“Making Up 3D Bodies: Artistic and Serendipitous Modeling of Digital Human Figures” by Niehaus and Fiebrink

  • ©Kiona Hagen Niehaus and Rebecca Fiebrink

Conference:


Type:


Title:

    Making Up 3D Bodies: Artistic and Serendipitous Modeling of Digital Human Figures

Presenter(s)/Author(s):



Abstract:


    This paper describes the process of developing a software tool for digital artistic exploration of 3D human figures. Previously available software for modeling mesh-based 3D human figures restricts user output based on normative assumptions about the form that a body might take, particularly in terms of gender, race, and disability status, which are reinforced by ubiquitous use of range-limited sliders mapped to singular high-level design parameters. CreatorCustom, the software prototype created during this research, is designed to foreground an exploratory approach to modeling 3D human bodies, treating the digital body as a sculptural landscape rather than a presupposed form for rote technical representation. Building on prior research into serendipity in Human-Computer Interaction and 3D modeling systems for users at various levels of proficiency, among other areas, this research comprises two qualitative studies and investigation of the impact on the first author’s artistic practice. Study 1 uses interviews and practice sessions to explore the practices of six queer artists working with the body and the language, materials, and actions they use in their practice; these then informed the design of the software tool. Study 2 investigates the usability, creativity support, and bodily implications of the software when used by thirteen artists in a workshop. These studies reveal the importance of exploration and unexpectedness in artistic practice, and a desire for experimental digital approaches to the human form.

References:


    1. William Benjamin, Senthil Chandrasegaran, Devarajan Ramanujan, Niklas Elmqvist, S.V.N. Vishwanathan, and Karthik Ramani. 2014. Juxtapoze: supporting serendipity and creative expression in clipart compositions. In Proc. of the SIGCHI Conference on Human Factors in Computing Systems (CHI ’14), 341–350. DOI: https://doi.org/10.1145/2556288.2557327

    2. Hieronymus Bosch. 1490–1500. The Garden of Earthly Delights. Museo del Prado. Retrieved May 27, 2021 from https://www.museodelprado.es/en/the-collection/art-work/the-garden-of-earthly-delights/02388242-6d6a-4e9e-a992-e1311eab3609

    3. Judith Butler. 1993. Bodies That Matter: On the Discursive Limits of Sex. Routledge.

    4. Siddhartha Chaudhuri, Evangelos Kalogerakis, Stephen Giguere, and Thomas Funkhouser. 2013. Attribit: content creation with semantic attributes. In Proc. of the 26th Annual ACM Symposium on User Interface Software and Technology (UIST’13), 193–202. DOI: https://doi.org/10.1145/2501988.2502008

    5. Daz 3D. 2016–2020. Daz Productions. Retrieved May 27, 2021 from https://www.daz3d.com/

    6. Linda Dement. 1995. Cyberflesh Girlmonster. Retrieved May 27, 2021 from http://www.lindadement.com/cyberflesh-girlmonster.htm

    7. Thomas Funkhouser, Michael Kazhdan, Philip Shilane, Patrick Min, William Kiefer, Ayellet Tal, Szymon Rusinkiewicz, and David Dobkin. 2004. Modeling by example. ACM Transactions on Graphics 23, 3 (August 2004), 652–663. DOI: https://doi.org/10.1145/1015706.1015775

    8. William W. Gaver. 1991. Technology affordances. In Proc. of the SIGCHI Conference on Human Factors in Computing Systems (CHI ’91), 79–84. DOI: https://doi.org/10.1145/108844.108856

    9. Sung-a Jang, Graham Wakefield, and Sung-hee Lee. 2017. Incorporating kinesthetic creativity and gestural play into immersive modeling. In Proc. of the 4th International Conference on Movement Computing (MOCO ’17), 1–8. DOI: https://doi.org/10.1145/3077981.3078045

    10. kyt. 2021. Retrieved May 27, 2021 from https://www.instagram.com/kyt/

    11. Zhong Li, Lele Chen, Celong Liu, Yu Gao, Yuanzhou Ha, Chenliang Xu, Shuxue Quan, and Yi Xu. 2019. 3D human avatar digitization from a single image. In Proc. of the 17th International Conference on Virtual-Reality Continuum and Its Applications in Industry (VRCAI ’19). DOI: https://doi.org/10.1145/3359997.3365707

    12. MakeHuman team. 2020. MakeHuman. Retrieved May 27, 2021 from http://www.makehumancommunity.org/

    13. Gabriel Massan. 2021. Retrieved May 27, 2021 from https://gabrielmassan.com/VideoArt

    14. Jun Murakawa, Ilmi Yoon, Tracie Hong, and Edward Lank. 2006. Parts, image, and sketch-based 3D modeling method. In Proc. Eurographics Conference on Sketch-Based Interfaces and Modeling (SBM06), 67–74. DOI: https://doi.org/10.2312/SBM/SBM06/067-074

    15. Ronald N. Perry and Sarah F. Frisken. 2001. Kizamu: a system for sculpting digital characters. In Proc. of the 28th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH ’01), 47–56. DOI: https://doi.org/10.1145/383259.383264

    16. Poser software. 2019. Poser. Retrieved May 27, 2021 from https://www.posersoftware.com/

    17. Femke Snetling and Jara Rocha. 2014a–present. Possible Bodies: MakeHuman. Retrieved May 27, 2021 from https://possiblebodies.constantvzw.org/inventory/?017

    18. Femke Snetling and Jara Rocha. 2014b–present. Possible Bodies: reMakeHuman, by Phil Langely. Retrieved May 27, 2021 from https://possiblebodies.constantvzw.org/inventory/?045

    19. Vivian Sobchack. 2004. Carnal Thoughts: Embodiment and Moving Image Culture. University of California Press.

    20. Stelarc. 2008. EAR ON ARM. Retrieved May 27, 2021 from http://www.stelarc.org/?catID=20242

    21. Jing Tong, Jin Zhou, Ligang Liu, Zhigeng Pan, and Hao Yan. 2012. Scanning 3D full human bodies using Kinects. IEEE Transactions on Visualization and Computer Graphics 18, 4, 643–650. DOI: https://doi.org/10.1109/TVCG.2012.56

    22. Kara Walker. 1994. Gone: An Historical Romance of a Civil War as It Occurred b’tween the Dusky Thighs of One Young Negress and Her Heart. Museum of Modern Art. Retrieved May 27, 2021 from https://www.moma.org/collection/works/110565

    23. Karl D.D. Willis and Jacob Hina. 2009. Alchemy: experiments in interactive drawing, creativity, & serendipity. In Proc. of the Seventh ACM Conference on Creativity and Cognition (C&C ’09), 441–442. DOI: https://doi.org/10.1145/1640233.1640342


ACM Digital Library Publication:



Overview Page:


Art Paper/Presentation Type: