The Community for Technology Leaders
RSS Icon
Subscribe
Issue No.12 - December (2011 vol.44)
pp: 33-38
Joe Geigel , Rochester Institute of Technology
Marla Schweppe , Rochester Institute of Technology
David Huynh , Namco Bandai Games Inc.
Brian Johnstone , Darkwind Media
ABSTRACT
Virtual reality technology now makes it possible to completely realize theatrical performances in a virtual space, but existing virtual world interfaces are too cumbersome for this purpose. Researchers are working to develop virtual theatre systems with more natural and intuitive interfaces.
INDEX TERMS
Computing and the arts, Motion capture, Performance capture, Virtual reality, Virtual worlds, Performing arts, Virtual theatre, Computer-mediated performance, Virtual world management systems
CITATION
Joe Geigel, Marla Schweppe, David Huynh, Brian Johnstone, "Adapting a Virtual World for Theatrical Performance", Computer, vol.44, no. 12, pp. 33-38, December 2011, doi:10.1109/MC.2011.354
REFERENCES
1. S.A. Schrum, "A Proposed Taxonomy of Digital Performance," presentation, 21st Conf. Assoc. for Theatre in Higher Education, ATHE, 2007; www.musofyr.com/taxonomytaxonomy.pdf.
2. J. Chafer, "Performing the Virtual Theatre in Secondlife,"12 Mar. 2010, Treet TV; http://business.treet.tv/shows/bpeducation/ episodesvirtual-theatre.
3. S.A. Schrum, "Theatre in Second Life Holds the VR Mirror up to Nature," Handbook of Research on Computational Arts and Creative Informatics, J. Braman, G. Vincenti, and G. Tajkovski eds., IGI Global, 2009, pp. 376-395.
4. J. Geigel, and M. Schweppe, "Motion Capture for Realtime Control of Virtual Actors in Live, Distributed, Theatrical Performances," Proc. 2011 IEEE Int'l Conf. Automatic Face and Gesture Recognition and Workshops (FG 11), IEEE, 2011, pp. 774-779.
5. P. Marino, 3D Game-Based Filmmaking: The Art of Machinima, Paraglyph Press, 2004.
6. S.R. Ellis, "What Are Virtual Environments?," IEEE Computer Graphics and Applications, Jan./Feb. 1994, pp. 17-21.
7. T.B. Moeslund, "Interacting with a Virtual World through Motion Capture," Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds, L. Qvortrup ed., Springer, 2000, pp. 221-234.
8. D. Bennett, "The Faces of 'The Polar Express,'" ACM Siggraph 2005 Courses (Siggraph 05), ACM, 2005, article no. 6.
9. A. Thompson, "View from the Brink," Popular Mechanics,1 Feb. 2010; www.popularmechanics.co.za/articleview-from-the-brink-2010-02-01 .
10. J. Geigel, and M. Schweppe, "What's the Buzz?: A Theatrical Performance in a Virtual Space," Advancing Computing and Information Sciences, L. Reznik ed., RIT Cary Graphics Arts Press, 2005, pp. 109-116.
11. K. Law, "Emotion in Flocking," MS project report, Dept. Computer Science, Rochester Inst. of Technology, 2004; https://ritdml.rit.edu/handle/18502756.
12. E.F. Maurina, , Multiplayer Gaming and Engine Coding for the Torque Game Engine, A K Peters, 2008.
13. A.M. Phelps, K.J. Bierre, and D.M. Parks, "MUPPETS: Multi-User Programming Pedagogy for Enhancing Traditional Study," Proc. 4th Conf. Information Technology Curriculum (CITC4 03), ACM, 2003, pp. 100-105.
9 ms
(Ver 2.0)

Marketing Automation Platform Marketing Automation Tool