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Overview Overview Movement Paradigms System Architecture - PDF document

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  2. Overview • Overview • Movement Paradigms • System Architecture • Presentation and Networking • Media Project Authoring • Proof-of-Concept Video

  3. Movement Paradigms • Animations • Inverse Kinematics • Physics-Based Simulation Animations • Animation Clips 
 ( pre-recorded ) Animator Clip Animator Controller Animator Component • Blend Trees 
 ( transitions ) • Interactive Control 
 ( selection )

  4. Inverse Kinematics • IK Pass • Articulated Structures 
 ( human skeleton ) • Control of End E ff ectors 
 ( hands, feet ) Physically Based Simulation • Interaction with Environment 
 ( collision detection ) • Forces and Torques 
 ( gravity, etc.. )

  5. X-Puppet Architecture • Gesture Recognizer • Movement Modes • Presentation and Network

  6. Gesture Recognizer Mode Selection • Input: Leap Motion • Detection: SVM 
 (ML Library) Movement Modes • Head • Hands and Arms • Jump • Locomotion

  7. Head Simple Inverse Kinematics 
 • Palm of Hand Direction Hands and Arms Complex Inverse Kinematics • Hand Position and Rotation • Head follows Hands

  8. Jump Simple Animation • Cycles btw Animations 
 - Idle Standing - Jump / Fall : Hands Up Velocity - Idle Ground - Get Up : Palm Facing Upwards Locomotion Complex Animation 
 (Blend Tree) • Walking and Running • Control Widget

  9. Locomotion - Control - Joystick Paradigm 
 • Reference Sphere : Dead Spot • Hand Position Vector : Velocity / Direction • Locomotion Animation : Speed Presentation & Network Synchronization of Objects : Holojam SDK • Class Structure Any instance with Manipulator instance Server a Mannequin Leap Host Gesture Movement Targets IK Recognizer Processing Leap XR Service Mannequin Mannequin Movement Provider Controller Holojam Server Controller Manager (external) Hand Host Hand Animator Getter States Puppet Master (external)

  10. Presence / Visualization • Performers • Play Interaction • Audience Performers • Leap Motion - Attached to User’s Forehead • Feedback - Hands - Mode - Etc..

  11. HUD • Screen Feedback (Heads-Up Display) Bezel + Text Minimap Play Interaction • Director - Live Cinema • Other Characters - Avatars • VR Mode

  12. Audience • Theatre Screen • Virtual Reality • Augmented Reality Media Project Authoring • Gesture Sets • Puppets

  13. Gesture Sets • Built-In Gesture Recognizer - Default : 10 Gestures • Changing / Adding Gestures - Training / Compiling • Robustness and Reliability - Distinct Hand Poses - Redundancy (use two hands) Puppets • Humanoid 
 ( compatible rigged model ) - Enforce T-Pose - Add Animator Component - Add Targets IK - Add Leap Control • General 
 ( custom skeleton ) - Adapt Everything!

  14. Applications Proof of Concept • The Framework in Action - “O Boneco” • Test and Refine Expressiveness - Short Piece • Collaboration with Professional Puppeteers - Bando Criação Cegonha

  15. O Boneco • Creative Team - Screenplay and Direction : Vida de Oliveira - Puppeteering Animation : Miguel Araujo • Agile Methodology - Iterative Workflow - Test / Improve • Weekly Rehearsals - Feedback - Development

  16. Web Portal • https://www.visgraf.impa.br/projects/puppet/ The Show

  17. “See you soon!” – o Boneco

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