TY - GEN
T1 - Creative Precarity in Motion
T2 - 2024 ACM Designing Interactive Systems Conference, DIS 2024
AU - Cheon, Eun Jeong
AU - Xu, Shengyang
N1 - Publisher Copyright:
© 2024 Copyright held by the owner/author(s).
PY - 2024/7/1
Y1 - 2024/7/1
N2 - This paper illuminates the obscured labor and challenges of actors—those vitalizing virtual characters through their embodied performances through motion capture (mocap) technology. Mocap in the entertainment industry has amplifed the presence of virtual entities across various media platforms. Despite the expanding infuence of such technologies, the mocap actors behind them often remain unseen and, at times, undercompensated. Central is the paradox where the realism and vitality of virtual characters contrast sharply with the obscured, and sometimes undervalued, human eforts behind them. We present an empirical study based on semi-structured interviews with fourteen actors, ofering a nuanced understanding of their lived experiences. We highlight the various precarities they face, which include navigating the market, preserving artistic integrity, and facing vulnerabilities as employees. By juxtaposing these fndings with established discourses on invisible labor, we discuss three major invisibility factors. Furthermore, we propose design interventions to empower and rightfully recognize human labor.
AB - This paper illuminates the obscured labor and challenges of actors—those vitalizing virtual characters through their embodied performances through motion capture (mocap) technology. Mocap in the entertainment industry has amplifed the presence of virtual entities across various media platforms. Despite the expanding infuence of such technologies, the mocap actors behind them often remain unseen and, at times, undercompensated. Central is the paradox where the realism and vitality of virtual characters contrast sharply with the obscured, and sometimes undervalued, human eforts behind them. We present an empirical study based on semi-structured interviews with fourteen actors, ofering a nuanced understanding of their lived experiences. We highlight the various precarities they face, which include navigating the market, preserving artistic integrity, and facing vulnerabilities as employees. By juxtaposing these fndings with established discourses on invisible labor, we discuss three major invisibility factors. Furthermore, we propose design interventions to empower and rightfully recognize human labor.
KW - creative industry
KW - invisible labor
KW - precarity
KW - virtual characters
UR - http://www.scopus.com/inward/record.url?scp=85200373801&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85200373801&partnerID=8YFLogxK
U2 - 10.1145/3643834.3661545
DO - 10.1145/3643834.3661545
M3 - Conference contribution
AN - SCOPUS:85200373801
T3 - Proceedings of the 2024 ACM Designing Interactive Systems Conference, DIS 2024
SP - 3471
EP - 3484
BT - Proceedings of the 2024 ACM Designing Interactive Systems Conference, DIS 2024
A2 - Vallgarda, Anna
A2 - Jonsson, Li
A2 - Fritsch, Jonas
A2 - Alaoui, Sarah Fdili
A2 - Le Dantec, Christopher A.
PB - Association for Computing Machinery, Inc
Y2 - 1 July 2024 through 5 July 2024
ER -