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A Brush with the Real World: the future of inertial motion capture in live performance John Haag Drama (Performance Studies) Creative Industries Faculty Queensland University of Technology September 2009 This thesis has been submitted in fulfilment of the requirements for the award of Masters of Arts (Research) in the Creative Industries Faculty at Queensland University of Technology, 2009.

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Page 1: A Brush with the Real World: the future of inertial motion ...eprints.qut.edu.au/30213/1/John_Haag_Thesis.pdf · mixed media, in which visual techniques, sound and lighting effects

A Brush with the Real World: the future of inertial motion

capture in live performance

John Haag

Drama (Performance Studies)

Creative Industries Faculty

Queensland University of Technology

September 2009

This thesis has been submitted in fulfilment of the requirements for the award

of Masters of Arts (Research) in the Creative Industries Faculty at Queensland

University of Technology, 2009.

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Acknowledgements

This study has been made possible through the collaboration of cutting edge

equipment supplier VR Solutions who have been very generous in allowing

me significant time using their motion capture equipment. Michael Bosworth,

as director, was open to experimentation and was most helpful in facilitating

sessions at their studio. Jon Newell, lead developer at visualisation company

VR Space, provided many hours of his own time in ironing out problems with

the suit, guiding me through the complexities of the software and working with

me on numerous motion capture sessions particularly in the earlier stages.

During this time I also received timely assistance from QANTM graduates,

Kim Allen and Vana Prayitno, who helped with the initial modeling. Rosetta

Cook provided insight into the world of dance and, with Joe Lau and Bridget

Fiske, contributed many hours in the studio patiently improvising dance moves

as I tested the real-time environments. A Brush with the Real World was

performed as an improvisational installation at Judith Wright Centre of

Contemporary Art in Brisbane. It was a difficult undertaking and we were

provided with generous assistance from the administrative and technical staff,

along with the small dedicated team comprising Rosetta Cook, Miriam

Hanmer and Adrian Green. Academic research did not come naturally but my

supervisor, Paul Makeham, has been tremendously helpful in provided clarity

in designing the written component of my research as well as assistance in

structuring the research as a whole.

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Statement of Original Authorship

The work contained in this thesis has not been

previously submitted to meet requirements for an

award at this or any other higher education institution.

To the best of my knowledge and belief, the thesis

contains no material previously published or written by

another person except where due reference is made.

Signature

Date / /

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Table of Contents

Acknowledgements

Statement of Original Authorship

Abstract

Keywords

Note on the Accompanying Media

1 Preface

2 Contextual Review

2.1 Introduction

2.2 Motion Capture

2.2.1 Issues of terminology

2.2.2 From performance to screen

2.2.3 The actor

2.3 Performativity

2.3.1 Introduction

2.3.2 Spectacle

2.3.3 Reality

2.3.4 Presence

2.3.5 Liveness

2.3.6 Spontaneity

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2.4 Motion capture in the arts

2.4.1 Motion capture in visual media

2.4.2 Digital Performance

2.5 Conclusion

3 Methodology

3.1 Research question

3.2 The nature of research

3.3 Postmodernism

3.4 Performative research

3.5 Practice-led research

3.6 Investigative framework

3.7 Methods

3.7.1 Case study

3.7.2 Creative practice

3.7.3 Industry input

3.7.4 Applied methods

3.8 The working environment

4 Description of practice

4.1 Overview

4.2 Case 1: A Brush with the Real World

4.3 Case 2: Chasing Shadows

4.4 Case 3: Private Eyes

4.5 Case 4: Motionics

4.6 Log of practice

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5 Evaluation

5.1 Inertial motion capture

5.2 The Case study

5.2.1 Case 1: A Brush with the Real World

5.2.2 Case 2: Private Eyes

5.2.3 Case 3:Motionics

5.2.4 Case 4: Chasing Shadows

5.3 Observations of the performer

5.4 General findings

5.5 Implications for live performance

5.6 Summary

5.7 The future of motion capture

6 Conclusion

7 References

Diagrams

Figure 1: VRS Studio (2005)

