Facilitating an Immersive Performance Environment in Virtual Production
Publication Date: 2025
ISBN: 9781032730721, 9781032732176, 9781003463139
Publication Type: Chapter Contribution in The Screens of Virtual Production: What is Real?
Publication Name: Taylor & Francis
ISBN: 9781032730721, 9781032732176, 9781003463139
Publication Type: Chapter Contribution in The Screens of Virtual Production: What is Real?
Publication Name: Taylor & Francis
In recent years, there has been a significant surge in the support and adoption of virtual production within the entertainment industry. This innovative production technique has transformed the landscape of film, television, games, and media creation. Despite its growing popularity, virtual production still poses challenges for actors, particularly in terms of their perception and understanding of the virtual world during a performance. This has been an ongoing topic of concern among professional actors, who have attributed their limited perception to the intrusiveness of the systems used in virtual production as well as the lack of stimuli during a performance. Consequently, actors often find themselves responsible for overcoming these limitations to meet the requirements of the technological systems found in virtual productions. This study aims to rectify this gap by expanding on the existing Immersive Performance Environment Framework to incorporate Social Immersion as a fundamental dimension of an actor’s experience during their performance in a virtual production. In addition, minor refinements have been made to bolster the framework’s conceptual clarity and overall effectiveness. Through the integration of Social Immersion and subtle adjustments for clarity, this research broadens the framework’s scope. As a result, the expanded framework further facilitates the identification and enhancement of an actor’s immersion levels within virtual production settings, which can help mitigate the perceptual limitations encountered during their performances.
Performance Capture: Split between the Fictitious and Physical World
Publication Date: 2017
ISBN: 9781925455625
Publication Type: Conference Paper
Publication Name: Apple University Consortium (AUC) CreateWorld
ISBN: 9781925455625
Publication Type: Conference Paper
Publication Name: Apple University Consortium (AUC) CreateWorld
Performance Capture (PCap) is the process of capturing a continuous recording of an actor’s movements and emotions using motion capture technology, typically in a 3D virtual world. This presents a somewhat unique situation for the actor in that they are challenged to imagine their virtual counterparts and a completely abstract, computer-generated world whilst delivering their performance. Central to this paper is the identification of the various implications that affect the actor's abilities during a performance by investigating professionals’ experiences when using performance capture and through the exploration of the implications of performance capture in the creation of a short experimental animation.
Adopting Virtual Production for Animated Film-making
Publication Date: 2014
DOI: 10.5176/2251-1679_CGAT14.21
Publication Type: Conference Paper
Publication Name: International Conference on Computer Game, Multimedia and Allied Technology (CGAT)
DOI: 10.5176/2251-1679_CGAT14.21
Publication Type: Conference Paper
Publication Name: International Conference on Computer Game, Multimedia and Allied Technology (CGAT)
Virtual Production is a rapidly growing approach to film-making that utilises 3D software, virtual camera systems and motion capture technology to visually interact with a real-time virtual environment. The use of these technologies has continued to increase; however, little has been done to document the various approaches for incorporating this new film-making technique into a production.
This practice-led research project outlines the development of virtual production in the entertainment industry and explores possible strategies for adopting aspects of this new film-making technique into the production of short animated films. The outcome is an improved understanding of possible strategies that could be utilised to assist producers and directors with the transition into this new film-making technique.
Establishing Virtual Production as a Research and Teaching Activity at QUT
Publication Date: 2013
ISBN: 9788461626618
Publication Type: Conference Paper
Publication Name: International Technology, Education and Development Conference (INTED)
ISBN: 9788461626618
Publication Type: Conference Paper
Publication Name: International Technology, Education and Development Conference (INTED)
Located within the Creative Industries Faculty, the Animation team at the Queensland University of Technology (QUT) recently acquired a full-body inertial motion capture system. Our research to date has been predominantly concerned with interdisciplinary practice and the benefits this could bring to undergraduate teaching. From early experimental tests it was identified that there was a need to develop a framework for best practice and an efficient production workflow to ensure the system was being used to its full potential. Through our ongoing investigation we have identified at least three areas that stand to have long-term benefits from universities engaging in motion capture related research activity. This includes interdisciplinary collaborative research, undergraduate teaching and improved production processes. This paper reports the early stages of our research, which explores the use of a full-body inertial motion capture (MoCap) solution in collaboration with performing artists.