Abstract:
In the context of a larger project dealing with kansei
analysis of movement, we present a basic method for
applying real-time filters to human motion capture data in
order to modify the perceived emotional affect of the
movement. By employing a commercial realtime 3D
package, we have been able to quickly prototype some
interfaces to an as yet non-existent system. Filters are
represented as physical objects whose proximity to an
animated dancing human figure determine how much they
modify the movement.