Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries 2010
DOI: 10.1145/1868914.1868992
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Exploration of direct bi-manual interaction in digitally mediated stop-motion animation

Abstract: In this paper we present the development of a digital system prototype for character animation, with the primary focus on enabling direct bi-manual interaction through the employment of haptic sense and gestural control. The aim of the research is to explore the design of digital animation systems that build upon and augment the rich tacit knowledge embodied in the traditional creative practice of stop-motion animation. A team of highly skilled stopmotion animators participated in the design process of the pro… Show more

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Cited by 2 publications
(3 citation statements)
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“…In [Dima et al 2010] we discussed the difficulty the animators had in perceiving the virtual space in relation to how they moved the haptic device's representation in it. We explored the solution of providing visual cues (e.g.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…In [Dima et al 2010] we discussed the difficulty the animators had in perceiving the virtual space in relation to how they moved the haptic device's representation in it. We explored the solution of providing visual cues (e.g.…”
Section: Resultsmentioning
confidence: 99%
“…Consequently, embodied skills such as those of creative makers cannot be easily accommodated in digital workspaces. In [Dima et al 2010] we illustrated this issue in the traditional technique of puppet Stop-motion Animation and, as a first step, explored how puppet stop-motion animators perceive a virtual workspace mounted with the haptic modality and enabling gestural action. The investigation was driven by the development of a new interface system for animating digital 3-D articulated characters designed in collaboration with puppet Stop-motion animators.…”
Section: Introductionmentioning
confidence: 99%
“…Numerous 3D modeling applications can be found in the commercial sector and free software community, but most of them present problems for novice users, typically with a steep learning curve [ 4 ]. Their user interface usually has many editing tools and complicated options, and the interaction can be complex, since these applications rely on the traditional 3D interaction paradigm: the input is provided by 2D peripherals, such as mouse and keyboard, and the 3D model has to be visualized through 2D views taken from different virtual cameras [ 5 ]. However, novice users are not wholly aware of these cameras, so they encounter difficulties turning a camera towards the intended position or switching it [ 6 ].…”
Section: Introductionmentioning
confidence: 99%