Papers by Georges Gagneré
Frontières numériques. Actes du 5ème colloque international sur les frontières numériques (2023), 2024
Proceedings of 11th International Conference on Digital and Interactive Arts (ARTECH’23), 2023
Andersen’s tale The Shadow offers a theatrical situation confronting a Scholar to his Shadow. I p... more Andersen’s tale The Shadow offers a theatrical situation confronting a Scholar to his Shadow. I program specific creatures that I called shadow avatar to stage the story with five of them and a physical narrator. Echoing Edmond Couchot’s ideas about virtual people helping human beings to adapt to technological evolutions, I describe dynamics of coevolution characterizing the relationship between a director, actors, and shadow avatars during the process of staging The Shadow.

Proceedings of the 20th International Conference on Culture and Computer Science: Code and Materiality (KUI '23), 2023
https://hal.science/hal-04377134/document AvatarStaging framework consists in directing avatars o... more https://hal.science/hal-04377134/document AvatarStaging framework consists in directing avatars on a mixed theatrical stage, enabling a co-presence between the materiality of the physical actor and the virtuality of avatars controlled in real time by motion capture or specific animation players. It led to the implementation of the AKN_Regie authoring tool, programmed with the Blueprint visual language as a plugin for the Unreal Engine (UE) video game engine. The paper describes AKN_Regie main functionalities as a tool for non-programmer theatrical people. It gives insights of its implementation in the Blueprint visual language specific to UE. It details how the tool evolved along with its use in around ten theater productions. A circulation process between a nonprogramming point of view on AKN_Regie called Plugin Perspective and a programming acculturation to its development called Blueprint Perspective is discussed. Finally, a C++ Perspective is suggested to enhance the cultural appropriation of technological issues, bridging the gap between performing arts deeply involved in human materiality and avatars inviting to discover new worlds.
E. T. A. Hoffmann, 1822-2022. Actualité inter - et transmédiale d'un artiste universel, 2023
https://hal.science/hal-04193396/document L'article décrit les influences de l'auteur romantique ... more https://hal.science/hal-04193396/document L'article décrit les influences de l'auteur romantique allemand E. T. A Hoffmann sur les recherche-créations de Georges Gagneré, notamment sur la thématique de l'ombre, dans les spectacles « Les Révélations d'une ombre » (2009) et « L'Ombre » d'après Andersen (2019). Il propose une relecture du concept de « vallée de l'étrange » (« Uncanny Valley ») dans un parallèle entre les explorations littéraires d'Hoffmann et les enjeux contemporain de la réalité virtuelle.

Le jeu vidéo au carrefour de l’histoire, des arts et des médias, 2023
https://univ-paris8.hal.science/hal-03959045/document La rencontre entre le metteur en scène et c... more https://univ-paris8.hal.science/hal-03959045/document La rencontre entre le metteur en scène et chercheur Georges Gagneré et l'artiste numérique et chercheur Cédric Plessiet à l'université Paris 8 à travers des expérimentations croisant spectacle vivant et jeu vidéo a conduit à l'élaboration d'outils issus des techniques du jeu vidéo et dédiés à l'expérimentation théâtrale sur une scène mixte faisant interagir acteurs physiques et avatars. La genèse du dispositif AvatarStaging et de l'outil AKN_Regie est détaillée à travers les différentes recherche-créations sur lesquels ils ont été formalisés et utilisés. AKN_Regie est un plugin du moteur de jeu Unreal Engine programmé en blueprint et dédié à la prévisualisation 3D temps réel et la direction d'avatar.
International Journal of Art, Culture, Design, and Technology, 2022
In this article, the authors share their experience of making a creation-as-research, The Wizard ... more In this article, the authors share their experience of making a creation-as-research, The Wizard Without Shadow, in order to bring to light the different steps of staging, the difficulties, and methods that could be applied. This research is based on empirical and analytical methods and aims for a better understanding of the pipeline of a theatrical staging with motion capture, as well as exploration of the nature, limits, and potential of a pre-recorded live-controlled virtual performance. This paper is an extension of The Wizard Without Shadow paper previously published in the ARTECH21 conference.
10th International Conference on Digital and Interactive Arts, 2021
This paper introduces a new method to achieve remote distributed performances using a virtual sha... more This paper introduces a new method to achieve remote distributed performances using a virtual shadow theater and real time motion capture. It was used during the lockdowns in France in 2020-21 to reach remote scholar audiences with The Wizard without Shadow performance. After a review of remote distributed virtual experiments in performing arts, the paper details the creation-as-research process that leads to two versions of the same story. It shows how the quality of the theatrical bond between the actor and the audience of the first face-to-face version is maintained in the second remote version combining a video conference platform and live motion capture in a video game engine to bring actors performancesto two remote distributed audiences.
10th International Conference on Digital and Interactive Arts, 2021
After an overview of the use of digital shadows in computing science research projects with cultu... more After an overview of the use of digital shadows in computing science research projects with cultural and social impacts and a focus on recent researches and insights on virtual theaters, this paper introduces a research mixing the manipulation of shadow avatars and the building of a virtual theater setup inspired by traditional shadow theater (or “castelet” in french) in a mixed reality environment. It describes the virtual 3D setup, the nature of the shadow avatars and the issues of directing believable interactions between virtual avatars and physical performers on stage. Two modalities of shadow avatars direction are exposed. Some results of the research are illustrated in two use cases: the development of theatrical creativity in mixed reality through pedagogical workshops; and an artistic achievement in The Shadow performance, after H. C. Andersen.
Proceedings of the 7th International Conference on Movement and Computing, 2020
We propose1 a 10 minutes excerpt from the performance The Shadow, after H. C. Andersen, directed ... more We propose1 a 10 minutes excerpt from the performance The Shadow, after H. C. Andersen, directed and performed by Georges Gagneré. The demo introduces a physical hyper-actor playing with musical and visual instruments in a theatrical mixed reality. The focus is on the visual instrument that consists in five avatars acting in a virtual shadow theater. The hyper-actor directs the avatars with a cueing system that triggers combinations of idle and salient animations, respecting the presence effect of the avatars and the synchronization with the live performing.

