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We describe1 two case studies of AvatarStaging theatrical mixed reality framework combining avatars and performers acting in an artistic context. We outline a qualitative approach toward the condition for stage presence for the avatars. We…
Since 2014, we have been conducting experiments based on a multidisciplinary collaboration between specialists in theatrical staging and researchers in virtual reality, digital art, and video games. This team focused its work on the…
Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers,…
After an overview of the use of digital shadows in computing science research projects with cultural and social impacts and a focus on recent researches and insights on virtual theaters, this paper introduces a research mixing the…
Despite progress in human motion capture, existing multi-view methods often face challenges in estimating the 3D pose and shape of multiple closely interacting people. This difficulty arises from reliance on accurate 2D joint estimations,…
Rapid advances in technology gradually realize immersive mixed-reality (MR) telepresence between distant spaces. This paper presents a novel visual guidance system for avatar-mediated telepresence, directing users to optimal placements that…
We propose to review the main stages in the computer history of virtual actors, with a view to the exploration of virtual reality and discussion on different approaches to human simulation. The notion of autonomy emerges as a key issue for…
Desktop environments can integrate augmented reality (AR) head-worn devices to support 3D representations, visualizations, and interactions in a novel yet familiar setting. As users navigate across the dual realities -- desktop and AR -- a…
We evaluate two methods of signalling abrupt direction changes of a robotic platform using a Mixed Reality avatar. The "Body" method uses gaze, gesture and torso direction to point to upcoming waypoints. The "Path" method visualises the…
Real-time animation of virtual characters has traditionally been accomplished by playing short sequences of animations structured in the form of a graph. These methods are time-consuming to set up and scale poorly with the number of motions…
The effectiveness of simple sensory cues for retraining gait have been demonstrated, yet the feasibility of humanoid avatars for entrainment have yet to be investigated. Here, we describe the development of a novel method of visually cued…
Augmented reality (AR) offers promising opportunities to support movement-based activities, such as personal training or physical therapy, with real-time, spatially-situated visual cues. While many approaches leverage AR to guide motion,…
This paper investigates different approaches to build and use digital human avatars toward interactive Virtual Co-presence (VCP) environments. We evaluate the evolution of technologies for creating VCP environments and how the advancement…
We present a novel mixed reality (MR) telepresence system enabling a local user to interact with a remote user through full-body avatars in their own rooms. If the remote rooms have different sizes and furniture arrangements, directly…
The use of motion capture in live dance performances has created an emerging discipline enabling dancers to play different avatars on the digital stage. Unlike classical workflows, avatars enable performers to act as different characters in…
The capacity to create realistic virtual humans has progressed significantly, and such characters can be found in many applications across entertainment, education and health. As an essential element of interactive virtual humans,…
A complex visual navigation task puts an agent in different situations which call for a diverse range of visual perception abilities. For example, to "go to the nearest chair", the agent might need to identify a chair in a living room using…
We propose AvatarVTON, the first 4D virtual try-on framework that generates realistic try-on results from a single in-shop garment image, enabling free pose control, novel-view rendering, and diverse garment choices. Unlike existing…
Photorealistic telepresence requires both high-fidelity body modeling and faithful driving to enable dynamically synthesized appearance that is indistinguishable from reality. In this work, we propose an end-to-end framework that addresses…
Natural interaction between multiple users within a shared virtual environment (VE) relies on each other's awareness of the current position of the interaction partners. This, however, cannot be warranted when users employ noncontinuous…