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Effect of Animated Characters and Adjustable Tags in AR Storytelling R.P.C. Janaka Rajapakse*
Yoshimasa Tokuyama**
Tainan National University of the Arts*, Tokyo Polytechnic University**
[email protected],
[email protected], Abstract Mobile computers, smart phones, tablets, and computer software applications have become ubiquitous in academia and daily life. Education institutes and teachers are expanding their teaching materials with computer vision based applications. Augmented reality (AR) applications are very famous and educators use it to produce interactive teaching materials, specially focused on digital storytelling projects. Unfortunately, current AR-driven applications and their contents are not sufficient for the development of storytelling skills. The most common criticism is that the 3D contents are less animated and controlled with predefined and fixed tags which consume considerable amount of time for changing tags as well as not help to translate their correct story ideas. The main objective of this work is to investigate the effect of animated characters and adjustable tags in AR storytelling. This paper presents a simple framework for making manually adjustable AR-tags to represent the different character poses and different states of characters which would help to develop the storytelling skills.
1. Introduction
promising technology for digital storytelling, currently only a few
Augmented Reality (AR) technologies and tools have been widely
applications exploit the potential of developing storytelling skills.
studied in numerous fields, including the game industry, advertising,
The most of AR storytelling applications can be immersed a user, but it
fashion, interior design, education and learning, medical and surgical
is not capable for the development of storytelling skills. The most
operations, product design and manufacturing, archeological
common criticism is that the 3D contents in the virtual worlds are less
restoration and museums, and countless other areas [1, 2]. This
animated and controlled with predefined and fixed tags which
technology allows computer created CG contents to be superimposed
consume considerable amount of time for changing tags as well as not
over real-life live video feeds. While most of AR applications have
help to translate their correct story ideas. Moreover, existing
been oriented to fields such as education or entertainment, mobile
applications change the role of storyteller to interactive presenter. The
computing and high-quality mobile display technologies have gained
pedagogy of storytelling is very different from interactive presentation
enormous progress. Nowadays, mobile computers, smart phones,
[15, 16]. In order to develop an AR-driven interactive pedagogical
tablets, smart books, and pads are often used in academia and daily life.
storytelling application it is important to investigate the weaknesses of
There are large numbers of mobile applications and services designed
the current AR applications. The main contribution of this pilot work
and optimized for edutainment. Within the academia mobile AR
is to examine the effect of animated characters and adjustable tags in
applications and computer vision based applications stand out and
AR storytelling. This paper focuses on simple framework for making
attract considerable attention [3, 4]. Moreover, commercial and
manually adjustable AR-tags to represent the different character poses
open-source AR application development libraries have been
and different states of characters which would help to develop the
introduced that enable a continuous increase of functionality and
storytelling tools.
portability [5, 6, 7, 8, 9, 10].
2. Background
Marker and tag based AR applications have been used to produce interactive teaching materials, specially focused on digital storytelling
2.1 AR Tags and 3D Contents
projects. The traditional workflow of digital storytelling framework focused on pre-production, production and post-production [11]. In
The most common AR applications published so far allow to the
such environment, it is difficult to increase the interactivity. AR can aid
user to interact 3D contents by using several different techniques such
learning and make the overall storytelling process much more
as AR desktop tag (marker)-based, AR desktop tag-less, AR freehand
interesting and interactive [12, 13, 14]. Although AR is still a very
tag-less, AR by mobile, AR by projection etc. Mainly, all technologies 35
NICOGRAPH International 2013, pp. 35 - 39
use tracking methods for live video feeds and control superimposed
deal a lot in expressing “What?, Who?, Where?, and When?” while
3D contents by common geometric transformations such as rotation,
students were trying to express their ideas in “How?” and “Why?”
scaling, and translation, either by tag-based techniques or by tag-less
variety. The problem is that how existing AR contents control the
techniques. The best known tag-based AR applications for storytelling
curiosity issues. Considering curiosity issues and handling rich AR
are based upon the space trend tracking of a graphical tag, usually a
contents, and turning them into an AR application is not an easy
geometric black&white symbol called “confidence” on which we can
process. What does it take to create a successful AR storytelling
hook in real time a two-dimensional or three-dimensional input. Some
application? There are several variables to consider: realistic 3D
AR applications can be controlled without a geometric marker through
contents, animating contents, adjustable tags; rich interactivity,
a process that recognize graphically a generic image or a portion of it,
platform; time, available resources, and target ordinance. Jonassen et al.