Figure 2: The dancer’s movements are captured and applied

Figure 3: Using rear projected animation in public windows

Figure 4: Large-scale shadow puppetry using animation

Figure 5: Using animated effects triggered by movement

Figure 6: Projected background moves with actor’s movements

Figure 7: Projection within sets onstage

Figure 8: Interactive animated shadow

Figure 9: Shadow projection on the tent wall in circus

Figure 10: Improvisational screen character

Figure 11: A Brush with the Real World

Figure 12: The layout for A Brush with the Real World

Figure 13: Chasing Shadows

Figure 14: Private Eyes

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Figure 15: Motionics 1

Figure 16: Motionics 2

Figure 17: Motionics 3

Figure 18: Motionics 4

Figure 19: Trialing the paintbrush

Figure 20: Early relations constraint for activating the colour orange

Figure 21: Reactive background

Figure 22: Eyes follow the performer

Figure 23: Moving through a forest of eyes

Figure 24: Triggering effects

Figure 25: Using video

Figure 26: The paint colour changes universally

Charts

Chart 1: Attributes of inertial suit

Chart 2: Limitations and problems

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Abstract

The history of art is a series of successful transgressions.

(Sontag cited in Kramer, 1999: 9)

3D Motion capture is a medium that plots motion, typically human motion,

converting it into a form that can be represented digitally. It is a fast evolving

field and recent inertial technology may provide new artistic possibilities for its

use in live performance. Although not often used in this context, motion

capture has a combination of attributes that can provide unique forms of

collaboration with performance arts. The inertial motion capture suit used for

this study has orientation sensors placed at strategic points on the body to

map body motion. Its portability, real-time performance, ease of use, and its

immunity from line-of-sight problems inherent in optical systems suggest it

would work well as a live performance technology. Many animation techniques

can be used in real-time. This research examines a broad cross-section of

these techniques using four practice-led cases to assess the suitability of

inertial motion capture to live performance. Although each case explores

different visual possibilities, all make use of the performativity of the medium,

using either an improvisational format or interactivity among stage, audience

and screen that would be difficult to emulate any other way.

A real-time environment is not capable of reproducing the depth and

sophistication of animation people have come to expect through media. These

environments take many hours to render. In time the combination of what can

be produced in real-time and the tools available in a 3D environment will no

doubt create their own tree of aesthetic directions in live performance. The

case study looks at the potential of interactivity that this technology offers.

The written thesis comprises 100% of this Masters by Research (35,000

words).

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Keywords

Motion capture, performance animation, performance capture, real-time,

inertial, live, liveness, spectacle, virtual reality, paralanguage, improvisation

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A note on the accompanying media

The documentation presented here includes a DVD and a CD. This is

intended to support and further explicate the written data, and may be viewed

at any time prior to, during, or after reading the written thesis, at the reader’s

discretion. It is recommended, however, that the written thesis be completed

prior to viewing the DVD.

A Brush with the Real World installation (DVD): The DVD contains edited

video of the technical proof of concept performance installation, A Brush with

the Real World. The installation was held each evening from 16-18th July 2009

at the Judith Wright Centre of Contemporary Art, Fortitude Valley,

Queensland. The performances were improvisational. All video was taken on

the 18th July. (There were some software problems on the night and several

interactive features were disabled which prevented full use of the painting

environment and participation by the dancer.)

Research studio trials (CD): Over the period of the research many animation

features were trialed in real-time to gauge their suitability as tools for creating

visuals in performance. The CD contains short clips showing some of these

trials. It should be noted that most of these clips are not intended for

performance but for testing real-time performance of software features.

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Figure 1: VRS Studio (2005)

1 Preface

The theoretical activity of humans, like the practical, is

not the independent knowledge of a fixed object, but a

product of ever-changing reality

(Horkheimer, 1982: 28)

When I began this research my

intention was to explore the use of

projected animations for public

events and performances. I had

accumulated a series of projection

concepts and was keen to develop

the best of them. Fortunately,

during my early enquiries Jon

Newell, software engineer at VRS

in South Brisbane, told me about

their newly acquired motion

capture suit. This was an opportunity to explore how real-time animation

could work in live performance situations, and it fitted in well with several of

the concepts I planned to explore. The motion capture suit was an inertial

based system, which appeared to have features compatible with working in a

live environment.

