scholarly journals Full Body Acting Rehearsal in a Networked Virtual Environment — A Case Study

2012 ◽  
Vol 21 (2) ◽  
pp. 229-243 ◽  
Author(s):  
Jean-Marie Normand ◽  
Bernhard Spanlang ◽  
Franco Tecchia ◽  
Marcello Carrozzino ◽  
David Swapp ◽  
...  

In order to rehearse for a play or a scene from a movie, it is generally required that the actors are physically present at the same time in the same place. In this paper we present an example and experience of a full body motion shared virtual environment (SVE) for rehearsal. The system allows actors and directors to meet in an SVE in order to rehearse scenes for a play or a movie, that is, to perform some dialogue and blocking (positions, movements, and displacements of actors in the scene) rehearsal through a full body interactive virtual reality (VR) system. The system combines immersive VR rendering techniques as well as network capabilities together with full body tracking. Two actors and a director rehearsed from separate locations. One actor and the director were in London (located in separate rooms) while the second actor was in Barcelona. The Barcelona actor used a wide field-of-view head-tracked head-mounted display, and wore a body suit for real-time motion capture and display. The London actor was in a Cave system, with head and partial body tracking. Each actor was presented to the other as an avatar in the shared virtual environment, and the director could see the whole scenario on a desktop display, and intervene by voice commands. A video stream in a window displayed in the virtual environment also represented the director. The London participant was a professional actor, who afterward commented on the utility of the system for acting rehearsal. It was concluded that full body tracking and corresponding real-time display of all the actors' movements would be a critical requirement, and that blocking was possible down to the level of detail of gestures. Details of the implementation, actors, and director experiences are provided.

Robotica ◽  
2014 ◽  
Vol 33 (5) ◽  
pp. 1049-1061 ◽  
Author(s):  
Andrej Gams ◽  
Jesse van den Kieboom ◽  
Florin Dzeladini ◽  
Aleš Ude ◽  
Auke Jan Ijspeert

SUMMARYOn-line full body imitation with a humanoid robot standing on its own two feet requires simultaneously maintaining the balance and imitating the motion of the demonstrator. In this paper we present a method that allows real-time motion imitation while maintaining stability, based on prioritized task control. We also describe a method of modified prioritized kinematic control that constrains the imitated motion to preserve stability only when the robot would tip over, but does not alter the motions otherwise. To cope with the passive compliance of the robot, we show how to model the estimation of the center of mass of the robot using support vector machines. In the paper we give detailed description of all steps of the algorithm, essentially providing a tutorial on the implementation of kinematic stability control. We present the results on a child-sized humanoid robot called Compliant Humanoid Platform or COMAN. Our implementation shows reactive and stable on-line motion imitation of the humanoid robot.


2008 ◽  
Vol 34 (12) ◽  
pp. 718-726 ◽  
Author(s):  
C. Colombo ◽  
A. Del Bimbo ◽  
A. Valli

2019 ◽  
Vol 87 ◽  
pp. 189-196 ◽  
Author(s):  
Maria do Carmo Vilas-Boas ◽  
Hugo Miguel Pereira Choupina ◽  
Ana Patrícia Rocha ◽  
José Maria Fernandes ◽  
João Paulo Silva Cunha

2013 ◽  
Vol 15 (1) ◽  
pp. 106-119 ◽  
Author(s):  
Zheng Zhang ◽  
Hock Soon Seah ◽  
Chee Kwang Quah ◽  
Jixiang Sun

2021 ◽  
Author(s):  
Cheng-Wen Wu ◽  
Ming-Der Shieh ◽  
Jenn-Jier Lien ◽  
Jar- Ferr Yang ◽  
Wei-Ta Chu ◽  
...  

<div>Abstract—It has been tough for the sports industry and the athletes during the COVID-19 pandemic, but in Taiwan, we have been lucky to contain the pandemic to a level that we could hold the 2021 National Intercollegiate Athletic Games (NIAG) in early May. We formed a Sport Technology Team of more than 30 scholars, students, and engineers to provide novel systems and solutions that make the athletic games rich of sport technologies. Some of the features could be the first time shown to the internet audience for large-scale athletic games. The technologies involved include table tennis ball trajectory and bounce distribution, badminton shuttlecock tracking and trajectory, augmented reality enriched content for real-time video streaming on social networks, real-time 3D broadcasting with wide-field free viewangle, in-stadium video stream pushing by private 5G network with Mobile Edge Computing (MEC), AI-based sport data analytics during live streaming, a Technology-Enhanced Broadcasting System for sport events, etc. This paper introduces the respective technologies that we have developed, deployed, and demonstrated in the 2021 NIAG, Taiwan. We stress the architecture design and integration of TBS, which is a System of Systems, as well as experimental results on real athletic games in the smart stadiums that we have established.</div>


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