the concept of an Avatar - especially in part IV Quest
for the Avatar where the gamer takes over the role of
an Avatar as virtual image. (Gee, 2003) considers the
different identities. For him there is the identity of
the gamer, the identity of the avatar in the game, and
the projected identity. By this he describes transfer
effects between gamers and their Avatars.
This naturally led to a face changer, which al-
lowed to replace the background as well as wearing
a flexible mask which could show facial expressions
– basically an avatar – all rendered in real-time and in-
stantly responsive to changes in face and body pose.
And so we called the system Magic Mirror - I and my
Avatar, and defined it as an Autonomous Augmented
Reality Art installation where AI and machine learn-
ing techniques for gesture control, body segmentation
and face tracking (such as Random Forest, Active Ap-
pearance Models, Support Vector Machines and Dy-
namic Programming) are utilized to allow users to
wear and intuitively change – by hand gestures – a
dynamic virtual carnival mask which tracks detailed
face expressions, and also replace their background
with other scenes, real and imagined.
Within Magic Mirror - I and my Avatar we ini-
tially provided a mixture of characters from the well-
known Massively Multiplayer Online Role-Playing
Game World of Warcraft
TM
and contemporary Aus-
trian politicans and presented it at a gaming confer-
ence (FROG 2012). It was an instant hit.
Afterwards, to make the installation more accessi-
ble to the general public, we successively extended
the mask set. At present we have many different
masks based on seasonal variations (Easter Bunny,
Santa Claus and Christkind, Halloween Characters),
European politicians and other persons of interest
(such as the Pope and Edward Snowden). Our instal-
lation allows up to six users to each take over the role
of a virtual figure or a politician in parallel and en-
ables each one to change his face, reposition and re-
size the background, and make a snapshot, by simple
hand gestures.
One disturbing variant of the installation is to give
everyone the same unchanging face. Do you still feel
like yourself?
2 RELATED RESEARCH
(Osokin, 2018) describes a system for body pose esti-
mation from RGB cameras that works bottom-up and
therefore scales to high numbers of persons – con-
trary to the Kinect with its top-down approach that
restricts the number of tracked persons to at most six.
It reconstructs roughly the same number and types of
body parts as the Kinect. It works reasonably well
according to real-life tests
2
and needs low computa-
tional resources, comparable to the Kinect V1. How-
ever no 3D positions of body parts are obtained, there-
fore our current hand gesture system cannot be ap-
plied directly to its output.
(Castro-Vargas et al., 2019) describe a system to
directly learn four hand gestures (down, up, left, right)
via 3D convolutional neural networks trained directly
on depth camera images. While an interesting idea,
their quoted accuracy of 73% is not high enough for a
practical system.
(Ferrari et al., 2019) describe a system for 3D
face reconstruction from combined color and depth
camera (RGB-D) data. While the quality of the 3D
face construction is very good and comparable to
(Smolyanskiy et al., 2014), it has the disadvantage of
needing a sequence of RGB-D frames to work with –
rather than a single frame – and has not been tested
with a single frame at all. So it is likely an applica-
tion would not track face expressions sufficiently fast
to be considered real-time – which is however a pri-
mary constraint of our system.
3 HISTORY
In this section we give an overview of the different re-
leases as well as important components of the Magic
Mirror. Our claim that it is a single system is sup-
ported by the fact that all described variants can be
created with different preprocessor defines from a sin-
gle C/C++ source code project. Magic Mirror was
publicly demonstrated at many different locations.
3
We also presented it at each annual lecture Future Me-
dia by Alex S. at the Danube University Krems and at
various other non-public events.
3.1 Creating Face Textures
The creation of high-quality face textures and meshes
proved to be a major challenge. We initially thought
that the Kinect V1 would only accept real-life faces,
which would have made it hard to get e.g. Angela
2
We tested it ourselves at ICAART 2019, together with
all the other participants of the session.
3
Future and Reality of Gaming (FROG) conferences
(2012,2013,2014,2017), Vienna City Hall, Austria; Sub-
otron Shop (2014), Museumsquartier Vienna, Austria; In-
ternational Broadcasting Conference (IBC 2015), Amster-
dam RAI, Netherlands; Mastercard Ad Campaign, Mu-
seumsquartier Vienna, Austria (2016); Oberbank Wels,
Austria (2016,2017); Danube University Krems (twice
2016,2017); Welios Wels, Austria (2016,2017)
Magic Mirror: I and My Avatar - A Versatile Augmented Reality Installation Controlled by Hand Gestures
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