As a performer and deviser, I had a long interest in mediatized and

convergent artforms, producing stage acts dating back to the early eighties

that mixed visual media, such as video and animation, with sound and

lighting effects to enhance live performance. It was the “Bjelke-Petersen” era.

Politics in Queensland was strongly polarised and there was a strong political

undercurrent in much of the arts scene at the time. The motivation for using a

hybrid visual approach was less to do with art than working out ways to

maximise the appeal of a message.

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My early career had diverse artistic influences, originally studying fine arts

and later drama focusing on group-devised and effects-based theatre. I also

learned fine art screen-printing for a while from Charles Bannon and became

involved in politically based street theatre with Pitjatjantjarra Land Rights

Movement under Ruby Hammond. I taught for several years, followed by

itinerant work in northern South Australia and Western Australia, before

heading up the Birdsville track on my motorbike and meandering towards

Brisbane. I worked as illustrator for Queensland National Parks for a while

but grew increasingly interested in theatre. Much of the early involvement in

performance was with political and community theatre, working on

campuses, at rallies, in cabaret venues, ZZZ venues, the Community Arts

Centre and other fringe venues, as well as facilitating unemployed and

community group projects. The work at cabaret venues took an increasingly

mediatised focus, melding into a form that came to be known at the time as

mixed media, in which visual techniques, sound and lighting effects were

incorporated into live performance to create a performance montage. So, as

much a reflection of social change, the arts, innovation, even science

appeared more as a vast wilderness open to exploration than a cluster of

genres separated by fences. Mixing genres and exploring new venues along

with experimentation in theme and form at the time was unencumbered by

the weight of tradition.

The visual theatre, mostly devised in collaboration with musician Janelle

Skinner, was an attempt at placing impact ahead of tradition in performance.

It was influenced by video clips, and freely mixed movement, synthesizers,

animation, black light, video and a bizarre array of themes, from performing

cockroaches to a baby Jesus ventriloquist doll; all aimed at visualizing a

message rather than tugging the bellropes of an artform. This visual form

seemed to have more impact than some of the didacticism in political theatre

and could be used in rock venues as comfortably as theatre cabarets. During

this time I experimented with the use of animation in live performance,

collaborating with Terry Kavanagh on several simple stop-frame animations

using cutouts on layers of glass. This, along with Terry’s individual work, was

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used in several music-based performances. This sowed the seeds of what

now has become an important part of my work.

After a ten month community theatre tour through the Queensland Arts

Council, I worked in an array of positions including artist in residence for the

Multicultural Festival for 1984 and 1985 as well as designer, director, and

tour manager with productions through the late eighties. Commedia dell'Arte

and improvisation were strong influences around this time and touring

became a big part of the lifestyle. General audience tours, schools tours,

interstate tours, overseas tours, residencies, festivals and workshops filled

the nineties. My illustration work also continued with regular contracts for

illustration and graphic design work including a regular graphic work for the

Queensland Arts Council. More recently, I took on two stints as an events

artist through the Premier’s Department, three productions for Out of the Box

Children’s Festival and design for two children’s productions. From the mid

nineties more of the design and illustration work gravitated to computer and

so in 2002 I studied multimedia and later received a scholarship to study

animation at QANTM. In the last couple of years, my work has diversified to

incorporate 2D and 3D animation. This has included several projects that

used motion capture. The performance work has also continued with regular

stage and roving at festivals and conventions.

This research is a culmination of a long and ongoing learning process

through practice as well as an opportunity to explore an emerging field that

makes it possible to use live performance, animation and illustration in

combination. The research uses 3D motion capture as a tool in live

performance. For a variety of reasons, both technical and economic, the use

of real-time 3D motion capture in live performance and at live events has only

recently been feasible and, while not yet cost effective, it will soon reach a

stage where its use at public events is not limited by cost or technical

difficulty.

The four cases underpinning this research collectively shed light on ways of

creating real-time narratives or “instant movies” as a projected visual form:

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movies that are presented as they are performed, in which actors and screen

depictions can both be part of the performative dynamic. The task of creating

complete movie performance would be a large collaborative project and

beyond the scope of this research. By segmenting the practice into the four

cases, each with its own techniques and outcomes, many of the technical

boundaries and creative possibilities can be tested in a more resource

efficient way that, when viewed collectively, still provide insight into the

logistics of creating big picture projects.

