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Last submissions
Georges Gagneré, Cédric Plessiet. Quand le jeu vidéo est le catalyseur d'expérimentations théâtrales (2014-2019). Éditions du Centre de Recherche et d'Histoire Inter-médias (CHRI).
Le jeu vidéo au carrefour de l’histoire, des arts et des médias
, pp.209-219, 2023, 978-2-494077-00-3.
⟨hal-03959045⟩
Anastasiia Ternova, Georges Gagneré. The Wizard Without Shadow: Staging and Evolution of a Performance Involving Motion Capture.
International Journal of Art, Culture, Design, and Technology
, 2022, 11 (3), pp.1-13.
⟨10.4018/IJACDT.314784⟩
.
⟨hal-03959051⟩
Julien Lomet, Ronan Gaugne, Valérie Gouranton. Could you relax in an artistic co-creative virtual reality experience?.
ICAT-EGVE, joint international conference of the the 32nd International Conference on Artificial Reality and Telexistence & the 27th Eurographics Symposium on Virtual Environments.
, Nov 2022, Yokohama, Japan. pp.1-9,
⟨10.2312/egve.20221282⟩
.
⟨hal-03836741⟩
Pavlos Antoniadis, Stella Paschalidou, Aurélien Duval, Jean-François Jégo, Frédéric Bevilacqua. Rendering embodied experience into multimodal data: concepts, tools and applications for Xenakis' piano performance.
Xenakis 22: Centenary International Symposium
, May 2022, Athens & Nafplio, Greece.
⟨hal-03999834⟩
Swann Martinez. Collaboration en temps réel pour la production de films d’animation numérique. Multimédia [cs.MM]. Université Paris 8, 2022. Français.
⟨NNT : ⟩
.
⟨tel-04018090⟩
Sylvain Fleury, Gaëtan Henry, Jean-François Jego, Chu-Yin CHEN, Simon Richir. Le rôle de l'effacement dans l'activité d'esquisse en réalité virtuelle.
61ème Congrès de la Société Française de Psychologie
, Dec 2021, Tours, France.
⟨hal-03841310⟩
Georges Gagneré, Ternova Anastasiia. Keeping the living bond between actors and remote audiences in distributed virtual theater.
10th International Conference on Digital and Interactive Arts (ARTECH’21)
, Oct 2021, AVEIRO, Portugal.
⟨10.1145/3483529.3483683⟩
.
⟨hal-03634176⟩
Jean Vion-Dury, Gaëlle Mougin, Chu-Yin Chen, Sophie Turcq, M Begnis, et al.. « Lâcher prise » et fluidité de la conscience. Mise au point d’un questionnaire d’évaluation, d’inspiration phénoménologique..
Annales Médico-Psychologiques, Revue Psychiatrique
, 2021, 179, pp.44-53.
⟨hal-02304014v3⟩
Georges Gagneré, Tom Mays, Anastasiia Ternova. How a Hyper-actor directs Avatars in Virtual Shadow Theater.
MOCO '20: 7th International Conference on Movement and Computing
, Jul 2020, Jersey City/Virtual NJ USA, United States. pp.1-9,
⟨10.1145/3401956.3404234⟩
.
⟨hal-04024895⟩
Georges Gagneré, Anastasiia Ternova. CAstelet in Virtual reality for shadOw AVatars (CAVOAV).
22nd ConVRgence Virtual Reality International Conference (VRIC)
, Simon Richir, Apr 2020, Laval, France.
⟨10.20870/IJVR.2020..3316⟩
.
⟨hal-04024920⟩
Georges Gagneré. Du théâtre à l'informatique - Bascule dans un nouveau monde.
Journées d’Informatique Théâtrale
, Performance Lab, Univ. Grenoble Alpes, Feb 2020, Grenoble, France.
⟨hal-03419978⟩
Gaëtan Robillard, Caterina Calgaro, Emmanuel Creusé. En recherchant la vague. [Rapport de recherche] Université de Lille (2018-..). 2020, pp.2020:01.
⟨hal-03133378⟩
Gaëtan Robillard, Caterina Calgaro, Emmanuel Creusé. La vague dans la matrice. [Rapport de recherche] Université de Lille (2018-..). 2020, pp.2020:02.
⟨hal-03133380⟩
Cédric Plessiet. Quand la marionnette coupe ses fils. Recherches sur l’acteur virtuel. Art et histoire de l'art. Université Paris 8 Vincennes Saint-Denis, 2019.
⟨tel-03555676⟩
Anne-Laure George-Molland. Innovation technique dans les studios d'animation et d'effets visuels : la Recherche et Développement au service du pipeline.
Création Collective au Cinéma
, 2019, L’équipe de film, innovations et inventions, 2.
⟨hal-02133118v3⟩
Search
Open Access
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Number of fulltext
27
Number of reference
55
Tags
Holographic art
Arts de la scène
Motion capture
Créativité
Gestures
Réalité Virtuelle
Flux
Avatar direction
Ergonomie
Gesture
Computer Graphics
Performing Arts
Hyper-actor
Digital art
CGI
Jeu vidéo
Asset Management
Performing arts
Recherche-création
Augmented acting
Hologram
Dialogue homme-machine
Hyperinstrument
Creation and design
Interactivité
Interference
Holographic interferometry
Motion Capture
Holographie
Interface homme-machine
Direction d'avatar
Video game
International and cultural aspects of HCI
Interférences
Design
Architecture logicielle
Réalité mixte
Imitation
Pipeline
Presence effect
Création et design
VFX
Art holographique
Installation
Decision-making
Création collective
Avatar Direction
Expérience consciente
Hoffmann Ernst Theodor Amadeus 1776-1822
Interférométrie holographique
Interaction
Hyper-instrument
Mixed reality
Human-machine interface
Innovation
Capture de gestes
Avatar directionmixed realitymotion captureperforming arts virtual theatre
Effets visuels
Acteur virtuel
Langage
Empathie
Know-How
Avatar
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Expérience utilisateur
Art numérique
Human-machine dialogue
Holography
Collaboration
Collaboration temps réel
Embodiment
Intermediality
Digital imagery
Jeu augmenté
Hypnose
Images numériques
Animation
Augmented Reality
Capture de mouvement
Empathy
Hologramme
Arts numériques
3D animation
Gestualité
Théâtre
Intermédialité
3D
Audio-visual prosody
Animation 3D
Expressivité
Art
Interactive systems
Computer arts
Capture de mouvement MoCap
Connexionnisme
Images de synthèse
Computer theater
Geste
Expectations
Head motion