Abstract
A current trend in the gaming industry is to provide more realistic and believable looking animation. To support this, motion capture has been used to create such animation. Lately, immersive virtual environments have been further developed and can be used to support motion capture actors with their work. Using immersive virtual environments as work environments has already been explored, but no ethical analysis or applied ethical code has been provided for such situations. In this paper, we investigate the ethical implications of introducing a highly immersive virtual environment for motion capture acting and discuss under which circumstances it is ethically justified to place an actor in such an environment. Moreover, we provide an overview of research in computer games ethics, ethics for virtual realities and acting, as well as an investigation of potential moral and ethical issues in motion capture. Finally, a discussion shall help in finding an ethical consensus within the field of motion capture and for related situations.
Highlights
Computer games are becoming more and more realistic nowadays [1]
When computer games are becoming more realistic through better graphics and hardware and the contribution of motion capture performance that enrich 3D characters through motions and emotions that allow to appear human-like, we should consider the effects that might occur when gamers are exposed to games that appear close to realism and depict unethical content
We can see that the main ethical issues within a futuristic acting environment are fairly similar to what is being discussed within ethics in virtual environments and computer games
Summary
Computer games are becoming more and more realistic nowadays [1]. This is because of hardware and graphical improvements and because human motions are captured and mapped to computer game avatars. One could think of multiple application scenarios where the combination of VR technology with computer games or graphics could be applied In this analysis, we use motion capture acting as an example of how VR technology in combination with computer game environments could be used to help actors with their work. We describe and discuss the possible ethical implications of motion capture actors when being placed into a highly immersive virtual work environment. The term “ethical consensus” is seen in this paper as a more defined ethical code or agreement between the stakeholders involved in motion capture This includes, for example, a consensus between the gaming industry, the actor and the gamer as well as actors placed in a highly immersive work environment
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