Animation based on motion capture has been used with increasing frequency

in the past few years in live dance, creating a visual landscape or

synaesthetic enhancement to the performance. One case, Motionics,

investigates the range of dance visuals that can be generated in real-time

with an acceptable level of quality. Chasing Shadows explores hybrid

theatrical performance, using a live actor onstage together with his projected

shadow. The shadow slowly takes on a life of its own and, eventually, a mind

of its own. Private Eyes focuses on the cinematography of a real-time movie,

created as it is acted: a misty street at night, a lonely figure and his story. It is

screen theatre, with the reality of the “live” blended with a world of cinematic

imagination. The primary case, A Brush with the Real World, is

improvisational animation that uses painting as a way of communicating to an

audience. Projected on a large screen is a cluttered 3D art studio inhabited

by a virtual artist. Armed with his paintbrushes the animated artist, Rupert,

can paint in the air around him. His movements and his painting are

controlled by a live performer who is able to set up visual, gestural and

artistic communication between Rupert and audience. This allows the

audience to influence Rupert’s world onscreen, especially his artwork.

The research I am undertaking centres on mediatized performance. It uses a

live performer to actuate movement in virtual 3D space in real-time. The

investigations are underpinned by technology with a very recent history. The

Gypsy Gyro Inertial suit used in the research was the first one commercially

produced, and arrived in Brisbane about the time I commenced the research.

Learning how to use the suit effectively required an understanding of how it

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worked: studying software, exploring the physical parameters, learning how

the hardware interfaces, and understanding the organizational procedures for

motion capture. This was a necessary prelude to developing performances.

The research is practice-led, using a case study approach comprising four

cases to reach general conclusions on the suitability of inertial motion

capture to live performance. Inertial motion capture has properties that

suggest it could indeed be used broadly with live performance. It transmits

wirelessly, operates in real-time, fits into a small suitcase, can run on

batteries and record to a laptop. Practice-led research is still evolving as an

investigative approach, recognising and encompassing the valuable

contribution creative practitioners make to the pool of new knowledge.

The juxtaposing of disparate objects and ideas has,

after all, often been viewed as an intrinsic aspect of

creativity. The interplay of ideas from disparate areas

of knowledge in creative arts research creates

conditions for the emergence of new analogies,

metaphors and models for understanding objects of

enquiry. (Barrett, 2006: 8)

The outcome of this research is not primarily to create a performance but,

through practice, to assess and evaluate techniques that can be used in

performance. There is little information on the use of motion capture in live

performance and, for directors and choreographers, there is no clear picture

of the tools available and how they can be used. There is little commonality

of language between performative technologies and performance per se.

There is also a difference in the reflexive approaches that lead to creative

outcomes. This can result in unrealistic expectations, reinventing wheels, or

putting hybrid forms into the too hard basket. Along with some well

documented successes, the nineties are littered with performance/technology

experiments that fell short of their aims. There is a need to know more about

the mechanisms of real-time motion capture that can be used in real world

performance and included in real world events. It is important that the

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outcomes can be practically applied to the conditions of live performance.

Motion capture is usually a highly collaborative process with technicians,

motion capture director and performance animator using costly equipment in

dedicated space in combination with teams of animators and a studio

production infrastructure. Live performance is not a mass saturation medium

and so the economies of scale necessitate a more modest operational

structure. The cases use a simplified workflow and limited collaboration to

approximate the lower budgets of live performance.

Often in the context of practice-led research into performance there has

become a de facto expectation of a completed performance from which

research conclusions are drawn. However, in emergent research generally,

the emphasis is not so much on the artifact created through practice, the

usual activity of artisans, but on matters of process or perception. In the

Methodology chapter I will show that this approach is strongly reinforced by

both practice-led theorists and supported by the Australian Department of

Education, Employment and Workplace Relations’ definition of research.

