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  KEYWORD

Area Engineering

Using eXtended Reality to support the cinema industry

keywords AUGMENTED REALITY, CINEMA, VIRTUAL REALITY

Reference persons ALBERTO CANNAVO', FABRIZIO LAMBERTI

Research Groups GR-09 - GRAphics and INtelligent Systems - GRAINS

Description Extended Reality (XR) technologies, encompassing both Augmented Reality (AR) and Virtual Reality (VR), are disrupting the way films are produced and viewed. Although these technologies are becoming commonplace, they are presenting new, unexplored challenges to both the actors and final viewers. For instance, when motion capture is used to record actors’ movements with the aim of animating digital characters, an increase in the workload is observed for people on stage as they have to rely largely on their imagination to understand how the digitally created characters will behave in the scene. Another research direction regards the effects of innovative cinematic techniques on the viewers' experience. For instance, a key step for immersive movies would be the selection of ideal points of view that would provide the viewer with the best user experience when watching an immersive movie.

In this field, several theses are available. One of the main goals is to deepen existing studies in the context of cinematic AR/VR by conducting more in-depth analyses aimed at offering immersive contents more suitable to the viewers' expectations. For instance, the effects of immersive audio and lighting, as well as the posture adopted by the viewers during the experience, could be studied. Another possibility regards the improvements of an AR system designed to support the actors while rehearsing scenes containing visual effects. Specifically, new solutions are required to cope with limitations due to the combination of MoCap and AR (e.g., for correcting the point of view of the controlled character).

Suggested readings:
- Gödde M, Gabler F, Siegmund D, Braun A (2018) Cinematic narration in VR—rethinking film conventions for 360 degrees. Springer, pp 184–20
- Cannavò A; Pratticò F G; Bruno A; Lamberti F. "AR-MoCap: Using augmented reality to support motion capture acting". In: 30th IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR 2023), Shanghai, China, March 25-29, 2023
- Cannavò A; Castiello A; Pratticò F G; Mazali T; Lamberti F. "Immersive Movies: The Effect of Point of View on Narrative Engagement". In: AI & SOCIETY. (2023)
- Yang D.; Kang J.; Kim T.; Lee S. H. "Visual Guidance for User Placement in Avatar-Mediated Telepresence between Dissimilar Spaces". In: IEEE Transactions on Visualization and Computer Graphics. (2024)
- Chung C.; Lee S. H. "Continuous Prediction of Pointing Targets with Motion and Eye-Tracking in Virtual Reality". In: IEEE Access. (2024)
- Wisessing Pisut, et al. "Enlighten Me: Importance of Brightness and Shadow for Character Emotion and Appeal.". In: ACM Transactions on Graphics. (2020)

See also  http://grains.polito.it/work.php


Deadline 15/01/2025      PROPONI LA TUA CANDIDATURA