190,133 research outputs found

    Understanding virtual actors

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    Publicado em: "2010 Brazilian Symposium on Games and Digital Entertainment: SBGames 2010 : proceedings". ISBN 978-0-7695-4359-8Autonomous Digital Actors represent the next step in authoring movies with believable characters, in a way that will allow them to be trained for acting specific roles in a story, suggesting appropriate behaviors during their performance. This article presents an overview of the art of acting and directing and how these concepts were used to elaborate a Virtual Actor metaphor. Also, we present an agent architecture for describing and implementing the virtual actors’ acting knowledge base.(undefined

    An Investigation of Scenic Visualization Using Virtual Reality During Rehearsal

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    In this paper, we discuss the use of virtual reality as a tool for actors during the rehearsal process and assess methods to implement and continue this research in future works. During the rehearsal process, the scenic design is normally introduced to actors close to the end of rehearsals. In introducing a virtual reality environment to train actors, we hoped to help them develop a better understanding of the design at an earlier point in the process. Our investigative pilot study involves two productions in a university theatre, where we render the scenic design of the production for which our actors are rehearsing. After rendering was finished, a treatment group of actors was permitted to explore and practice their movements in the virtual environment using an HTC Vive. The actors were then assessed on their confidence level at different points in the rehearsal process; the findings of this data are presented alongside interview anecdotes from the actors. We end with a discussion of potential struggles and extraneous variables that should be monitored in future studies along with the average trends found in our pilot study

    Material motion: motion analysis for virtual heritage reconstruction

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    Through the AHRC funded, 'Motion in Place Platform' project, a number of experiments were conducted to look for quantitative differences in movement in virtual vs material environments. Actors were asked to enact a number of activities hypothesised to have occurred in a British Iron Age roundhouse while wearing inertial motion capture suits. These activities were recorded both in a “virtual” studio (re)construction as well as material (re)construction at Butser Ancient Farm. The data from these experiments was then analysed to look for differences in movement which could be attributed to artefacts and/or environments. This paper explains the structure of the experiments, how the data was generated, how it has been analysed, and what theories may make sense of the data and what conclusions have been drawn about how objects and environments may influence human movement and how a better understanding of movement many help understand empirical remains

    Experimental archeology and serious games: challenges of inhabiting virtual heritage

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    Experimental archaeology has long yielded valuable insights into the tools and techniques that featured in past peoples’ relationship with the material world around them. However, experimental archaeology has, hitherto, confined itself to rigid, empirical and quantitative questions. This paper applies principles of experimental archaeology and serious gaming tools in the reconstructions of a British Iron Age Roundhouse. The paper explains a number of experiments conducted to look for quantitative differences in movement in virtual vs material environments using both “virtual” studio reconstruction as well as material reconstruction. The data from these experiments was then analysed to look for differences in movement which could be attributed to artefacts and/or environments. The paper explains the structure of the experiments, how the data was generated, what theories may make sense of the data, what conclusions have been drawn and how serious gaming tools can support the creation of new experimental heritage environments

    A Framework to Manage the Complex Organisation of Collaborating: Its Application to Autonomous Systems

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    In this paper we present an analysis of the complexities of large group collaboration and its application to develop detailed requirements for collaboration schema for Autonomous Systems (AS). These requirements flow from our development of a framework for collaboration that provides a basis for designing, supporting and managing complex collaborative systems that can be applied and tested in various real world settings. We present the concepts of "collaborative flow" and "working as one" as descriptive expressions of what good collaborative teamwork can be in such scenarios. The paper considers the application of the framework within different scenarios and discuses the utility of the framework in modelling and supporting collaboration in complex organisational structures

    Science as a Social System and Virtual Research Environment

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    The accumulation of gradual changes in scientific landscape and research practice due to the Internet has the potential to enhance the quality of both cognitive and social aspects of science and scientists. New types of research outputs, modes of scientific communication and new circulation mechanisms, as well as enhanced opportunities for scientific re-use and measuring research impact, in combination with new approaches to research assessment and evaluation are all having profound effects on the social system of science. To be sure that these innovations will not break the social sustainability of the science community, it will be valuable to develop a model of science as a tool for computer simulation of social consequences from possible innovations within virtual research environment. Focusing on possible social problems related to these new virtual research environments this short paper provides a brief analysis of the current situation in science (challenges, problems, main actors), general views on model of science (landscape, main agents, important properties, etc.) and on areas where simulation can contribute to better understanding of possible futures for the scientific community.Virtual Research Environment, Science System Social Sustainability, Agent Based Modeling

    Message-Passing Protocols for Real-World Parsing -- An Object-Oriented Model and its Preliminary Evaluation

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    We argue for a performance-based design of natural language grammars and their associated parsers in order to meet the constraints imposed by real-world NLP. Our approach incorporates declarative and procedural knowledge about language and language use within an object-oriented specification framework. We discuss several message-passing protocols for parsing and provide reasons for sacrificing completeness of the parse in favor of efficiency based on a preliminary empirical evaluation.Comment: 12 pages, uses epsfig.st
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