As anyone who works in the field is aware, 3D animation is time consuming

and complex. Creating a complete live performance using real-time motion

capture is more than twice the sum of its parts. It is the creation of an

animation environment, the creation of a live performance and the solving of

all problems that melding these distinct and different forms entails. With the

many techniques and methods in animation that motion capture opens up to

live performance, the series of strategically targeted cases, while collectively

providing a more sweeping evaluation than a single performance could, are

just a small peep into a field with vast potential.

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2 Contextual Review

2.1 Introduction

We fear things in proportion to our ignorance of them.

(Titus Livy cited in Bock, 1970: 379)

This chapter surveys the historical background of motion capture, and

performance that incorporates motion capture. It explores the theoretical and

semantic foundations of the research. While animation has, at its roots, a

theatrical basis and uses many terms derived from theatre, it has developed

separately and some of the language mutual to both has meanings specific

to each. Animation has its own evolved aesthetic, governed more by its

ability to represent fantasy, to shape moments and create worlds visually

without the need for descriptions embedded in storytelling. While some see

motion capture as offering a way for live performance and animation to

interact, opening up new artistic possibilities, others see it as undermining the

art of animation, taking the “art” of animation out of the hands of the animator

and automating it.

As motion capture becomes more popular, many

animators have begun to think of it as the anti-Christ.

They talk about its instabilities, lack of flare and

expense, but in reality, they see it as a threat to their

livelihood. (Lindsay cited in Liverman, 2000: 45)

However, recent history of its use has indicated that in most areas motion

capture is not a threat to conventional forms of animation. This is partly

because motion capture has only limited application as an animation tool.

People have developed a perception of animation based on the visual and

behavioural conventions and aesthetics that have evolved with animation.

There is an evolved system of visual symbols and cues that make up a visual

language we have come to recognise and accept. When a character is

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animated using captured motion, audiences ironically often perceive these

movements as incompatible with animation. Moreover, contrary to the notion

that actors are taking the place of animators, the overall number of animators

is growing quickly. In the U.S. the number of animators and multimedia artists

rose from 23,000 in 2005 to 26,000 in 2006 despite a growth in the number of

motion capture studios. During this same period the number of actors fell

from 59,590 to 51,880. (U.S. Bureau of Labor Statistics Office, 2007: n.p.)

The performing arts have a long history of experimenting with and integrating

new ways of working based on opportunities that arise with the introduction

of a new technology. For instance, the machinery used in some Baroque

Theatre, based on ship technology, used elaborate systems of winches and

pulleys to facilitate scene changes and enhance the visual spectacle of

theatre (Kirshenblatt-Gimblett, 2004: 49). Likewise electric lighting has

reshaped the way in which theatre is presented, embellishing the mood

onstage, changing the relationship between the actor and the audience, even

bringing about changes in the physical layout of the theatre itself. Technology

has opened new paths and led theatre practice into exciting new places as

well as dead ends. It has transmuted into forms that are no longer

recognisable as theatre. As Steve Dixon (2007) points out, the actor can

interact with his/her double in its many iterations, or can capture one moment

from a number of perspectives. Time can pass at different rates through the

same moment; narrative can accommodate concurrent multiple perspectives.

As the relationship between performing arts and a new media technology

matures, the technology can disappear behind the effect it creates, so that

audiences no longer see just the “gee whiz”, but are led once again on a

journey or engrossed in an experience. This happens when the building

blocks of the constructed reality are familiar.

The dimensions of space and time which constitute

our conventional understanding of reality have already

been destabilised, expanded and complicated so that

this virtual world seems less wholly 'other' and more

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like just one more manifestation of the real-imaginary,

equally flexible and contingent, no more or less

constructed than our interpretations of the previous

live action. (Smart, 2005: 49)

2.2 Motion capture

2.2.1 Issues of terminology

Motion capture still lives at the bleeding edge and

most who have experimented with it have experienced

more bleeding than edge (Lindsay, 2000: 45)

Motion capture is distinct from other visual media in that it translates physical

movement to digital motion data. Motion capture or motion tracking can refer

to a broad range of data input techniques; the computer mouse is a simple

motion tracking device. In the context of this research motion capture refers

to the plotting of human motion in a form that can be represented as

performance in 3D virtual space. The three dimensional movement data

collected can be assigned to drive equivalent movement by a virtual

character. This data can also be used to control visual effects, sound, virtual

scenery, in fact anything that can be manipulated by computer data, including

things in the physical environment, from lighting rigs to robots.

