Visualizing human motion is a topic that has gained increasing attention in the domain of cultural heritage, due to the need for capturing intangible dimensions, existing for example in theatrical performances, dances, and crafts. In this respect, virtual humans are typically employed to re-enact human motion, executing movements reproduced through predefined animations, or physics simulation engines. In the case of traditional crafts, a defining point is how to model the interaction of virtual humans with craft-related objects and how to transfer it from the physical to the digital world. Toward a more effective and generic modeling and visualization of the interaction of humans with tools and machines utilized in crafts, this article proposes a novel methodology for the modeling and visualization of crafts and presents a platform enabling the authoring and visualization of craft processes. We contribute a way of visualizing craft processes within virtual environments, aiming to increase the usability of craft representation. As an example, we present and analyze the case of the craft of weaving with the use of a loom.
CITATION STYLE
Stefanidi, E., Partarakis, N., Zabulis, X., Adami, I., Ntoa, S., & Papagiannakis, G. (2022). Transferring Traditional Crafts from the Physical to the Virtual World: An Authoring and Visualization Method and Platform. Journal on Computing and Cultural Heritage, 15(2). https://doi.org/10.1145/3484397
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