4 research outputs found
Captura de movimento e animação como meio de criação e treinamento em performance
In 2014 a group of students, faculty and staff at the Ohio State University’s (OSU) Department of Theatre, Department of Design and Advanced Computing Center for the Arts and Design (ACCAD) joined their creative energies to devise the play “There is No Silence” based on the life and works of the iconic French mime Marcel Marceau. Marceau’s history of being the first performance artist motion captured at ACCAD in 2001 afforded the group artistic and technological opportunities to integrate digital animation and performance of real-time virtual avatars into their work. The process of devising revealed parallels between the practices of mime art and performing with virtual environments and offered new insights for devising with media.Em 2014, um grupo de estudantes, professores e funcionários do Departamento de Teatro, Departamento de Design e do Centro de Computação Avançada para Artes e Design (ACCAD) da Ohio StateUniversity (OSU) se uniram para elaborar e criar a peça “Thereis no silence” baseada na vida e obra do importante mímico francês Marcel Marceau. Em 2001, a possibilidade de realizar, pela primeira vez na história, uma performance de Marceau, por meio de captura de movimento feito pelo ACCAD, proporcionou ao grupo a oportunidade artística e tecnológica de integrar animação digital e performance de avatares virtuais em tempo real em seu trabalho. O processo de elaboração revelou semelhanças entre a prática damímica e a atuação em ambientes virtuais, oferecendo assim, novas possibilidades criação com novas mídias
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Radical Immersions: Navigating between virtual/physical environments and information bubbles - DRHA 2019 Conference Proceedings
This publication consists of the peer-reviewed papers and posters presented at the DRHA 2019 Conference "Radical Immersions: navigating between virtual / physical environments and information bubbles".
The conference was held at Watermans Arts Centre, London (8-10 September 2019).
For further information: http://www.2019.drha.uk
First Responder Virtual Reality Simulator to train and assess emergency personnel for mass casualty response
Abstract As mass casualty incidents continue to escalate in the United States, we must improve frontline responder performance to increase the odds of victim survival. In this article, we describe the First Responder Virtual Reality Simulator, a high‐fidelity, fully immersive, automated, programmable virtual reality (VR) simulation designed to train frontline responders to treat and triage victims of mass casualty incidents. First responder trainees don a wireless VR head‐mounted display linked to a compatible desktop computer. Trainees see and hear autonomous, interactive victims who are programmed to simulate individuals with injuries consistent with an explosion in an underground space. Armed with a virtual medical kit, responders are tasked with triaging and treating the victims on the scene. The VR environment can be made more challenging by increasing the environmental chaos, adding patients, or increasing the acuity of patient injuries. The VR platform tracks and records their performance as they navigate the disaster scene. Output from the system provides feedback to participants on their performance. Eventually, we hope that the First Responder system will serve both as an effective replacement for expensive conventional training methods as well as a safe and efficient platform for research on current triage protocols