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Digital puppetry

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216:. He conducted experiments in the early 1960s that animated figures using analog circuits and a cathode ray tube. Harrison rigged up a body suit with potentiometers and created the first working motion capture rig, animating 3D figures in real-time on his CRT screen. He made several short films with this system, which he called ANIMAC. Among the earliest examples of digital puppets produced with the system included a character called "Mr. Computer Image" who was controlled by a combination of the ANIMAC's body control rig and an early form of voice-controlled automatic lip sync. 263:) in real-time in concert with conventional puppets. The computer image of Waldo was mixed with the video feed of the camera focused on physical puppets so that all of the puppeteers in a scene could perform together. (It was already standard Muppeteering practice to use monitors while performing, so the use of a virtual puppet did not significantly increase the complexity of the system.) Afterward, in post-production, PDI re-rendered Waldo in full resolution, adding a few dynamic elements on top of the performed motion. 2037: 2047: 22: 327:
One of the most widely seen successful examples of digital puppetry in a TV series is Sesame Street's "Elmo's World" segment. A set of furniture characters were created with CGI, to perform simultaneously with Elmo and other real puppets. They were performed in real-time on set, simultaneously with
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Virtual human (or digital human) are simulations of human beings on computers. The research domain is concerned with their representation, movement, and behavior, and also show that the human-like appearance of virtual human shows higher message credibility than anime-like virtual human in an
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An object (puppet) or human body is used as a physical representation of a digital puppet and manipulated by a puppeteer. The movements of the object or body are matched correspondingly by the digital puppet in real time. Motion capture puppetry is commonly used, for example, by
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has also been an important innovator in the field of digital puppetry, developing new technologies to enable visitors to Disney theme parks to interact with some of the company's famous animated characters. In 2004, they used digital puppetry techniques to create the
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and other monster comedians who are attempting to capture laughter, which they convert to energy. Much like Turtle Talk, the puppeteers interact with guests in real time, just as a real-life comedian would interact with his/her audience.
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live puppet performances. As with the example of Henson's Waldo C. Graphic above, the digital puppets' video feed was seen live by both the digital and physical puppet performers, allowing the digital and physical characters to interact.
300:. Mike was a sophisticated talking head driven by a specially built controller that allowed a single puppeteer to control many parameters of the character's face, including mouth, eyes, expression, and head position. 584:(CGI) using the low-end 3D engines in video games. Players act out scenes in real-time using characters and settings within a game and the resulting footage is recorded and later edited into a finished film. 661: 121:
is the manipulation and performance of digitally animated 2D or 3D figures and objects in a virtual environment that are rendered in real-time by computers. It is most commonly used in
562:. The distinctive feature of an Aniforms character is that it displays a physical form that appears "animated" on a real or simulated television screen. The technique was used in 463:
which features a man who invents and uses such devices), connected to the computer. The X-Y-Z axis movement of the input device causes the digital puppet to move correspondingly.
358:, on a large rear-projection screen. To the audience, Crush appears to be swimming inside an aquarium and engages in unscripted, real-time conversations with theme park guests. 288:
Another significant development in digital puppetry in 1988 was Mike Normal, which Brad DeGraf and partner Michael Wahrman developed to show off the real-time capabilities of
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operated like a puppet, to be displayed to live audiences or in visual media. The concept was invented by Morey Bunin with his spouse Charlotte, Bunin being a
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The system developed by deGraf/Wahrman to perform Mike Normal was later used to create a representation of the villain Cain in the motion picture
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A digital puppet is controlled onscreen in real-time by a puppeteer who uses a telemetric input device known as a Waldo (after the short story "
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Perhaps the first truly commercially successful example of a digitally animated figure being performed and rendered in real-time is
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using motion capture technology from Organic Motion Inc interacted with squads through the medium of several different life-sized
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that encapsulates methods and techniques for generating and animating images or models of a character's face. The importance of
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as early as 1970 and Waldo grew out of experiments Henson conducted to create a computer generated version of his character
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training facility. The motion capture technology was paired with real-time voice shifting to achieve the effect.
