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  • Virtual Avatars as a tool for audience engagement

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    Zelenskaya440150-Accepted.pdf (601.9Kb)
    File version
    Accepted Manuscript (AM)
    Author(s)
    Zelenskaya, Maria
    Harvey, Louise
    Griffith University Author(s)
    Zelenskaya, Maria
    Harvey, Louise H.
    Year published
    2019
    Metadata
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    Abstract
    Modern motion capture tools can be used to animate sophisticated digital characters in real time. Through these virtual avatars human performers can communicate with live audience, creating a promising new area of application for public engagement. This study describes a social experiment where a real-time multimedia setup was used to facilitate an interaction between a digital character and visitors at a public venue. The technical implementation featured some innovative elements, such as using iPhone TrueDepth Camera as part of the performance capture pipeline. The study examined public reactions during the experiment in ...
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    Modern motion capture tools can be used to animate sophisticated digital characters in real time. Through these virtual avatars human performers can communicate with live audience, creating a promising new area of application for public engagement. This study describes a social experiment where a real-time multimedia setup was used to facilitate an interaction between a digital character and visitors at a public venue. The technical implementation featured some innovative elements, such as using iPhone TrueDepth Camera as part of the performance capture pipeline. The study examined public reactions during the experiment in order to explore the empathic potential of virtual avatars and assess their ability to engage live audience.
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    Conference Title
    The 17th International Conference on Virtual-Reality Continuum and its Applications in Industry
    DOI
    https://doi.org/10.1145/3359997.3365717
    Copyright Statement
    © ACM, 2020. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in VRCAI '19: The 17th International Conference on Virtual-Reality Continuum and its Applications in Industry, ISBN: 978-1-4503-7002-8, https://doi.org/10.1145/3359997.3365717
    Subject
    Human-computer interaction
    Computer gaming and animation
    Publication URI
    http://hdl.handle.net/10072/396606
    Collection
    • Conference outputs

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