Computer Graphic Characters, Performance Capture Techniques, and the Future of Acting in Animation
Even with today's technology, one still need real actors and link virtual characters to performance capture because, although there are quite realistic virtual reproductions and simulations of humans, they cannot act. The Cognitive Modeling group at Tubingen University, supervised by Professor...
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Published in | Acting and Character Animation pp. 211 - 216 |
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Main Authors | , |
Format | Book Chapter |
Language | English |
Published |
Taylor & Francis Group
2017
CRC Press |
Edition | 1 |
Subjects | |
Online Access | Get full text |
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Summary: | Even with today's technology, one still need real actors and link virtual characters to performance capture because, although there are quite realistic virtual reproductions and simulations of humans, they cannot act. The Cognitive Modeling group at Tubingen University, supervised by Professor Martin Butz, has developed software to create social skills, based on human thinking and behavior, to favorite video game characters such as Mario, Luigi, Yoshi, and Toad. These experiments show what socially intelligent game characters may be capable of in the future. Helmut Herbst, a German scholar, filmmaker, and animation expert, speculated about the volatilization of images throughout the history of imagery. In the 1980s, Professor Nadia Magnenat Thalmann, a Swiss Canadian computer graphics scientist, who was obsessed by Hollywood faces, re-created her personal artificial vision of Marilyn Monroe, co-starring with a plastic-faced Humphrey Bogart in Rendezvous a Montreal. A lot of research is being devoted to the question how the mind works. |
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Bibliography: | Bloomsbury Design Library |
ISBN: | 9781315155036 1315155036 9781138069817 9781498778633 1138069817 1498778631 |
DOI: | 10.4324/9781315155036-41 |