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A Critical History of Computer Graphics and Animation: Analog approaches, non-linear editing, and compositing
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have caused considerable scientific, technological, and artistic interests in computer facial animation.
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Waldo's strength as a computer-generated puppet was that he could be controlled by a single puppeteer (
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The exact definition of what is and is not digital puppetry is subject to debate among puppeteers and
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system to generate a digital version of his Nobody character in real-time for the television series
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is another form of digital puppetry, and Machinima performers are increasingly being identified as
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in that it involves performing characters in real-time, rather than animating them frame by frame.
693:. Course Notes: 3D Character Animation by Computer, ACM SIGGRAPH '89, Boston, July 1989, pp. 65-79 1886: 1746: 1200: 827: 403: 32: 774: 580:
A production technique that can be used to perform digital puppets. Machinima involves creating
2088:- Commercial digital puppetry technology currently used for simulation & training purposes. 1786: 1564: 1517: 932: 907: 341: 79: 1912: 1881: 1871: 1796: 1756: 1527: 1296: 862: 563: 126: 2055: 1861: 1709: 1693: 1554: 1484: 1454: 1436: 1367: 1356: 1102: 967: 957: 917: 399: 8: 2076:- Free, open-source real-time animation software commonly used to create digital puppets. 1934: 1776: 1714: 942: 897: 867: 719:. Conference Abstracts and Applications, SIGGRAPH '2001, Los Angeles, August 2001, p. 178 547: 456: 427: 419: 240: 152: 632: 2111: 2040: 1961: 1891: 1836: 1668: 1658: 1641: 1559: 1417: 1129: 1107: 952: 922: 912: 882: 820: 460: 435: 415: 164: 145: 144:
designers, but it is generally agreed that digital puppetry differs from conventional
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of varying ages and genders that were projected onto multiple walls throughout an
1988: 1907: 1856: 1846: 1801: 1532: 1449: 1378: 1242: 877: 665: 606: 253: 426:, has been experimenting with digital puppetry as a method of teaching advanced 2082:- Web page about Mike Normal, one of the earliest examples of digital puppetry. 1917: 1806: 1688: 1663: 1522: 1474: 1464: 1329: 947: 382: 260: 156: 2095: 1673: 1606: 1459: 1352: 1319: 526: 519: 486: 439: 431: 387: 373: 249: 1971: 1840: 1781: 1761: 1741: 1683: 1636: 1537: 1469: 1134: 1112: 354: 160: 1939: 1719: 1497: 1339: 1324: 559: 510:, who rig digital avatars to correspond to the movements of their heads. 312: 1944: 1811: 1724: 1407: 1402: 1347: 555: 235: 196: 130: 122: 2085: 1954: 1924: 1734: 1678: 1628: 1596: 1395: 1383: 1309: 843: 575: 551: 305: 245: 192: 746:"Squad Overmatch Study Looks to Build Resilience on the Battlefield" 422:, Training, Research, and Instrumentation (PEO STRI), a division of 21: 1949: 1816: 1766: 1751: 1729: 1601: 1578: 1090: 812: 538: 494: 361:
Disney Imagineering continued its use of digital puppetry with the
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A Brief History of Motion Capture for Computer Character Animation
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advertising context. A particular case of a virtual human is the
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Henson.com Featured Creature: Waldo C. Graphic (archive.org)
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was the puppeteer for both Mike Normal's SIGGRAPH debut and
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park. Disney has another version of the same attraction in
