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We introduce the setup and programming framework of AvatarStaging theatrical mixed reality experiment. We focus on a configuration addressing movement issues between physical and 3D digital spaces from performers and directors' points of…
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…
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…
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…
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…
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,…
We present a novel volumetric animation generation framework to create new types of animations from raw 3D surface or point cloud sequence of captured real performances. The framework considers as input time incoherent 3D observations of a…
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,…
This chapter gives an overview of interaction techniques for mixed reality including augmented and virtual reality (AR/VR). Various modalities for input and output are discussed. Specifically, techniques for tangible and surface-based…
Real-time in-between motion generation is universally required in games and highly desirable in existing animation pipelines. Its core challenge lies in the need to satisfy three critical conditions simultaneously: quality, controllability…
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…
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…
In this work, we present a data-driven framework for generating diverse in-betweening motions for kinematic characters. Our approach injects dynamic conditions and explicit motion controls into the procedure of motion transitions. Notably,…
We present Better Together, a method that simultaneously solves the human pose estimation problem while reconstructing a photorealistic 3D human avatar from multi-view videos. While prior art usually solves these problems separately, we…
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…
Today's Mixed Reality head-mounted displays track the user's head pose in world space as well as the user's hands for interaction in both Augmented Reality and Virtual Reality scenarios. While this is adequate to support user input, it…
There are many potential measures that one might use when evaluating mixed-reality experiences. In this position paper I will argue that there are various stances to take for evaluation, depending on the framing of the experience within a…
This paper discusses the necessary considerations and adjustments that allow a recently proposed avatar system architecture to be used with different robotic avatar morphologies (both wheeled and legged robots with various types of hands…
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…
Avatars are edging into mainstream videoconferencing, but evaluation of how avatar animation modalities contribute to work meeting outcomes has been limited. We report a within-group videoconferencing experiment in which 68 employees of a…