TY - JOUR
T1 - Abstraction and realism in the design of avatars for the simulated environment for theatre
AU - Ruecker, Stan
AU - Grotkowski, Ali
AU - Gabriele, Sandra
AU - Roberts-Smith, Jennifer
AU - Sinclair, Stéfan
AU - Dobson, Teresa
AU - Akong, Annemarie
AU - Fung, Sally
AU - Hong, Marcelo
AU - DeSouza-Coelho, Shawn
AU - Rodriguez, Omar
N1 - Funding Information:
The provision of the right kind of avatars in the design of a theatre planning environment can aid users in understanding space and action during a performance. They can also help the director make decisions. The current state of SEt allows for visualization of both the text and the avatars’ onstage action. The existence of three-dimensional avatars on a scale-model stage in such a tool adds to its usefulness. With SET, a director can more easily visualize how the cast will move on stage, and can communicate that vision to a variety of other people, including not only actors, but also other directors, potential audience members, and scholars. Since the characters in SET are a key component of the system, their design has required a great deal of attention to detail. Funding The authors would like to thank the Social Sciences and Humanities Research Council (SSHRC) for their funding and support of this research. Investigators Jennifer Roberts-Smith, Assistant Professor, University of Waterloo, Drama [email: [email protected] ] Stan Ruecker, Associate Professor, IIT Institute of Design [email: [email protected] ] Stéfan Sinclair, Associate Professor, McMaster University, Communications and Multimedia [email: [email protected] ] Sandra Gabriele, Associate Professor, York University, Department of Design [email: [email protected] ] Teresa Dobson, Associate Professor, University of British Columbia, Department of Language and Literacy Education [email: [email protected] ] Shawn DeSouza-Coelho, BA, University of Waterloo [email: [email protected] ] Omar Rodriguez, MSc, University of Alberta [email: [email protected] ] Research assistants Ali Grotkowski, MLIS and MA Candidate, Humanities Computing, University of Alberta [email: [email protected] ] Annmarie Akong, BDes, York University [email: [email protected] ] Sally Fung, BDes, York University [email: [email protected] ] Marcelo Hong, BDes, York University [email: [email protected] ]
PY - 2013/11
Y1 - 2013/11
N2 - The Simulated Environment for Theatre (SET) is an experimental three-dimensional interface for use in blocking plays. Created using the Unity3D game engine, SET allows directors or student directors to associate character movement and speech with a timeline that represents the line of action, as well as to annotate choices, change the script, place viewpoints in the audience, and specify the scale-model stage and set. In this article, the authors discuss the iterative design choices involved in creating an appropriate range of characters and character attributes, where they were conscious of the need to keep complexity to a minimum while simultaneously providing as wide a range as possible of the features necessary for a director planning blocking. These include considerations of character attributes such as direction of movement, posture, age, and species, while at the same time the authors decided to de-emphasize control of features such as height, weight, gender, costume, and limbs. The purpose of this discussion is twofold: to cast light on the intricacies of the design decisions around what appear to be relatively simple objects; and to help inform related discussions for other researchers making decisions about avatar design, whether in virtual theatre projects or other broader contexts.
AB - The Simulated Environment for Theatre (SET) is an experimental three-dimensional interface for use in blocking plays. Created using the Unity3D game engine, SET allows directors or student directors to associate character movement and speech with a timeline that represents the line of action, as well as to annotate choices, change the script, place viewpoints in the audience, and specify the scale-model stage and set. In this article, the authors discuss the iterative design choices involved in creating an appropriate range of characters and character attributes, where they were conscious of the need to keep complexity to a minimum while simultaneously providing as wide a range as possible of the features necessary for a director planning blocking. These include considerations of character attributes such as direction of movement, posture, age, and species, while at the same time the authors decided to de-emphasize control of features such as height, weight, gender, costume, and limbs. The purpose of this discussion is twofold: to cast light on the intricacies of the design decisions around what appear to be relatively simple objects; and to help inform related discussions for other researchers making decisions about avatar design, whether in virtual theatre projects or other broader contexts.
KW - avatar
KW - character attributes
KW - character design
KW - human-computer interaction (HCI)
KW - interface design
KW - text and performance
KW - theatre director
KW - three-dimensional environment
KW - virtual theatre
KW - visualization
UR - http://www.scopus.com/inward/record.url?scp=84887428281&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84887428281&partnerID=8YFLogxK
U2 - 10.1177/1470357213497857
DO - 10.1177/1470357213497857
M3 - Article
AN - SCOPUS:84887428281
SN - 1470-3572
VL - 12
SP - 459
EP - 472
JO - Visual Communication
JF - Visual Communication
IS - 4
ER -