skip to main content
10.1145/1255047.1255080acmconferencesArticle/Chapter ViewAbstractPublication PagesesemConference Proceedingsconference-collections
Article

Tangible interfaces for real-time 3D virtual environments

Published: 13 June 2007 Publication History

Abstract

Emergent game formats, such as machinima, that use game worlds as expressive 3D performance spaces have new expressive powers with an increase of the quality of their underlying graphic and animation systems. Nevertheless, they still lack intuitive control mechanisms. Set direction and acting are limited by tools that were designed to create and play video games rather than produce expressive performance pieces. These tools do a poor job of capturing the performative expression that characterizes more mature media such as film. Tangible interfaces can help open up the game systems for more intuitive character control needed for a greater level of expression in the digital real-time world.
The TUI3D project (Tangible User Interfaces for Real-Time 3D) addresses production and performative challenges involved in creating machinima through the development of tangible interfaces for controlling 3D virtual actors and environments in real-time. In this paper, we present the design and implementation of a tangible puppet prototype for virtual character control in the Unreal game engine and discuss initial user feedback.

References

[1]
Aarseth, E. Cybertext. Perspectives on Ergodic Literature. The John Hopkins University, Baltimore, 1997.
[2]
Center for Puppetry Arts, Atlanta, GA. http://www.puppet.org/
[3]
The Character Shop. http://www.character-shop.com/
[4]
Esposito, C., Paley, W.B. (1995) "Of Mice and Monkeys: A Specialized Input Device for Virtual Body Animation" in Proceedings of Symposium on Interactive 3D Graphics, pp. 109--213.
[5]
Half-Life 2, dev. Valve Corporation publ. by Valve Corporation (2004).
[6]
Hunt, D., Moore, J., West, A., Nitsche, M. (2006) "Puppet Show: Intuitive Puppet Interfaces for Expressive Character Control" in Medi@terra 2006, Gaming Realities: A Challenge for Digital Culture, Athens October 4-8, 2006, pp.159--167.
[7]
Ishii, H., Ullmer, B. (1997) "Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms" in Proceedings of CHI '97, ACM Press, pp.234--241.
[8]
Jacob, R., Sibert, L. (1992) "The Perceptual Structure of Multidimensional Input Device Selection" in Proceedings of CHI '92, pp. 211--218.
[9]
Johnson, M. P., A., W., Kline, C., Blumberg, B. and Bobick, A. (1999) "Sympathetic Interfaces: Using a Plush Toy to Direct Synthetic Characters" in Proceedings of Human factors in computing systems (CHI) 99, pp.152--158.
[10]
Juul, J. Half-Real. Video Games between Real Rules and Fictional Worlds. MIT Press, Cambridge, MA, 2005.
[11]
Kirschner, F., MovieSandbox Tools, http://www.moviesandbox.com/
[12]
Laurel, B. Computers as Theatre. Addison-Wesley, Reading, MA, 1991.
[13]
Lehane, S. (2001) "Unrealcity. ILM Creates Artificial Cities for Artificial Intelligence" in Film and Video, Vol. 18, No. 7.
[14]
Marino, P. 3D Game-based Filmmaking. The Art of Machinima. Paraglyph, Scottsdale, 2004.
[15]
Metoyer, R., Xu, L., Srinivasan, M. (2003) "A Tangible Interface for High-Level Direction of Multiple Animated Characters" in Proceedings of Graphics Interface 2003, pp.167--176.
[16]
The Movies, dev. Lionhead Studios, publ. by Activision Publishing (2005).
[17]
Murray, J. Hamlet on the Holodeck. The Future of Narrative in Cyberspace. MIT Press, Cambridge, MA, 1997.
[18]
Overholt, D. CREATE USB Interface (CUI) Board. http://www.create.ucsb.edu/~dano/CUI/
[19]
Processing programming environment. http://www.processing.org/
[20]
Quake, dev. id Software, publ. by id Software (1996).
[21]
Resnick, M., Martin, F., Sargent, R., Silverman, B. (1996) "Programmable Bricks: Toys to think with" in IBM Systems Journal, Vol 3, Nos 3&4, pp. 443--452.
[22]
Salen, K. Telefragging Monster Movies In King, L. (ed.) Game On. The History and Culture of Videogames. Laurence King Publ., London, 2002.
[23]
Salen, K. and Zimmerman, E. Rules of Play. Game Design Fundamentals. MIT Press, Massachusetts, 2004.
[24]
Shay, Don and Duncan, Jody (1993) The Making of Jurassic Park, New York, Ballantine Books.
[25]
The Sims 2, dev. Maxis Software publ. by Electronic Arts (2004).
[26]
Strommen, E. (1999) "When the interface is a talking dinosaur: learning across media with ActiMates Barney" in Proceedings of CHI '99, ACM Press, pp.288--295.
[27]
Sturman, D.J., Zeltzer, D. (1994) "A Survey of Glove-based Input" in IEEE Computer Graphics and Applications, Vol. 14, Issue1, pp. 30--39.
[28]
Sturman, D., Zeltzer, D. (1993) "A Design Method for "Whole-Hand" Human-Computer Interaction" in ACM Transactions on Information Systems, Vol. 11, Issue 3, July 1993, ACM Press, pp. 219--238.
[29]
Tardif, H. (1991). "Character animation in real time," Panel: Applications of Virtual Reality I: Reports from the Field, ACM SIGGRAPH Panel Proceedings.
[30]
Ullmer, B., Ishii, H. (2001) "Emerging Frameworks for Tangible User Interfaces" in Human-Computer Interaction in the New Millennium, John M. Carroll, ed., Addison-Wesley, pp. 579--601.
[31]
Walters, G. (1989) "The story of Waldo C. Graphic" in 3D Character Animation by Computer, ACM SIGGRAPH '89 Course Notes #4, July 1989, pp. 65--79.
[32]
Wardrip-Fruin, N. and Harrigan, P. First Person. New Media as Story, Performance, and Game. MIT Press, Cambridge, 2004.