Proceedings of the 7th International Conference on Movement and Computing, 2020
This paper proposes a method and a set of tools for staging avatar movements that are controlled ... more This paper proposes a method and a set of tools for staging avatar movements that are controlled by a performer during a mixed reality theatrical performance. It refers to the field of Computer Theater as defined by Pinhanez and follows the model of the hyper-actor to control musical and visual expressive instruments in the performance The Shadow. The focus is on the construction of the visual instrument designed to direct the simultaneous stage movements of five avatars in a virtual shadow theater. The hypothesis of using only two groups of stage actions, salient and idle, is implemented with two methods in the performance The Shadow. We explain the theory and the programming of these methods in the Epic Game videogame engine Unreal Engine 4. The validation of the hypothesis is discussed through the artistic results of the performances. The tools for staging animations during theatrical rehearsals and performances contributes to advancing the expressivity of virtual movements in mi...
Proceedings of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, 2019
This paper proposes a classification of virtual actors based on the movement analysis of their cr... more This paper proposes a classification of virtual actors based on the movement analysis of their creation medium that we call matrix sculpture. The analysis is based on two concepts: the origin, either internal or external, of movement and decision. It leads to define four categories, the virtual puppet,the virtual golem, the virtual actor and the virtual mask.

Revue : Internet des objets , Numéro 1, Volume : 3, 2019
L'article expose la suite d'une recherche-création sur le jeu scénique théâtral et la direction d... more L'article expose la suite d'une recherche-création sur le jeu scénique théâtral et la direction d'avatar. Il décrit tout d'abord le changement de paradigme induit par le passage du medium vidéo à l'image en 3D pour transférer une présence scénique dans espace virtuel à l'aide d'un dispositif de capture de mouvement inertiel. Il s'appuie sur un cas d'usage pour expliquer la nouvelle approche nécessaire à la fois en terme de jeu et de direction. Il conclue par l'exposition de perspectives synthétisant les résultats obtenus et exposant une feuille de route des explorations à venir.
ABSTRACT. The article presents the second step of a practise based research about theatrical acting and avatar direction. It first describes the paradigm shift induced by the move from video medium towards 3D image for transferring scenic presence in virtual space using an inertial motion capture device. It takes a use case for explaining the new approach needed both in acting and direction issues. It ends with a synthese of the achieved results and prospects about new explorations.
MOTS-CLÉS. Capture de mouvement, direction d'avatar, jeu augmenté, présence scénique, réalité mixte, théâtre
MOCO '18: Proceedings of the 5th International Conference on Movement and Computing, 2018
We introduce the setup and programming framework of AvatarStaging theatrical mixed reality experi... more We introduce the setup and programming framework of AvatarStaging theatrical mixed reality experiment. We focus on a configuration addressing movement issues between physical and 3D digital spaces from performers and directors' points of view. We propose 3 practical exercises.
MOCO '18: Proceedings of the 5th International Conference on Movement and Computing, 2018
We describe two case studies of AvatarStaging theatrical mixed reality framework combining avatar... more We describe two case studies of AvatarStaging theatrical mixed reality framework combining avatars and performers acting in an artistic context. We outline a qualitative approach toward the condition for stage presence for the avatars. We describe the motion control solutions we experimented with from the perspective of building a protocol of avatar direction in a mixed reality appropriate to live performance.
Challenges of the Internet of Things. Technology, Use, Ethics, Volume 7, 2018
The article presents the results of an interdisciplinary collaboration between theater and digita... more The article presents the results of an interdisciplinary collaboration between theater and digital art around the modalities of real-time control of an avatar by a comedian (the mocapactor). We describe the new place occupied by the digital artist alongside the mocapactor and the director in the process of directing an digital avatar in interaction with physical actors.
Proceedings of the Virtual Reality International Conference - Laval Virtual, 2018
We will describe in this article our work on a framework mixing game, mixed reality, and motion c... more We will describe in this article our work on a framework mixing game, mixed reality, and motion capture technology for the theater. It will focus on two main technical problematics (motion retargeting, event-based control) and a new joboriented organization leading to the arrival of new roles in the staging team.
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Papers by Georges Gagneré
ABSTRACT. The article presents the second step of a practise based research about theatrical acting and avatar direction. It first describes the paradigm shift induced by the move from video medium towards 3D image for transferring scenic presence in virtual space using an inertial motion capture device. It takes a use case for explaining the new approach needed both in acting and direction issues. It ends with a synthese of the achieved results and prospects about new explorations.
MOTS-CLÉS. Capture de mouvement, direction d'avatar, jeu augmenté, présence scénique, réalité mixte, théâtre
ABSTRACT. The article presents the second step of a practise based research about theatrical acting and avatar direction. It first describes the paradigm shift induced by the move from video medium towards 3D image for transferring scenic presence in virtual space using an inertial motion capture device. It takes a use case for explaining the new approach needed both in acting and direction issues. It ends with a synthese of the achieved results and prospects about new explorations.
MOTS-CLÉS. Capture de mouvement, direction d'avatar, jeu augmenté, présence scénique, réalité mixte, théâtre