{"title":"Interconnected Virtual Space and Theater: A Research-Creation Project on Theatrical Performance Space in the Network Era","authors":"Georges Gagneré, Cédric Plessiet, Rémy Sohier","doi":"10.1002/9781119549765.CH8","DOIUrl":null,"url":null,"abstract":"In the first part of this paper, we will introduce the scenographic design on which our presentation is based, and the modifications we have made in relation to our previous work. Next, in the second section, we will discuss in detail the impact of augmenting the player’s game using an avatar, compared to the scenic limitations of the theatrical stage. In part three of the paper, we will discuss the software-related aspects of the project, focusing on exchanges between the different components of our design and describing the algorithms enabling us to utilize the real-time movement of a player via various capture devices. To conclude, we will examine in detail how our experimental system linking physical actors and avatars profoundly alters the nature of collaboration between directors, actors, and digital artists in terms of actor/avatar direction.","PeriodicalId":218080,"journal":{"name":"Challenges of the Internet of Things","volume":"14 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-10-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Challenges of the Internet of Things","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1002/9781119549765.CH8","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
In the first part of this paper, we will introduce the scenographic design on which our presentation is based, and the modifications we have made in relation to our previous work. Next, in the second section, we will discuss in detail the impact of augmenting the player’s game using an avatar, compared to the scenic limitations of the theatrical stage. In part three of the paper, we will discuss the software-related aspects of the project, focusing on exchanges between the different components of our design and describing the algorithms enabling us to utilize the real-time movement of a player via various capture devices. To conclude, we will examine in detail how our experimental system linking physical actors and avatars profoundly alters the nature of collaboration between directors, actors, and digital artists in terms of actor/avatar direction.