pzombie v.2
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https://researchdata.edu.au/pzombie-v2/3391227
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Research Background In the field of Electronic Media Art (EMA), a central focus in the subfield Generative art (GA) asks how generative computation can enhance creativity (McCormack et.al. 2011). GA practices include the procedural modeling of natural organic movement for facial animation. Typically, this requires the use of specialized software systems such as s the MPEG-4 Animation Framework, Virtual Human Markup Language (VHML) and Facial Action Coding System (FACS). However, this kind of 'middleware' often requires a prohibitive grasp of expert knowledge (Togelius et.al. 2013). The Prosthetic Head (2003) project by the media artist Stelarc credits a team of five expert collaborators. Less technically ambitious works commonly use voice sound recordings to animate 2D facial imagery but naturalistic results typically require refinement via key frame editing. Research Contribution In developing the video work 'pzombie v.2', McKeich demonstrates a novel strategy to synthesize procedural motion patterns in animated 2D facial imagery without recourse to prohibitively complex facial animation systems or time consuming key frame editing. By defining and adjusting a hierarchy of parametric controls for psuedo-random deformation, in an off-the-shelf motion graphics software package, the work demonstrates that widely accessible and intuitive software tools can be used to produce procedurally generated facial animation sequences that are expressive and natural. Research Significance Its value is attested to via its public exhibition in 'South of the Border', a showcase of innovative Australian photo media artists, curated and presented by QCP (Queensland Centre Photography) Gallery as part of the Queensland Festival of Photography 2012
研究背景:在电子媒体艺术(Electronic Media Art, EMA)领域,生成艺术(Generative Art, GA)子方向的核心议题聚焦于生成式计算如何提升创作表现力(McCormack等,2011)。生成艺术实践涵盖面向面部动画的自然有机运动过程化建模。此类工作通常需依托专用软件系统,例如MPEG-4动画框架、虚拟人体标记语言(Virtual Human Markup Language, VHML)及面部动作编码系统(Facial Action Coding System, FACS)。然而,这类“中间件”往往要求使用者掌握极高门槛的专业知识(Togelius等,2013)。媒体艺术家Stelarc创作的《Prosthetic Head (2003)》项目,便依赖一支由五名专家组成的协作团队方能完成。技术门槛较低的作品通常采用语音录音驱动2D面部动画,但要获得自然逼真的效果,往往需要通过关键帧编辑进行优化。
研究贡献:在创作视频作品“pzombie v.2”的过程中,McKeich提出了一种全新策略:无需依赖过于复杂的面部动画系统或耗时的关键帧编辑,即可在2D动画面部图像中合成过程化运动模式。具体而言,其方法是在一款通用运动图形软件包中,定义并调整伪随机形变的参数控制层级。该作品证明,借助广泛可得且操作直观的软件工具,同样能够生成兼具表现力与自然感的过程化面部动画序列。
研究意义:该作品的价值得到了实践印证——它参展了“South of the Border”展览,该展览是由昆士兰摄影中心(Queensland Centre Photography, QCP)画廊策划展出的澳大利亚创新摄影媒体艺术家作品展,作为2012年昆士兰摄影节的组成部分。
提供机构:
RMIT University, Australia



