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Images from SentientSpace1.0 a stereoscopic live mocap performance at the Centre for Astrophysics and Supercomputing at Swinburne University, Melbourne, Australia 2004. See images and video from the performance by clicking here!

Ruth Gibson and HellenSky at the Centre for Astrophysics and Supercomputing at Swinburne University, Melbourne, Australia 2004
Motion Capture was rarely used by artists for extending the borders of dancemaking partly because the costs for the necessary experimentation were prohibitive. However, in the last few years, we see more dance/performance and digital artists working together on a regular basis and in different countries with these technologies. ( eg Susan Kozel and Kirk Woolford, Sally Jane Norman, Richard Lord and Christian Hogue, Paul Kaiser and Merce Cunningham/Bill T. Jones, Bruno Martelli and Ruth Gibson, Yvonne Fontijn and Karin Post, etc). They represent what might be considered an evolved critical mass of work wherein this technology has reached a key moment of integration into dance and movement arts field.
- Scott deLahunta Dialogues on Motion Capture 1999 IDAT

Ruth testing
the new realtime Vicon8 at Oxford Metrics in 2000
Click
here to see video of Ruth testing the Vicon8 system
        
In Monaco 2002 with Helen and John from Company
in Space testing their Gypsy System.
(Click images to enlarge)


Extract from Article in Juice Magazine....
Dance and New Technology
Many of you have expressed an interest in working with new technologies
such as the Motion Capture equipment at essexdance. For most of you, this
is unchartered territory. Through interviews with several leading dance
artists in the field, this article looks into what is involved in this
kind of work, and gives you ideas of how to pursue your interest.
What is Motion Capture and what can it do?
In the past, Motion Capture was a program used mainly on film sets, to
animate characters such as Gollum in 'The Lord of the Rings'. However,
over the years there has been an increasing interest in using the equipment
to create live and web-based art, in particular dance. One of the most
exciting developments in the field was essexdance's successful bid to
the Arts Council of England to purchase its own Motion Capture rig. This
has been complemented by extensive support for artists, through an associate
artist scheme and other training opportunities.
Motion Capture consists of a rig (a 3.25x4x4m cast aluminium
frame embedded with 540 sensors and electronics) and a 'capture suit'.
The capture suit has thirty sensors, attached to those key parts of the
body that the artist wishes to capture moving (usually the joints). The
frame can then pick up all the movements made by those sensors, and relay
them back to the computer. What happens from there is up to the individual
artist.The information is presented as a 'skeleton' model of the movement
which can be viewed from any angle, and the artist can then create various
'skins' with which to clothe this basic figure. It is worth noting that
this is the most time-consuming part of the process: on estimate about
10% of the time is spent working with the rig and 90% working with the
data on the computer.

Hypervision at essexdance
igloo
Ruth Gibson and Bruno Martelli have been collaborating since 1995,
drawing on Ruth's background in dance and Bruno's technological expertise.
Ruth is now an associate artist at essexdance. They are experts in their
field, but warn potential dance technology artists that it can be a difficult
journey. The first thing that anyone with experience in new technology
will tell you is that it is an extremely costly and time consuming business.
Although Ruth and Bruno have been collaborating for eight years now, and
have been lucky enough to work with the most professional resources, they
have not yet created a product (video, cd) from their work with this equipment.
For some, warns Ruth, working in this detailed way can feel restrictive
and dry. On the technical side, it also involves a very steep learning
curve, even for those with some experience.
On a more positive note, the challenges are a part of what
makes it exciting, and they do not come without rewards. For Ruth, the
idea of taking away all the physical aspects of dance and looking at pure
movement, looking at how uniquely we each move, is really exciting. She
has even found that people in other parts of the world have recognised
her through seeing her movement in Motion Capture work. If all this seems
a little daunting, Ruth and Bruno point out that there are ways to make
this kind of work without using the most expensive technology. For example,
you can make a video of a dancer, and then use less expensive software
to animate over your film, or you can project animation onto a dancer
and then film the result.
Rajni Shah Editor, Juice magazine Artist Development
The Place 17 Duke's Road London WC1H 9PY
T. +44 (0)20 7383 3524 F. +44 (0)20 7388 5407
Copy: juice@theplace.org.uk
Enquiries: rajni.shah@theplace.org.uk
www.theplace.org.uk
© Juice Magazine 2003


