9 research outputs found

    Towards achieving convincing live interaction in a mixed reality environment for television studios

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    The virtual studio is a form of Mixed Reality environment for creating television programmes, where the (real) actor appears to exist within an entirely virtual set. The work presented in this thesis evaluates the routes required towards developing a virtual studio that extends from current architectures in allowing realistic interactions between the actor and the virtual set in real-time. The methodologies and framework presented in this thesis is intended to support future work in this domain. Heuristic investigation is offered as a framework to analyse and provide the requirements for developing interaction within a virtual studio. In this framework a group of experts participate in case study scenarios to generate a list of requirements that guide future development of the technology. It is also concluded that this method could be used in a cyclical manner to further refine systems postdevelopment. This leads to the development of three key areas. Firstly a feedback system is presented, which tracks actor head motion within the studio and provides dynamic visual feedback relative to their current gaze location. Secondly a real-time actor/virtual set occlusion system that uses skeletal tracking data and depth information to change the relative location of virtual set elements dynamically is developed. Finally an interaction system is presented that facilitates real-time interaction between an actor and the virtual set objects, providing both single handed and bimanual interactions. Evaluation of this system highlights some common errors in mixed reality interaction, notably those arising from inaccurate hand placement when actors perform bimanual interactions. A novel two stage framework is presented that measures the magnitude of the errors in actor hand placement, and also, the perceived fidelity of the interaction from a third person viewer. The first stage of this framework quantifies the actor motion errors while completing a series of interaction tasks under varying controls. The second stage uses examples of these errors to measure the perceptual tolerance of a third person when viewing interaction errors in the end broadcast. The results from this two stage evaluation lead to the development of three methods for mitigating the actor errors, with each evaluated against its ability to aid in the visual fidelity of the interaction. It was discovered that the adapting the size of the virtual object was effective in improving the quality of the interaction, whereas adapting the colour of any exposed background did not have any apparent effects. Finally a set of guidelines based on these findings is provided to recommend appropriate solutions that can be applied for allowing interaction within live virtual studio environments that can easily be adapted for other mixed reality systems

    Ilmaeleet virtuaalistudiotuotannossa

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    Tv-studiot ovat käyttäneet virtuaalistudioita tuotantokäytössä jo vuosia. Virtuaalistudiossa lavastukseen on mahdollista lisätä virtuaalisia elementtejä kuten 3D-grafiikkaa. Tässä tutkielmassa tarkastellaan ilmaeleiden käyttöä vuorovaikutteisuuden luomiseen virtuaalistudiossa olevan henkilön ja 3D-objektien välillä. Tässä työssä tutkittaan voidaanko eleohjauksella virtuaalistudiossa saavuttaa sellaista sisällöllistä tai tuotannollista arvoa, jota ei perinteisemmin menetelmin pystytä saavuttamaan. Ilmaeleiden tunnistamista varten tarvitaan eleentunnistuslaite, joka sijoitetaan virtuaalistudioympäristöön. Tutkielma perehtyy erilaisiin ihmisen eleisiin ja niiden mahdollisuuksiin, sekä aikaisempaan eleohjausta virtuaalistudiossa käyttäviin tutkimuksiin. Myös eleiden hyväksyntään esiintyjän ja katsojan näkökulmasta virtuaalistudiotuotannossa kiinnitetään huomiota. Käytännön esimerkkinä eleohjauksen toteuttamisesta virtuaalistudioympäristöön esitellään Tampereen yliopiston ja YLE:n yhteistyössä toteuttamaa opiskelijaprojektia VirProa

    The Way We Play: Exploring the specifics of formation, action and competition in digital gameplay among World of Warcraft raiders

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    This thesis explores the specific practices of group gameplay (called ‘raiding’) in the massively multiplayer online roleplaying game (MMO). In particular, it presents ethnographic research conducted by the author between 2009 and 2012 where she studied raiding in World of Warcraft (WoW), a game environment that is a complicated and malleable space with many pathways of play built into it, not the least of which are the particular ways that raiders choose to shape and sustain their play experience. Building on Galloway’s ‘four moments of gamic action’ as a theoretical framework from which to consider gamic representation among raiders and through ethnographic research on raiding gameplay practices, this thesis considers the ways that formation, competition and gamic action have distinguished raiding within the online, persistent game environment, forming to become a set of interwoven principles that work in concert to sustain long-term raiding activity. The objective of this thesis is twofold: first, to contribute to the gap in games research on raiding gameplay practices in MMOs; and second, to consider how the study of online group play through the context of MMO raiding can impact further geographical research into the digital game, particularly within the contexts of the virtual and playful. Conclusions drawn from this work suggest that the study of game raiding (and its persistence) offers an important perspective to understanding the nature of the complex online game environment; an environment that is at once controlled and malleable, multisensory and immersive, engaging yet sustaining, and complex yet localized, creating many simultaneous moments in gamic action where these representations of space, action, formation and competition function not so much to define gameplay but more so to shape and enable it

    Teaching Physics Innovatively. New Learning Environments and Methods in Physics Education

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    Performance measurement in construction research & development: The use of case study research approach

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    The process of finding solutions to the research problem does not follow a clear sequential approach, but often takes unexpected turns due to the uncertainties of the research process and its outcomes. However, appropriate research design would be able to identify any problems and pitfalls that the researcher may come across during the process. In this regard, consideration of the research philosophy pertaining to the study helps a researcher in choosing the appropriate approach for a study. Not only the philosophical stance, but also the research problem under investigation and its underling circumstances influence the selection of a research approach. Accordingly, this paper discusses the factors that drive the selection of a case study as the research approach with particular reference to the use of single case study to undertake an in depth inquiry regarding the impact of performance measurement towards construction research and development. Further, this paper discusses the incorporation of multi-phase, multi perspective and multi-method approaches within the single case study to build valid theory
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