Exploring costume-avatar interaction in digital dance experiences

Marina Stergiou, S. Vosinakis
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引用次数: 1

Abstract

Dance in the digital world is an area that has been explored vividly the last years with applications in education/learning, cultural heritage preservation, archiving and performance. Digital costume is a concept complimentary to dance that also evolves as technology grows, with virtual fashion shows, digital-only clothing, virtual showrooms, and recreation of historic costumes to make their appearance more and more often. However, their intersection hasn’t been quite explored yet although it has a lot to offer in areas like digital fashion design, animation, games and artistic performances. We envisage that combining realistically simulated clothes along with motion data can add a significant potential to movement research. Specifically for learning or exploring movement in digital environments, the representation of the dancer (3d avatar) is an important aspect to be examined, for example, specific digital clothes might enhance movement understanding and thus affect learning, in some cases. Having the hypothesis that different avatar and/or cloth visualizations might lead to different results in movement, an experiment with users has been conducted in an immersive Virtual Reality environment. We setup a testbed environment, where avatars of different forms (abstract, anthropomorphic, robot) and with different costumes could perform dances. The users were immersed in the environment and had to repeatedly follow the dance steps with all avatar-costume combinations. Their performance was then rated by experts regarding the general quality of movement, the rhythm, and the steps. The analysis of these results provided insights on the effect of costumes and avatar types on the above parameters and along with qualitative aspects, wishes to initiate a study around the limitations and opportunities of combining costume and dance in digital, interactive environments.
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探索数字舞蹈体验中服装与化身的互动
在过去的几年里,数字世界中的舞蹈在教育/学习、文化遗产保护、存档和表演方面的应用得到了生动的探索。数字服装是一个与舞蹈相辅相成的概念,随着技术的发展,它也在不断发展,虚拟时装秀、数字服装、虚拟陈列室、历史服装的再现,使它们越来越频繁地出现。然而,尽管在数字时装设计、动画、游戏和艺术表演等领域可以提供很多东西,但它们的交集尚未得到充分探索。我们设想,将逼真的模拟服装与运动数据结合起来,可以为运动研究增加巨大的潜力。特别是对于在数字环境中学习或探索动作,舞者的表现(3d化身)是一个需要检查的重要方面,例如,在某些情况下,特定的数字服装可能会增强动作理解,从而影响学习。假设不同的化身和/或布料视觉化可能导致不同的运动结果,在沉浸式虚拟现实环境中对用户进行了一项实验。我们搭建了一个测试平台环境,让不同形态的化身(抽象的、拟人的、机器人的)穿着不同的服装表演舞蹈。用户沉浸在环境中,必须反复跟随所有化身服装组合的舞步。然后由专家对他们的运动、节奏和步骤的总体质量进行评分。通过对这些结果的分析,我们可以深入了解服装和角色类型对上述参数的影响,以及定性方面的影响,希望能够围绕在数字互动环境中服装与舞蹈结合的局限性和机会展开一项研究。
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