872 research outputs found
Sketching-out virtual humans: From 2d storyboarding to immediate 3d character animation
Virtual beings are playing a remarkable role in todayâs public entertainment, while ordinary users are still treated as audiences due to the lack of appropriate expertise, equipment, and computer skills. In this paper, we present a fast and intuitive storyboarding interface, which enables users to sketch-out 3D virtual humans, 2D/3D animations, and character intercommunication. We devised an intuitive âstick figurefleshing-outskin mappingâ graphical animation pipeline, which realises the whole process of key framing, 3D pose reconstruction, virtual human modelling, motion path/timing control, and the final animation synthesis by almost pure 2D sketching. A âcreative model-based methodâ is developed, which emulates a human perception process, to generate the 3D human bodies of variational sizes, shapes, and fat distributions. Meanwhile, our current system also supports the sketch-based crowd animation and the storyboarding of the 3D multiple character intercommunication. This system has been formally tested by various users on Tablet PC. After minimal training, even a beginner can create vivid virtual humans and animate them within minutes
FreeForm: An informal environment for interface prototyping
Best practice in interface design suggests that hand-drawn sketches are preferable at the early stages of the design process. This paper describes the FreeForm software which supports informal sketched interface design by acting as a Visual Basic Add-In. The Software utilises a digital whiteboard and pen input to support sketching and ârunningâ of an informal prototype
Encouraging the Acquistion of Drawing Skills in Game Design: a Case Study
Undergraduate, Interactive Games Design (IGD) courses offered by
technical universities in the UK recruit students who are not required to
have art or design backgrounds. However, they need to be able to
represent their creative ideas. Observations at the University of
Gloucestershire have shown that many students find difficulties in
expressing their ideas in a visual manner as they do not have adequate
drawing skills and eventually some focus on coding and some withdraw.
This thesis investigates the links between game design and drawing skills,
examining concepts of creativity, learning, design communication and
education. To establish the basis of this problem, it was necessary to gain
an insight into studentsâ and tutorsâ viewpoints and interpretation of this
course. Using an interpretive philosophical framework, a mixed method
approach was chosen to allow for greater opportunity to understand the
phenomenon. Within an action research paradigm, the research was
carried out in an evolutionary manner. The extent of the problem was
established by eliciting tutorsâ insight from other institutions both arts and
technical based. A case study was set out to study two cohorts of students.
This identified the problems reported by students and the impact of these
on studentsâ attitude and motivation. The nature and necessity of drawing
skills for sketching storyboards were explored by gaining views of students,
tutors and industry professionals. The effect of the tutor-led Art
interventions at UoG was investigated. The research identified criteria to
assess the quality of storyboard communications and finally a framework
for an e-learning object to develop storyboard communication skills was
specified.
This study revealed that obtaining visual skills is fundamental in order to be
able to draw or use rapid prototyping techniques for storyboarding. This
needs to be addressed in a specified module or several sessions. It
appeared that the design of an art intervention (tutor-based or e-learning
object) for IGD students, needs to address the issues of confidence and
teamwork alongside with the learning materials in a constructive and
gamified style and as interactive as possible in a structured goal-based
manner. It would also benefit from Active learning teaching style
Requirements gathering for tools in support of storyboarding in user experience design
Storytelling is often used support communication in early User Experience (UX) design, and the resulting stories are frequently visualized in the form of storyboards. However, storyboarding, the creation of storyboards, has also been identified as an important obstacle to the adoption of storytelling in UX design. Most UX designers do indeed not possess the drawing skills needed to produce professionally-looking storyboards. A problem that can be potentially overcome (or at least ameliorated) by using alternative (digital) storyboarding tools. A study into the user acceptance of existing tools is introduced in this paper. The results show that while traditional tools like pen and paper are still very much valued, digital tools are getting increasingly popular. We identify important limitations of existing tools and formulate requirements for future storyboarding tools.</p
Prototyping Video Games with Animation
Singapore-MIT GAMBIT Game Lab; SM
Sketching & drawing as future inquiry in HCI
Creating visual imagery helps us to situate ourselves within unknown worlds, processes, make connections, and find solutions. By exploring drawn ideas for novel technologies, we can examine the implications of their place in the world. Drawing, or sketching, for future inquiry in Human Computer Interaction (HCI) can be a stand-alone investigative approach, part of a wider âworld-buildingâ in design fiction, or simply ideation around a concept. By examining instances of existing practice in HCI, in this paper we establish recommendations and rationales for those wishing to utilise sketching and drawing within their research. We examine approaches ranging from ideation, diagramming, scenario building, comics creation and artistic representation to create a model for sketching and drawing as future inquiry for HCI. This work also reflects on the ways in which these arts can inform and elucidate research and practice in HCI, and makes recommendations for the field, within its teaching, processes and outcomes
Collaborative Storyboarding: Artifact-Driven Construction of Shared Understanding
Collaborative storyboarding, with a focus on aggregating designersâ expertise in the storyboarding process, offers the opportunity for a group of designers to make progress toward creating a visual narrative for a new interface or technology, but it requires the designers to work together to explore ideas, differentiate between options, and construct a common solution. Important in collaborative storyboarding is the shared understanding that emerges among the designers and the obstacles they face in establishing that understanding. This paper defines a model for collaborative storyboarding, presents a study that explores group interactions in collaborative storyboarding, and analyzes the interactions using the distributed cognition and common ground theories. Our findings demonstrate that joint interaction and enthusiastic efforts within each phase lead to active information exchanges and shared understanding among the members of the group
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