after which the tracking system will be able to recognize identity and
defined that the meaningful learning has to be active, intentional,
orientation. The freehand controlled tag-less AR applications that trace
cooperative, authentic, and constructive [20]. A successful AR
position, orientation and direction of the user look, using tracking
storytelling application clearly provides meaningful learning
systems and various movement sensors, associated to natural
environment as defined in [20].
interactive systems such as Microsoft’s Kinect, Wavi Xtion by
2.1 Storytelling and Interactive Media
PrimeSense with Asus3D, Nintendo’s Wii-mote and the Sony’s
How do computer games tell stories, and what does this mean for
PlayStation Move [18]. Recently RFID/NFC and QR codes have been
current digital storytelling? Games are things that are designed
associated in edutainment systems that allowing users to retrieve more
systematically, thoughtfully, artistically for the purpose of being fun.
information using their mobile phones [19]. Therefore, interactive
And the game designers work is not just a matter of pure engineering.
digital edutainment tools and projects are rich with opportunities for
There's a lot of engineering involved, such as a lot of algorithms and
assessment [20]. However, Taiwan elementary school has been proven
interactive techniques. But there's also an artistic experiential side of
to be a traditional and still conservative stage so that new technologies
game design that involves thinking about problems in a certain way.
arrival created somewhat resistance to the regular use of these
Therefore, game design has grown within a rich bed of interacting
interactive edutainment tools. Adopting new technology and finding
trends and traditions in interaction design and games, and that there are
budgets are challenges that inevitably will cause a change in the
already a number of potentially competing, and overlapping concepts.
management of both classrooms and schools. Naturally the experience
Most recently introduced academic term “Gamification” focuses the
says that any big change requires an adjustment phase but it is always
use of game design elements in non-game contexts [21].
very welcome cheap and easy tools for classroom use.
Our focus is storytelling, and expects to investigate on the various degrees to which different media and platforms support stories. Our point is not to settle the ontological status of games, but to focus on their storytelling functions—not to decide what proportion of gaming is storytelling, but to identify how games tell stories. However, looking for storytelling in gaming makes too much of too little. But there are many gaming discussions on narratology vs. ludology. Our background review also experienced that the games primarily as mechanisms for narrative delivery and those emphasizing gaming’s mechanical operations beyond stories. The storytelling application is not only an educational media as fancy content delivery mechanisms, but also a tool that helps kids design and develops their own ideas and
Figure 1: Kids were interacting AR contents in the survey sessions.
improving storytelling skills.
To understand the role of the 3D contents in an AR-driven digital
Creative learning tools such as Scratch [22], NetLogo [23],
storytelling application, it makes sense to examine the kid’s feedback
and LEGO [24], empower kids as self-motivated learners to program,
about the existing applications and their contents. We visited few
build, animate, and design their own creations. LEGO, for example,
elementary schools and did the pilot survey for acquisition of kid’s
would be a perfect tool for constructing an active brain. The purpose of
feedback on AR-contents (see Figure 1). In those surveys, while the
this research is to develop such tools for “storificatoin”, sharing them,
elementary school students were using few AR applications [12], and
and expanding the realm of digital storytelling. Initial step of this
we carefully investigated that how these tools had shaped student’s
research will proceed by developing a series of AR-driven storytelling
own ideas. Students engaged in these sessions not only had an
applications. Each of these developments will guide to invent a story
entertaining experience, but they also asked very important questions.
console and simple character control devices (watch-like) for
After analyzing their questions, we noticed that existing AR contents
interactive pedagogical storytelling. 36
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3. Effect of Animation
across the surface of a model. For example, in lion character, mane is
The first series of experiments was investigated the effect of
hair-like and longer than other furs. To control exactly where the
animation on AR-contents. The two groups of AR stimuli were
different fur grows, separated models were used (see Figure. 6). The
experimented. The first group of AR stimuli was consisting
several attributes maps were used to control fur parameters such as
non-animated 3D contents and characters, and the second group of
colors, length, baldness, direction, etc.
