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Section: Research Program

Methodology: “Control to the user, Knowledge to the system”

Thinking of future digital modeling technologies as an “expressive virtual pen”, enabling to seamlessly design, refine and convey animated 3D content, is a good source of inspiration. It led us to the following methodology:

To advance in these directions, we believe that models for shape, motion and cinematography need to be re-thought from a user centered perspective. We borrowed this concept from the Human Computer Interaction domain, but we are not referring here to user-centred system design (Norman 86). We rather propose to extend the concept, and develop user-centred graphical models: Ideally, a user-centred model should be designed to behave, under editing actions, the way a human user would have predicted. Editing actions may be for instance creation gestures such as sketching to draft a shape or direct a motion, deformation gestures such as stretching a shape in space, or a motion in time, or copy-paste gestures used to transfer of some features from existing models to other ones. User-centred models need to incorporate knowledge in order to seamlessly generate the appropriate content from such actions. Knowledge may be for instance about developability to model paper or cloth; about constant volume to deform virtual clay or animate plausible organic shapes; about physical laws to control passive objects; or about film editing rules to generate semi-autonomous camera with planning abilities.

These user-centred models will be applied to the development of various interactive creative systems, not only for static shapes, but also for motion and stories. Although unusual, we believe that thinking about these different types of content in a similar way will enable us to improve our design principles thanks to cross fertilization between domains, and allow for more thorough experimentation and validation. The expertise we developed in our previous research team EVASION, namely the combination of layered models, adaptive degrees of freedom, and GPU computations for interactive modeling and animation, will be instrumental to ensure real-time performances. Rather than trying to create a general system that would solve everything, we plan to develop specific applications (serving as case studies), either brought by the available expertise in our research group or by external partners. This way, user expectations should be clearly defined and final users will be available for validation. Whatever the application, we expect the use of knowledge-based, user-centred models driven by intuitive control gesture to increase both the efficiency of content creation and the quality of results.