Cited By

View all
  • (2024)CollageVis: Rapid Previsualization Tool for Indie Filmmaking using Video CollagesProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642575(1-16)Online publication date: 11-May-2024
  • (2020)PRISME: Toward a model linking tangible interaction and domain-specific tasks in mixed reality environments2020 22nd Symposium on Virtual and Augmented Reality (SVR)10.1109/SVR51698.2020.00042(210-219)Online publication date: Nov-2020
  • (2020)PRISME: An interaction model linking domain activities and mixed and tangible interactors in virtual environments2020 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)10.1109/ISMAR-Adjunct51615.2020.00070(241-246)Online publication date: Nov-2020
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
ACE '07: Proceedings of the international conference on Advances in computer entertainment technology
June 2007
324 pages
ISBN:9781595936400
DOI:10.1145/1255047
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 13 June 2007

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. 3D space
  2. game engine
  3. machinima
  4. puppetry
  5. tangible interface
  6. video games
  7. virtual character

Qualifiers

  • Article

Conference

ACE2007
Sponsor:

Acceptance Rates

Overall Acceptance Rate 36 of 90 submissions, 40%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)21
  • Downloads (Last 6 weeks)1
Reflects downloads up to 12 Feb 2025

Other Metrics

Citations

Cited By

View all
  • (2024)CollageVis: Rapid Previsualization Tool for Indie Filmmaking using Video CollagesProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642575(1-16)Online publication date: 11-May-2024
  • (2020)PRISME: Toward a model linking tangible interaction and domain-specific tasks in mixed reality environments2020 22nd Symposium on Virtual and Augmented Reality (SVR)10.1109/SVR51698.2020.00042(210-219)Online publication date: Nov-2020
  • (2020)PRISME: An interaction model linking domain activities and mixed and tangible interactors in virtual environments2020 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)10.1109/ISMAR-Adjunct51615.2020.00070(241-246)Online publication date: Nov-2020
  • (2018)Command-Based Object Manipulation in Virtual Reality for Visualization and Design TasksProceedings of the 2nd International Conference on Digital Signal Processing10.1145/3193025.3193054(93-97)Online publication date: 25-Feb-2018
  • (2016)Tangible Interface for Controlling Toys-To-Life Characters EmotionsProceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems10.1145/2851581.2892330(2387-2394)Online publication date: 7-May-2016
  • (2016)VRSurusProceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems10.1145/2851581.2892290(2454-2461)Online publication date: 7-May-2016
  • (2016)A tangible interface for 3D character animation using augmented reality technology2016 8th International Conference on Information Technology and Electrical Engineering (ICITEE)10.1109/ICITEED.2016.7863263(1-6)Online publication date: Oct-2016
  • (2015)Lessons from Digital Puppetry: Updating a Design Framework for a Perceptual User Interface2015 IEEE International Conference on Computer and Information Technology; Ubiquitous Computing and Communications; Dependable, Autonomic and Secure Computing; Pervasive Intelligence and Computing10.1109/CIT/IUCC/DASC/PICOM.2015.239(1590-1595)Online publication date: Oct-2015
  • (2014)Avatoys: Hibrid system with real and digital puppets2014 9th Iberian Conference on Information Systems and Technologies (CISTI)10.1109/CISTI.2014.6877052(1-6)Online publication date: Jun-2014
  • (2012)Semi-Autonomous Robot Avatar as a Medium for Family Communication and EducationAdvanced Robotics10.1163/016918609X1251878333032423:14(1925-1949)Online publication date: 2-Apr-2012
  • Show More Cited By

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media