stimuli had animated contents. A total of fifty six elementary school kids (31 female and 25 male) between 6 to 13 years of age participated in the experiments. In the experiments, the participant’s task was to interact the provided (randomly) AR stimuli from each group (see the Figure 1) and chose the interesting ones. Over 95% of the subjects
Figure 3: Created 3D model of dog character (left), while painting skin
judged that the realistic animated AR-contents were interesting than
weights (middle) and while rigging with FK and IK (right).
the still contents.
In the modeling of human hair, dynamic hair curves in Maya were
3.1 Realistic characters
used to create dynamic motion. To modify and customize created stock
The based on the kid’s evaluation on AR contents, this framework
of characters for breeding many versions with different costumes and
has focused upon the creation of realistic animated AR contents for the
body types, Autodesk Pinocchio tool was used. Figure 4 depicts few
proposed character console. The character modeling and texture
customized characters with different face textures.
composition process were conducted using Autodesk Maya, Mudbox and Adobe Photoshop CS 5 software packages. In order to enhancing realism and visual impact of the virtual characters, UV-mapping techniques and material editing were concerned with real photographs and advanced material models. Figure 4: Customized characters with different facial features. The process of complex motion editing, blending and scaling were carried out by using Autodesk’s MotionBuilder software package. To create more complex body language for biped characters, the captured motion data (from Vicon bonita-10, eight camera MOCAP system) were used and mapped to the different characters as shown in Figure 5.
Figure 2: Creating 3D model & skeletons for skin binding (top), UV-mapping and textured version of character (bottom). Techniques of key-framing and Kinematics (IK/ FK) were used to make animation for peoples and animal characters. To make animated characters look real, anatomical structure guided joint hierarchies known as a skeletons, were created and placed inside the 3D models by using Maya software (Figure 2). Inverse kinematics rigs, technique of smooth binding of skin geometry and Maya muscle were used in order to create realistic deformation for character rigs. Different quadrupeds have varying models of walking and galloping as shown in Figure 3. To adding fur to the animals, polygonal models with properly mapped UV coordinates that lie within a 0 to 1 range in texture space were considered. For some animals, fur is not uniformly
Figure 5: Motion data (left) and mapped characters (middle & right). 37
NICOGRAPH International 2013, pp. 35 - 39
3.2 Multipose and Multistate
All AR stimuli were standalone applications and running on
How do multipose and multistate characters help to storytelling?
notebook PCs equipped with common USB webcams or intergrated
Naturally, multipose has been part of storytelling since early ages of
webcams that provide images at a resolution of 640*480 pixels, with a
handmade puppet shows. Expensive game controllers and gesture
frame rate of 30 fps. Experimental results were indicated that the
based interactive applications can control multi-camera views and
over 90% of participants preferred to use MLT controllers than
character poses [18], but less effort has been spent on multipose and
traditional blac&white makers. MLT control papers provided enough
multistate storification. However, typical AR applications don’t
visual information to easily select the characters and their poses. Over
facilitate such storification functions. The pose of the character, age,
82% of subjects were interested in using MLT-based watch like
and body proportions are very important character attributes for digital
wearable craft controller. However, it was difficult to control with a
storytelling (Figure 6). Our framework has considered providing
low-resolution commodity webcams. Our framework proposed more
adjustable AR tags for controlling multiposes and multistate of
suitable AR controllers for storytelling. As depicted in the Figure 8, multi-MLT tag cylinder is for representing character’s multiposes and
the characters.
multistate, and cube is for different characters. After testing in kid’s workshops, character cube has improved with manually adjustable folded faces for multiposes and multistate as shown in Figure 9.
Figure 8: Multipose & multistate cylinder (left), Character cube (right)
Figure 9: Character cube with folded faces for multipose & multistate.
Figure 6: Different poses obtained from skeleton and IK handling (top and middle), different body propositions in different ages (bottom).
