face model. Finally, a recurrent video generation network transforms this representation to a photorealistic video that matches the edited transcript. We demonstrate a large variety of edits, such as the addition, removal, and alteration of words, as well as convincing language translation and full sentence synthesis
GeoCamera: Telling Stories in Geographic Visualizations with Camera Movements
In geographic data videos, camera movements are frequently used and combined
to present information from multiple perspectives. However, creating and
editing camera movements requires significant time and professional skills.
This work aims to lower the barrier of crafting diverse camera movements for
geographic data videos. First, we analyze a corpus of 66 geographic data videos
and derive a design space of camera movements with a dimension for geospatial
targets and one for narrative purposes. Based on the design space, we propose a
set of adaptive camera shots and further develop an interactive tool called
GeoCamera. This interactive tool allows users to flexibly design camera
movements for geographic visualizations. We verify the expressiveness of our
tool through case studies and evaluate its usability with a user study. The
participants find that the tool facilitates the design of camera movements.Comment: 15 pages. Published as a conference paper at the ACM Conference on
Human Factors in Computing Systems (CHI) 202
Weather-driven interactive video
To build this weather-driven interactive video feature, one ingredient, was
necessary to know the conditions of the environment of the user, to do so with greater
accuracy, a simplified version of a weather station was made using an Arduino and
some sensors to measure the environment, the weather of the user’s location. Another
necessary element, was a tool that could use this collected data and convert it in a
meaningful way to the user, contextualise the video content. A digital prototype was
developed, combining the framework Processing and the data from the Arduino, that
would present the user, the viewer with a video, story that would be contextualised to
the user environment, current weather conditions. These videos were a set of 6 parallel
stories, not simple weather effects but live video production, aiming to improve the
connection with the users between the scene actions and their own environment. To
evaluate the relationship between the video weather effects, its content and the user’s
context, tests were made to measure the impact of this feature on the user experience,
resulting in insights, that help to influence and enhance the user’s experience. Some
suggest that, contextualising the video setting to the user’s current environment
setting, might not be ideal, even detrimental while other might be beneficial to the user
experience.Para construir este projeto de vídeo interativo orientado ao clima, era
necessário saber as condições do ambiente em que o utilizador se encontrava e, para
fazê-lo com maior precisão, foi construída uma versão simplificada de uma estação
meteorológica usando um Arduino e alguns sensores, que fariam a medição do
ambiente, da localização do usuário. Outro elemento necessário, era uma ferramenta
que pudesse utilizar estes dados e convertê-los, de uma forma significativa para o
utilizador, contextualizando o conteúdo do vídeo ao seu ambiente para enaltecer a
sua experiência. Para tal, foi desenvolvido um protótipo digital, combinando o
framework Processing e os dados do Arduino, que apresentaria ao espectador, um
vídeo, uma história que seria contextualizada ao seu ambiente, às suas condições
meteorológicas atuais. Estes vídeos são um conjunto de 6 histórias paralelas e não
apenas simples vídeo com efeitos meteorológicos. São produção de vídeo ao vivo,
com o objetivo de melhorar a conexão com os utilizadores, melhor a confecção entre
as ações da cena e seu próprio ambiente, o do espetador. Para avaliar a relação entre
os efeitos meteorológicos do vídeo, o seu conteúdo e o contexto do usuário, testes
foram feitos para medir esse impacto na experiência do utilizador, resultando em
percepções que ajudaram a influenciar e aprimorar a experiência do usuário. Estas
descobertas sugerem que, contextualizar a configuração do vídeo com o ambiente
atual do espectador, não será o ideal, poderá até mesmo ser prejudicial, enquanto os
restantes cenários podem ser benéficos para a experiência do utilizador
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