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and Pacific Data Images for the Muppet television series
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US Army Simulation and Training Technology Center (STTC)
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One of the earliest pioneers of digital puppetry was
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List of animated television series by episode count
296:convention, it was the first live performance of a 46:. Unsourced material may be challenged and removed. 477:Computer facial animation is primarily an area of 2093: 394:Disney also uses digital puppetry techniques in 2004:List of animated films by box office admissions 729:Kleczek, Jakub (2015). "Digital Puppeteering". 717:Elmo's World: Digital Puppetry on Sesame Street 706:Computer Graphics World, July 1988, pp. 15-17. 322: 828: 501:Motion capture puppetry/performance animation 466: 445: 151:Digital puppetry is closely associated with 835: 821: 106:Learn how and when to remove this message 772: 791: 743: 728: 2094: 266:Waldo C. Graphic can be seen today in 129:but has also been used in interactive 816: 773:Thuermer, Karen (December 15, 2015). 331: 1977:Films with live action and animation 842: 755:. United States Army. Archived from 207: 202: 167:. Digital puppetry is also known as 44:adding citations to reliable sources 15: 487:verbal and non-verbal communication 219: 13: 410:Military Simulation & Training 14: 2133: 2067: 1069:Modern TV cable and streaming era 450: 234:, a character created in 1988 by 2045: 2036: 2035: 513: 418:'s Program Executive Office for 386:, where they are entertained by 350:Disney California Adventure Park 20: 785: 779:Military Training International 766: 737: 722: 31:needs additional citations for 796:. John Wiley & Sons, Inc. 709: 696: 683: 671: 651: 648:(New York: Random House, 1993) 638: 626: 612: 593: 543:Aniforms is a two-dimensional 430:for infantry squads. A single 398:, which opened in 2006 at the 283: 1: 1999:Most expensive animated films 1654:Direct manipulation animation 1305:Barrier-grid and stereography 691:The story of Waldo C. Graphic 587: 269:Jim Henson's Muppet*Vision 3D 1545:Non-photorealistic rendering 569: 7: 1177:International Animation Day 781:. Defense House Publishing. 744:Gregory, Rick (July 2014). 680:, accessed February 9, 2007 668:, accessed February 9, 2007 635:, accessed October 10, 2014 633:Jim Henson's Red Book Entry 554:who had worked with string 532: 323:Sesame Street: Elmo's World 10: 2138: 1647:Linear Animation Generator 1550:Physically based animation 582:computer-generated imagery 573: 536: 517: 491:computer graphics hardware 470: 274:Disney's Hollywood Studios 223: 2122:User interface techniques 2031: 1900: 1829: 1702: 1627: 1577: 1483: 1435: 1416: 1338: 1295: 1288: 1236:Children's animated films 1185: 1083: 966: 858: 851: 664:October 12, 2012, at the 609:, accessed April 28, 2007 473:Computer facial animation 467:Computer facial animation 446:Types of digital puppetry 363:Monsters Inc. Laugh Floor 278:Lake Buena Vista, Florida 1145:Animation film festivals 337:Walt Disney Imagineering 1967:Twelve basic principles 1887:Instructional animation 620:Mr. Computer Image Demo 404:Disneyland Resort Paris 1565:Virtual cinematography 1162:Highest-grossing films 1064:Early TV broadcast era 792:Hancock, Hugh (2007). 775:"Avatars for Training" 704:Mike, the talking head 365:, a new attraction in 342:Turtle Talk with Crush 244:. Henson had used the 2080:Mike the talking head 1882:Independent animation 1872:Educational animation 794:Machinima For Dummies 646:Jim Henson: The Works 564:television production 428:situational awareness 173:performance animation 133:attractions and live 127:television production 2107:3D computer graphics 1862:Animated documentary 1694:Whiteboard animation 1587:Traditional puppetry 1231:Adult animated films 1140:Biologist simulators 1103:Animation department 762:on October 20, 2016. 