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Identifier 000430188
Title An approach for the authoring and visualization of crafts, using human motion, virtual humans, machines and tools
Alternative Title Μια προσέγγιση για τη δημιουργία και οπτικοποίηση διεργασιών παραδοσιακών τεχνών, χρησιμοποιώντας ανθρώπινη κίνηση, εικονικούς ανθρώπους, μηχανήματα και εργαλεία
Author Στεφανίδη, Ευρώπη Κ.
Thesis advisor Παπαγιαννάκης, Γεώργιος
Reviewer Τσακαλίδης, Παναγιώτης
Ζαμπούλης, Χενοφών
Abstract The production of different Motion Visualizations in 2D or 3D is a topic that has gained increasing attention by the graphics, design, animation and gaming industry. Until now, interaction of Virtual Humans (VHs) with tools and machines has been mostly addressed through predefined animations of both the object and the VH, or through the usage of physics simulation engines. Recently, such visualizations have gained increasing interest in the domain of Digital Cultural Heritage (CH). In this setting, Motion Visualization and Motion Capture technologies have come to the spotlight, mainly through the need to capture intangible dimensions of CH existing in theatrical performances, dances and crafts. Despite the cultural, historical, economical and societal significance and value of Heritage Crafts, efforts towards their digital representation, presentation, and preservation are scattered. To that end, this Thesis proposes an approach towards visualizing craft processes in Virtual Environments (VEs). In the proposed approach the practitioner is represented by a VH and objects through their 3D reconstructions. Craftsmen’s actions are reproduced by animating the VH based on Motion Capture (MoCap) recordings, while the motion of machines and tools is induced by the human motion. The appropriate simulation of VHs is an important aspect, since crafts are practiced by humans and machines are designed for use by them. At the center of the proposed approach is a conceptual, twofold decomposition of craft processes into actions, and of the machines used into components; this is essential in the systematic transfer of craft practice from the physical to the virtual domain, while retaining realism and allowing the semantic representation of craft processes. As an application of this approach, this thesis also presents the MoViz platform, allowing users to create and experience craft usage scenarios. In particular, MoViz enables users to author their own scenes, where actions and machine parts are assigned to VHs, in order to create Motion Vocabularies, representing the craft process. Users can also experience playback of the created scenes, through simulation in a VE, either in 3D or in Virtual Reality, where a training mode is also available. Through the aforementioned process, we aim to deliver an efficient way of visualizing craft processes within VEs, thus increasing the usability and educational value of craft representation, and opening the way to a variety of new applications for craft presentation, education and thematic tourism, based on the value of tradition and intangible cultural heritage. Moreover, this work aims to contribute to the preservation and perpetuity of not only the craft, but also of the legacy of the practitioners, whose unique movements are preserved via the MoCap. In the context of this Thesis the main focus is on the craft of loom weaving; however, the proposed methodology is generic, so that the MoViz platform can be used for the representation of any craft.
Language English
Subject Craft visualization
Heritage crafts
Motion visualization
Virtual humans
Issue date 2020-07-24
Collection   School/Department--School of Sciences and Engineering--Department of Computer Science--Post-graduate theses
  Type of Work--Post-graduate theses
Permanent Link https://elocus.lib.uoc.gr//dlib/7/d/3/metadata-dlib-1593079046-744495-27554.tkl Bookmark and Share
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