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| Working
in the Motion Capture Lab at University of California,
Irvine |
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Motion
capture is the animation technique of measuring
a subject's position and orientation in three-dimensional space
over time and recording that data in a computer. Motion tracking
involves real-time sensing of location, speed, duration and various
other characteristics of movement, often as part of an interactive
system.
I am concerned with exploring its current state, comparing it to
other capture techniques (such as digital
video and image processing techniques), and the way in which
dancers, researchers, and audiences respond to figures created from
"realistic" and "non-realistic" motion capture
(that is, characters or abstract imagery that is based on the performance
of live dancers).
My
current projects in this area are: (1) building a motion
capture library, (2) exploring various forms of interactive
multimedia presentations in which the viewer can make selections
and structure their own mapping of movement and sound, (3) developing
innovative forms of computer animation
based on the integration of motion capture data with visual effects
software, and (4) motion-flow scripting as a new paradigm for structuring
choreography in digital applications (virtual dance).
At University of California Irvine, Claire Trevor School of the
Arts, Department of Dance, I established an area of motion capture
research and course study centered
on dance and choreographic applications. Motion capture techniques
are valuable to the dance field not only for collecting or documenting
the positions, quality and style
of dance, but because the motion information could be used by other
dance artists and researchers at a later time to develop their own
sense of articulation and choreographic order from the original
data.
This
motion capture research is in the initial phase of integration with
Active Space environments,
telematic performance (with
particular focus on Internet 2 performances
and collaboration) and the practice of "distributed choreography".
As a continuation of my ongoing research in motion capture, and
collaboration with software designers
in motion capture, I ask: How can motion capture data be
used to highlight nuance in dance?
My research also investigates virtual dance can be created from
small fragments and developed into a motion flow network which serves
as a score. Given a series of fragments (movement phrases), the
question become, What motion flow networks are possible?
In a motion flow network, each fragment is represented by a box
(run, fall, twist, etc.). How these fragments are organized into
a motion flow network, and what kind of behaviors are assigned to
the figures or crowds (seek, repel, avoid) in that fragment, is
in development.
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