644:Finch, Christopher. 406:called Stitch Live! 400:Hong Kong Disneyland 40:improve this article 2086:Organic Motion LIVE 1935:Character animation 1715:Character animation 1253:Children's animated 702:Barbara Robertson, 371:Walt Disney World's 241:The Jim Henson Hour 189:real-time animation 153:character animation 2102:Computer animation 1962:Creature animation 1892:Virtual newscaster 1837:Abstract animation 1669:Ink-wash animation 1659:Humanoid animation 1642:Audio-Animatronics 1206:Lost or unfinished 1130:Animation database 1108:Animation director 657:Sturman, David J. 605:2007-03-28 at the 461:Robert A. Heinlein 416:United States Army 332:Disney theme parks 165:skeletal animation 159:technologies, and 146:computer animation 55:"Digital puppetry" 2064: 2063: 1825: 1824: 1752:Erasure animation 1573: 1572: 1315:Limited animation 1258:Computer-animated 1196:Computer-animated 1118:Animation studios 1079: 1078: 803:978-0-470-19583-3 689:Walters, Graham. 479:computer graphics 298:digital character 208:Early experiments 203:History and usage 142:computer graphics 116: 115: 108: 90: 2129: 2049: 2039: 2038: 2019:anime franchises 1994:Cartoon violence 1982:highest grossing 1877:Erotic animation 1852:Animated cartoon 1619:Supermarionation 1592:Digital puppetry 1513:Facial animation 1433: 1432: 1293: 1292: 1166:Opening weekends 856: 855: 837: 830: 823: 814: 813: 808: 807: 789: 783: 782: 770: 764: 763: 761: 750: 741: 735: 734: 733:(119). 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211: 188: 184: 180: 176: 172: 168: 161:3D animation 150: 139: 118: 117: 102: 93: 83: 76: 69: 62: 50: 38:Please help 33:verification 30: 1940:model sheet 1797:Rubber hose 1720:model sheet 1498:Cel shading 1340:Stop motion 1325:Rotoscoping 1297:Traditional 1226:Stop-motion 1172:Outsourcing 933:South Korea 913:Philippines 908:North Korea 556:marionettes 483:human faces 380:2001 film, 313:Trey Stokes 284:Mike Normal 2096:Categories 1945:walk cycle 1812:Syncro-Vox 1725:walk cycle 1629:Mechanical 1555:Procedural 1455:PowerPoint 1408:Puppetoons 1403:Pixilation 1368:silhouette 1357:strata-cut 1348:Claymation 1289:Techniques 1278:Television 1049:Silent Era 981:Bangladesh 976:Azerbaijan 863:Bangladesh 852:By country 588:References 432:improvisor 420:Simulation 317:Robocop II 236:Jim Henson 197:puppeteers 131:theme park 123:filmmaking 66:newspapers 2112:Machinima 1955:off-model 1925:Key frame 1782:Pixel art 1777:Pinscreen 1735:off-model 1679:Scanimate 1597:Machinima 1396:Brickfilm 1384:go motion 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1450:Flash 1379:Model 1268:Flash 1216:Short 1186:Works 1026:Korea 1021:Japan 1011:India 996:China 938:Spain 893:Japan 888:India 873:China 760:(PDF) 749:(PDF) 459:" by 457:Waldo 346:Epcot 87:JSTOR 73:books 1807:Sand 1445:2.5D 1123:List 1096:List 1016:Iran 798:ISBN 558:and 493:and 348:and 187:and 125:and 59:news 1930:Cel 1503:CGI 1465:CSS 1460:SVG 485:in 369:at 276:in 272:at 42:by 2098:: 1485:3D 1437:2D 1425:, 1355:, 777:. 751:. 566:. 319:. 280:. 199:. 183:, 179:, 175:, 171:, 155:, 137:. 1843:) 1839:( 1429:) 1421:( 1370:) 1366:( 1168:) 1164:( 836:e 829:t 822:v 806:. 109:) 103:( 98:) 94:( 84:· 77:· 70:· 63:· 36:.

Index


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"Digital puppetry"
news
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scholar
JSTOR
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filmmaking
television production
theme park
theatre
computer graphics
computer animation
character animation
motion capture
3D animation
skeletal animation
Machinima
puppeteers
Lee Harrison III
Waldo C. Graphic
Waldo C. Graphic
Jim Henson
The Jim Henson Hour
Scanimate
Sesame Street

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