4.1 Implementation
4. Effects of Adjustable AR Tags
This research project is envisaged not only to just investigation, but
Our second series of experiments addressed the effect of adjustable
also motivated to comprise the development of several AR storytelling
AR tags. In the experiments, participant’s task was to judge the most
applications for PC and mobile media. The first phase of the proposed
interesting and suitable AR content controlling method for storytelling.
framework was implemented with a D’Fusion AR authoring tools [25].
Each AR stimuli were controlled by tree methods as shown in Figure 7,
After modeling and confirming all scenes and animations in the Maya
the first by traditional marker in black square(Figure 7-a), the second
software, the D’Fusion exporter has used. It is working as a Maya
was advanced markerless tracking(MLT) by printed images (b), and
plug-in which translate Maya data into Ogre3D data [26]: geometry
the third was also based on MLT, but watch like a paper-made craft (c).
(.mesh), lights, bones (.skeleton), materials (.material), and scenes (.scene). When using the longer MOCAP data in the Maya, timeline has managed according to the character poses and split it pose wise without overlapping (for example clip1 [10-50] and clip2 [51-100]) before exporting for D’Fusion. To enable the MLT functionalities, AR scenarios has configured using D’Fusion studio computer vision tool
(a)
(b)
(c)
elements such as tracking scenario, camera calibration, camera capture.
Figure 7: Experimented AR-content controlling methods.
Basically, this process has composed with three steps: recognition, 38
NICOGRAPH International 2013, pp. 35 - 39
on Ubiquitous Virtual Reality(ISUVR’09) , pp. 7-10, 2009.
initialization, and tracking as shown in the Figure 10. Registering
[6] ARToolKit, A Software Library for Building AR Applications,
imported scene files with corresponding captured images were
http://www.hitl.washington.edu/artoolkit/
implemented with Lua scripting [27] and maintained the scene data
[7] FLARToolKit, ActionScript version of ARToolKit,
base.
http://www.artoolworks.com/products/web/flartoolkit-2/ [8] Layar, Layer Specializes in Mobile Augmented Reality, http://www.layar.com/ [9] Hoppala, Mobile Augmented Reality Platform, http://www.hoppala-agency.com/ [10] Vuforia, AR-based Application Development Environment, https://developer.vuforia.com/resources/sdk/android
Figure 10: Recognition (left), initializing and tracking (right)
[11] Digital Storytelling in the Classroom,
To tracking multiple objects, used few planer tracking at the same
http://edtechteacher.org/index.php/teaching-technology/presentation-
time using the same video capture. The standard 3D transformation
multimedia/digital-storytelling
parameters (position, orientation, scale) were not suitable for all
[12] Zooburst, Digital Storytelling Tool, http://www.zooburst.com/
multiple 3D objects. For restoring initial parameters according to the
[13] ARART, New Art Experience with Augmented Reality,
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http://arart.info/en/
@HomeDesktop Player was used to deploying standalone
[14] Toontastic, http://launchpadtoys.com/toontastic/
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[15] J. C. Kuyvenhoven, In the Presence of Each Other: a Pedagogy of Storytelling,
5. Conclusion
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https://circle.ubc.ca/handle/2429/17168 [16] G. M. Deniston-Trochta, The Meaning of Storytelling as
This paper has presented the initial phases of ongoing research project
Pedagogy, Visual Arts Research, Vol. 29, No. 57, 2003.
to develop a framework for interactive pedagogical storytelling. The results were helpful to identify the problems and practical challenges in
[17] K. Matsuo, M. Hagiwara, Entertainment AR Aquarium, Journal
AR storytelling. The development of this pilot prototype as well as
of Art and Science, Vol. 10, No. 4, pp. 226-233, 2011.
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[18] B. Lange, S. Rizzo, C-Y. Chang, E. A. Suma, and M. Bola,
advanced media technologies for effective digital storytelling. This
Markerless Full Body Tracking: Depth-Sensing Technology
paper investigated “AR storification” and introduced a simple method
within Virtual Environments, Proc. of Interservice/Industry
for making manually adjustable AR-tags to represent the different
Training, Simulation, and Education conference, paper no.
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11363, pp. 1-8, 2011.
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