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Olivier Martin 0001

dblp:89/2483-1 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2003
—ORCID · unresolved

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 87% Computer animation and physical simulation · 13%
Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
interactive storytelling
0.012003
User Interaction in Mixed Reality Interactive Storytelling · ISMAR 2003
Virtual and augmented reality
mixed reality
0.012003
User Interaction in Mixed Reality Interactive Storytelling · ISMAR 2003
Computer animation and physical simulation
character animation
0.012003
User Interaction in Mixed Reality Interactive Storytelling · ISMAR 2003

Methods — techniques the papers use, named apart from their topics

real-time image segmentation · 0.1magic mirror model · 0.1game engine · 0.1
YearPublicationVenuePosition
2003 User Interaction in Mixed Reality Interactive Storytelling
abstract
In this paper, we describe a mixed reality system based on a "magic mirror" model, in which the user's image is captured in real time by a video camera, extracted from his/her background and mixed with a 3D graphic model of a virtual image including the synthetic characters taking part in the story. The resulting image is projected on a large screen facing the user, who sees his/her own image embedded in the virtual stage with the synthetic actors. The graphic component of the mixed reality world is based on a game engine, Unreal Tournament 2003. This engine not only performs graphic rendering and character animation but incorporates a new version of our previously described storytelling engine. A single 2D camera facing the user analyses the image in real-time by segmenting the user's contours.
Marc Cavazza, Olivier Martin 0001, Fred Charles, Xavier Marichal, Steven J. Mead
ISMAR2