5 research outputs found

    Immersive Virtual Reality-Based Interfaces for Character Animation

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    Virtual Reality (VR) has increasingly attracted the attention of the computer animation community in search of more intuitive and effective alternatives to the current sophisticated user interfaces. Previous works in the literature already demonstrated the higher affordances offered by VR interaction, as well as the enhanced spatial understanding that arises thanks to the strong sense of immersion guaranteed by virtual environments. These factors have the potential to improve the animators' job, which is tremendously skill-intensive and time-consuming. The present paper explores the opportunities provided by VR-based interfaces for the generation of 3D animations via armature deformation. To the best of the authors' knowledge, for the first time a tool is presented which allows users to manage a complete pipeline supporting the above animation method, by letting them execute key tasks such as rigging, skinning and posing within a well-known animation suite using a customizable interface. Moreover, it is the first work to validate, in both objective and subjective terms, character animation performance in the above tasks and under realistic work conditions involving different user categories. In our experiments, task completion time was reduced by 26%, on average, while maintaining almost the same levels of accuracy and precision for both novice and experienced users

    Interfaces for human-centered production and use of computer graphics assets

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    L'abstract è presente nell'allegato / the abstract is in the attachmen

    Painting With Light: Artistic Experiments into the use of Virtual Reality as an Animation Production Environment

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    While many researchers have examined the technical characteristics of using VR as a production environment for animation, its artistic potential has only sporadically been investigated. We want to contribute to this line of thought through reflection on a number of expanded animation workshops organized in the context of the Painting With Light project. In this paper we use flow theory in order to discuss the experience of using VR as a 3D prototyping tool. Our findings suggest that this practice can add an improvisatory and co-creative dimension to animation

    Evaluating consumer interaction interfaces for 3D sketching in virtual reality

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    Since its introduction, 3D mid-air sketching in immersive Virtual Reality (VR) proved to be a very powerful tool for many creative applications. However, common VR sketching suites rely on the standard hand controllers bundled with home VR systems, which are non-optimal for this kind of tasks. To deal with this issue, some research works proposed to use dedicated pen-shaped interfaces tracked with external motion-capture systems. Regrettably, these solutions are generally rather expensive, cumbersome and unsuitable for many potential end- users. Hence, lots of challenges regarding interfaces for 3D sketching in VR still exist. In this paper, a newly proposed sketching-oriented input device (namely, a VR stylus) compatible with the tracking technology of a consumer-grade VR system is compared with a standard hand con- troller from the same system. In particular, the paper reports the results of a user study whose aim was to evaluate, in both objective and subjective terms, aspects like, among others, sketching accuracy, ease of use, efficiency, comfort, control and naturalness
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