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Digital Puppet

Conceptual Statement

 

The project, ‘Digital Puppet’ is a face recognition display that allows users to control a digital puppet with facial recognition through a camera. This concept was designed to allow parents to communicate with their children through an easier method. Research shows that children from age’s five to ten are the most disobedient ages for the youth. With that in mind the communication between parents and their children become difficult making it harder for them to teach their kids valuable lessons that they hope they could learn during that age gap. So this projects goal is to change that, since children become more obedient to those they look up to and respect, parents would be able to stream themselves as their child's favourite hero in puppet form providing an easier teaching method for the parent and a more enjoyable lesson for their child.

Originally the idea behind this project was based around animation and taking same idea to the next level such as viewers being able to control an animation through a 3D holographic display. But that was soon found to be too difficult to achieve, where the program and equipment to achieve this is out of budget. Thus the creation of a 2D puppet that could be manipulated in real time on a TV screen was created, achieving the same goal that was intended for the viewers to perceive. What was found difficult was the amount of bugs encountered in the creation of the puppet, and also the creation of the puppet itself. The puppet had issues such as the puppet not syncing properly with the user. Witnessing delays or even not moving at all, this was then solved by changing the camera and also providing better lighting to the area so the details on the face would be easily picked up by the camera. The puppet itself was created on Photoshop but through an unorthodox method. The difficulties with working with over hundreds of layers was proven challenging as oppose to the regular five to ten layers that is normally used. What made this hard to adapt to be the fact that each layer serves its own separate role for the puppet and misplacement in layers would cause disruption to the entire project. But going through many trial and errors, puppet after puppet and understanding the reasoning behind each layer became easier and manageable. The main issue that was most difficult to face was to present the puppet in a way where it fully projects the intended goal which was mainly targeted towards adults. But since it could be alternatively seen as a way for children to play as their favourite hero instead of the original goal is then altered but not drastically making a difference, where it could still be an activity for parents to communicate with their children.

 

Through the creation of this project, many new skills have been developed, programs being learnt and skills being honed. Firstly the program ‘Character Animator’ is a completely new program that is like no other, so to understand this program was proven difficult due to never working with anything similar. But through this program skills such as face recognition, character design, voice recognition and puppet manipulation was learnt in the process. From the creation of the puppet to applying physics, key triggers and even facial recognition. Another program used was Photoshop, which was a familiar program, but using it as the main base to create the puppet was very different and challenging, from having each layer containing different parts of the puppet as well as managing compulsory names for the layers was indeed difficult at first compared to having every part on a few layers. But through this skills in Photoshop, Character Animator, character design and layer management were all developed.

Overall the project ‘Digital Puppet’ was able to achieve its set goals that allows users to freely control the puppet with nothing but their face, but the main goal and message could be presented in a much more distinguished method. An example of this would be presenting two controllable puppets instead of one, parents would then be able to play as a separate puppet as their children plays the other giving them more options to interact with. Granting the same but more distinguished goal this project could achieve. This would provide much more interaction from not just the user to the puppet, but also user to user interaction. Therefore greatly enhancing the overall presentation and message of the project.
 

Contextual Statement

Digital Puppet is a project that utilizes a camera that focuses on the face of the user, allowing them to have a gearless experience as they play a role of someone else being able to control the puppets facial and physical movements by using their own. Additional factors such as key triggers that performs different emotes and voice recognition.

The creation of this project was taken inspiration from many existing projects and mediums such as Face Rig, Compliant, Harold the Giraffe and Just Dance Kids (2014) .Taking Face Rig (Studio, 2017) as an inspiration for interactivity, where they have a character that follows facial movement, from this, showed different factors that could improve the project further. By implementing additional features such as key triggers, face and voice recognition. Which gave a more in depth and interactive experience to the user. Another main inspiration taken was from Compliant (Snibbe, 2003) by Scott Snibbe, which is a project that allowed users to interact with a light projection by using their own shadows to trigger sensors. This heavily influence the gearless factor to give users the full experience of an interactive project without the use of additional gear. This enhanced the project by giving the user a more seamless experience as well as the opportunity for them to discover how the puppet works without wearing gear beforehand. Harold the Giraffe from Life Education Trust (Education, 2017) was the main inspiration to using a puppet as the main connection point with children. Life Education Trust being an organization whose sole purpose was to educate children about the magnificence of the human body and to support and respect one another. Through the use a famous giraffe puppet ‘Harold’, they were able to teach children facts and morals in a more enjoyable and vivid experience. By just adding the element of a simple hand puppet, Life Education Trust were able to easily connect with children. Proving that this method was successful, it greatly inspired the creation of the digital puppet to give the same connection for parents and their children. A game that gave inspiration to create a gearless experience for this project would be ‘Just Dance Kids 2014’ by Ubisoft (Ubisoft, 2015). Which is a camera based game where parents could play along with their child and mimic actions based on the silhouettes shown on the TV to perform a dance sequence. This lead to the idea where parents being able to stream a puppet to their child. They could then roleplay as the puppet through voice and body movement, providing a more interactive and entertaining activity for them to bond with one another.

 

As technology advances to a world where people could step into augmented reality and virtual reality as well as three dimensional holographic projections. These were all possible by developing original concepts such as sound, camera, graphics and GPS, by taking these to the next level opened different concepts to be awaken such as what we know as augmented reality (AR) and virtual reality (VR) as well as much more to come. This project follows the same concept on developing modern technology and applying that with the simple concept of puppeteering. By removing the physical factor of a puppet and altering those changes to a digital format, bringing puppeteering and parenting to another level within the creative industries.

References

Education, L. (2017). lifeeducation. Retrieved from lifeeducation: http://www.lifeeducation.org.nz/who-we-are/ourgoals

Snibbe, S. (2003). Snibbe. Retrieved from Snibbe: https://www.snibbe.com/projects/interactive/compliant/

Studio, H. (2017). facerig. Retrieved from facerig: https://facerig.com/about-us/

Ubisoft. (2015, October 18). FamilyFriendlyGathering. Retrieved from Youtube: https://www.youtube.com/watch?v=tge8JB5tFrw&t=77s

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