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The employment of innovative forms of technology in the areas of art and entertainment is receiving significant attention from the research community in the context of evaluating new forms of expression. Recent developments in tangible interaction, pervasive sensing, wearable computing, and mobile communications bring about the potential to connect, in an unprecedented manner, persons to places (real and virtual) and media, as well as to other persons and objects. The work presented here brings together a research team that is multidisciplinary, scientists, engineers, 3D-artists along with members from the art domain such as stage director, theatrical costumier, choreographer and actors, in order to synthesize a live theatrical performance that jointed technology and art. Real time motion capture data was streamed on a multi-screen topology, while real time generated virtual scenery was creating the virtual context of each act. Live actors were interacting with a digital avatar that was rigged to a motion capture suit through out the theatrical act. The entire setup was evaluated on a theatrical case study that was presented to audience at the ”Theatron”, a reconfigurable space at the cultural center of Hellenic Cosmos, providing significant feedback on the acceptance of utilizing such a technology both from the audience perspective as well as the experts that live theatrical performances involve.
real time, motion capture, theatrical, virtual reality, 3D graphics, technology, art, avatar

G. Gourdoglou et al., "Real-Time Motion Capture Technology on a Live Theatrical Performance with Computer Generated Scenery," 2010 14th Panhellenic Conference on Informatics(PCI), Tripoli, Greece, 2010, pp. 148-152.
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