Motion Capture is the process of recording a live-

motion event and translating it into useable

mathematical terms by tracking a number of key points

in space over time and combining them to obtain a 3D

representation of performance. (Menache, 1999: 1)

Unlike linear or interactive games media, in motion capture the effect created

can be driven by movement as it occurs. As the motion data is generated by

a live actor in real-time the effect on screen can be sympathetic to the

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organic timing of live performance. The metronomic inflexibility of linear

media has been a drawback when projection is combined with live

performance, which may help to explain the limited use of synchronised

projection in theatre. This inflexibility has been overcome to some extent with

the triggering capabilities of interactive games technology. Visual media is

more commonly used in dance, an artform that usually accompanies rather

than leads the timing. This is also because dance is as much a visual artform

as a performance genre, while theatre generally relies less on spectacle and

more on the flow of human interaction.

Inertial motion capture uses strategically placed sensors at points around the

body to measure changes in orientation. These orientation values are sent

wirelessly to a receiver that is attached to a computer. This data is used in

combination with an actor file, a file that contains the performer’s body

measurements, to portray performance in digital form. The sensors only

calculate orientation values and not positional data, and so they provide no

clue as to their location in space. However, using the orientation of other

sensors and appropriate body measurements each sensor can approximate

where it is in relation to other sensors. The animation and games industries

are driving the rapid development of tools that can be used to apply motion

data to sophisticated animation environments, and many of these tools are

making their way to real-time animation environments. A fast 3D environment

such as MotionBuilder can apply a broad range of animation and scripting

options to motion data, providing a growing number of creative possibilities

for its use in live performance. However, the future probabilities are

exponentially greater as many of the extensive features available in

mainstream 3D software make their way into the real-time environment.

In creative terms motion capture is a pipeline between live performance and

animation. The motion is derived from the movements of a live performer and

converted into language that can be used by an animator. The animator is

able to create an environment that can be affected by the performer’s

movements. This environment can then be a responsive projection in a live

performance scenario. With the exponential growth of 3D animation, it has a

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growing presence in cartoons and other animated sequences. Motion capture

had a marginal presence in movies until the very successful Lord of the

Rings trilogy when it moved to mainstream status, as much the result of

technical advances as the celebrated performance animation skills of Andy

Serkis who provided most the movement and facial expressions for the

character, Gollum.

This type of animation, where some or all of the motion is derived from the

movement of a live performer, is called “performance animation”. So “…

motion capture is the collection of data that represents motion, whereas

performance animation is the final product of a character driven by a

performer” (Menache, 1999: 1). Real-time motion capture occurs when there

is no discernible delay between the recording of motion and its conversion to

motion data. In real-time performance animation a 3D character or effect

onscreen occurs simultaneously with the movements of the performance

animator. The distinction between motion capture and performance

animation raises questions as to how motion capture relates to art. Is motion

capture a tool that can be employed in the creation of art or is it a medium for

reproduction of art? Is the art in the motions of the actor or the effect of these

motions on the screen? The actor embodies the ritualistic nature of the “live”,

the authenticity of the original. Through capture these movements become

reproducible and this reproducibility “emancipates the work of art from its

parasitical dependence on ritual” (Benjamin, 216) However, works based on

“real-time” motion capture disembody the art, but arguably preserve the

ritual, for the work is an altered vision of what’s actually happening at the

time and the possibilities for, at least, non tactile interplay with an audience

are preserved. The work itself is not just a reproduction, as in a movie; it is a

pipeline between the performer and a visual environment that creates unique,

highly responsive and ever-changing artwork. The art is both in the actor’s

movements, as live performance, and in the visual environment, as computer

art. Stripped of this uniqueness, it becomes a technology demonstration.

The terms “real-time” and “live" both have multiple definitions that overlap

and, when used with motion capture can be misleading. A physical

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performance that happens at the same time as its digital depiction onscreen

is considered “real-time”. However, the term is also used to describe

instantaneous game-play action as a player navigates a virtual world, a

situation in which only the triggering of the animation is “real-time”. With

movies the animation derived from real-time motion capture is usually further

modified before it is presented to the public; the physical performance and

the public showing are at different times. So “real-time” has been used refer

to the entire process from live performance to screen performance as well as

only part of this process. The word “live” also has levels of meaning that are

ambivalent. When we refer to dance as “live” it indicates that the dance is

physically being presented at the same time and place it is viewed. However,

when referring to a mediated event such as live broadcasting, the event is

happening at the same time but at a different location to where it is viewed.

