ABSTRACT
The fields of 3D computer animation and digital game design owe a great deal to traditional performance practice and theory, particularly in terms of creating emotionally resonant digital characters. Digital actors can hold their own with live actors on film, but are rarely used in live stage performance. This talk discusses how a team of faculty and students in game development and animation joined forces with faculty in music and theater to bring a digital character to life on-stage through the use of gaming technology. This talk also discusses how our methodology can effectively improve the development of interactive digital characters in the future, in terms of technology, production pipeline, and approaches to performance.
Supplemental Material
- Geigel, J. "Motion capture for real-time control of virtual actors in live, distributed, theatrical performances." IEEE International Conference on Automatic Face & Gesture Recognition and Workshops, 21--25 Mar. 2011.Google Scholar
- Little Shop of Horrors. Dir. Frank Oz. Warner Bros. Pictures, 1986.Google Scholar
- Turkle, Sherry. "Authenticity in the Age of Digital Companions." Interaction Studies: Social Behavior and Communication in Biological and Artificial Systems. Vol. 8, No. 3, 2007.Google Scholar
Index Terms
Playing Audrey II: creating a digital actor through game technology
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