dotdotdot
The physical and the virtual meet most agreeably in dotdotdot
- Joining the dots by Steve Boxer
A landscape from beyond the edges of the browser window that gives glimpses
of unseen places. dotdotdot is constructed using several different motion
capture systems and improvised performances creating abstract digital
portraits. These animated avatars move and react to players inputs within
an online virtual environment. The brainchild of Igloo - aka Bruno Martelli
and Ruth Gibson - dotdotdot physically resides on two laptops hooked up
to plasma screens.
dotdotdots accessibility belies its underlying complexity. At its
heart is movement data, motion-captured from six dancers. Launch the program
- having chosen one of six dancing forms - and you are presented with
a dancing figure with which you can interact. Visually, the figures come
in a variety of forms: from collections of dots which mirror the raw motion-capture
data, via a figure that looks like it was constructed from pipecleaners
to a figure constructed from typography. Instantly, you grasp the possibilities
offered by motion-capture.
Each dancing figure can be rotated and repositioned using the mouse (they
all respond to mouse input in subtly different ways), panned and zoomed
in and out. Extra visual effects can be applied to many of them, such
as the addition of trails. The overall effect is fascinating and certainly
leads to musings about the body and technology: however inorganic the
figures look, they move in a human manner. The ability to rotate can create
interesting visual effects - it is possible, with some of the dancing
figures, to create the illusion that you are looking up at them from underneath
the dancefloor, for example.
Gibsons choreography for the motion-captured dancers took in several
styles of dance, including contact improvisation: Gibson explains that
one dancer wore sensors while their contact improve partner did not -
creating the effect of an invisible presence.
Martelli, meanwhile explains the complexity of the installation: five
software packages were used to get from mocap data to end-product - namely
Hypervision, Filmbox, Maya, Director and Shockwave. Martelli is working
to put dotdotdot on the web - he says that thanks to Shockwaves
advanced compression, even a five-minute looping dance sequence equates
to a 600Kb download.
You can interact with an example of Igloo's latest motioncapture
project dotdotdot
by clicking here
Reprinted with kind permission of Steve Boxer
dotdotdot is a
Future
Physical Commission produced by igloo
supported by the Arts Council Dance Department with assistance from essexdance
© Steve Boxer 2003


CREATION MAGAZINE INTERVIEW - ACTING UP
August 2000
The Holy Grail of Motion Capture is to produce lifelike
CG characters. But as Ruth Gibson, an experienced mocap performer, explains,
its often the mistakes that create the best animation.
Over the last two years I have been working with digital textiles designer
Jane Harris. We have been capturing data at Oxford Metrics using the Vicon
System. We have found that improvising with the optical system gained
better results rather than predetermined phrases. This year we had the
opportunity to test the fantastic upgraded Vicon8 which now has real-time
capabilities.
As a professional choreographer and dancer I have been frustrated by the
soulless representation of physical movement in the digital realm. Whilst
striving for the grace,articulation and individualism of the physical
form, I have been disappointed by both the clunky representations and
the slick simulations which seem to be prevalent in feature films and
video games.
How many times in the trade press have we read that we no
longer have to tolerate unrealistic movement? as Mark Cale from
System 3 puts it: Its how objects and people react in the
real world and it should be the Holy Grail of all developers to try and
simulate that realism.
CG characters walk badly. Which is not suprising as one of the hardest
things to do as a performer is to simply walk naturally. I have always
been a fan of Pixars animations, as the toys,insects and even humans
in these movies somehow gain license to be stylised as the story encourages
room for the imagination.
In real life, for an arm to swing outwards there is always
a slight move inwards to propel the arm out, just as it is necessary to
bend before a jump. In Gladiator and Titanic, the background people seem
locked in a void, isolated in a vacuum of nowhere, where gravity and subtlety
are missed and mechanical motion exists. I am unimpressed by both the
walking, ambling and background characters in these two films as there
seems to be no anticipation of actions. We have no idea where the movement
intention is, where a character is going or where they have come from.
George Lucas mentions how bad the camerawork in the pod race from Star
Wars Episode One makes for spontaneity and authenticity. I believe the
same is true with accidents in collecting mocap data. More often than
not, the virtuoso or accurate looks bland and wooden compared to the glitches
and accidents which allow more scope for suspension of disbelief.
My passion for motion capture may stem from my past as a
National Youth Fencer, wired up for a match. Motion capture is an unexplored
art form. It is incredible identifying someone from merely a series of
dots on screen no embellishing graphics - just pure, stripped down motion.
At the same time, it is great wearing the Mocap suit and being lifted
in the air by someone unsuited and viewing the data: The absurdity of
seeing a head sensor that falls off or becomes loose; the beauty of the
stray sensors starting to orbit the body. To push the boudaries of mocap
development we need to look at content and what we are trying to communicate.
My obsession with motion capture has recently been re-ignited
as we now have real-time capabilities with both the magnetic and optical
systems. The door has opened for more live applications. We need to follow
the extensions of puppeteering and develop broader movement interfaces.
The beginnings have started and games are off the screen and into live
situations but thre is so much more to done. Time in the kit is essential
to both developer and artist if VR and live applications are to prosper.
© Creation Magazine 2000


Independent - My Technology 15 January 2001
A creator of fantasy fabrics that move with the times - Jane Harris:
For my final PhD project, I worked with Ruth Gibson, a trained dancer.
She had the optical sensors on the main joints of her body - her wrists,elbows,and
shoulders - and there were no wires, unlike with magnetic-based motion
capture, so she moved however she wished. The data gets processed immediately,
which means I can see easily what movement works well.
The motion capture is sophisticated enough to capture Ruths dancing
style, and it was a very deliberate choice to use a trained dancer. If
I had used motion capture of someone walking, for instance, the emphasis
wouldve been on the walking rather than the movement of the fabric.
Ruth was recognised by someone who saw the installation
Pixel
Raiders website
© Independent Newspaper 2001


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