The term “live” was originally used in this context in the 1934 BBC Yearbook

to differentiate broadcasts that were created as they were delivered from

recorded broadcasts (Auslander, 2002: 18). The problem in the case of this

study is that it looks performatively at the intersection of performance and

broadcast media. So to avoid confusion, the word “live” is used to describe

performance that involves the physical presence of performers, and the

expression “real-time” refers to the process of representing a performance in

an animated form onscreen as it is physically performed.

2.2.2 From performance to screen

...the issue is not whether or not to uphold a particular

definition of performance over and against media and

technology, but to work with relationships between

them. (Kirshenblatt-Gimblett, 2004: 49)

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Motion capture is suitable for certain

styles of animation and certain

circumstances in which animation is

used. It is an expensive technology

that is maturing at a rapid rate, driven

by two of the world’s most lucrative

industries, movies and interactive

games. It may one day change the

face of mediatized performance,

because it is a medium that can

respond instantly to a person’s input,

using language and gesture that is

familiar, and a sense of timing that

flows organically with the whims of

human interaction. Human motion is

captured with the subtleties of

expression and nuances of secondary

motion that are unrepeating. This is

structurally different from the triggered

behaviour used in interactive games

environments (a limited set of pre-animated responses and simple

behaviours as opposed to an unlimited set of appropriate spontaneous

responses). Appropriateness of response is intrinsic to the way we

communicate and triggered responses, no matter how well devised, are only

a limited simulation of communication. In contrast, responses in real-time

motion capture are potentially as diverse as human interaction, albeit on a

screen with a projected 2D simulation of a living being.

A screen performance using motion capture can convey paralanguage, the

behavioural and gestural language of human movement, as it is happens.

With motion capture it is possible to use an accurate screen depiction of one

person and combine it with the motions of another. Human movement can be

assigned to a bird, or bovine movement can be assigned to a human. In fact,

human motion can be isolated and used to affect a projected scene or

Figure 2: The dancer’s movements are captured digitally and then applied to a 3D character

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character, generate sounds, change scenery, direct robots and conduct

spectacles. Furthermore, the motion of a person can potentially control any

conceivable device or digital image that can be digitally networked anywhere

on the planet without any discernible delay.

2.2.3 The actor

When an individual plays a part he implicitly requests

his observers to take seriously the impression that is

fostered before them. They are asked to believe that

the character they see actually possesses the

attributes he appears to possess, that the tasks he

performs will have the consequences that are implicitly

claimed for it, and that, in general matters are what

they appear to be (Goffman, 2004: 61)

As mentioned earlier, both actors and animators have felt some trepidation

about the use of motion capture in film. Actors see it as supplanting their

identity, and animators as automating their skills. Bill Nighy played the villain,

Davy Jones, in the Pirates of the Caribbean trilogy (2003, 2006, 2007).

Motion capture was used to give his face a realistic octopus-like appearance,

with tentacles curling and twisting in concert with his expressions and moods.

Initially, he was skeptical but came to appreciate that the facial animation,

rather than obscure the nuances of facial movement, actually enhanced

them.

They can enlarge an actor's experience. There are so

many stories we're going to want to tell that require

those kinds of skills and those kinds of images, and I

see no reason why actors and CGI can't work hand in

hand. There's no reason one should threaten the

other. (Bill Nighy, 2006: 1)

Motion capture does not replace traditional animation or acting. Both these

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skills have traits that motion capture cannot or, at least, does not need to

emulate. It can offer an extension of what exists, new opportunities for

artisans and new possibilities for moviemakers. It helps to expand and

diversify the realm of visual representation.

…all performance involves a consciousness of

doubleness, through which the actual execution of an

action is placed in mental comparison with a potential,

an ideal, or a remembered original model of that action

(Bauman cited by Carlson, 2007: 73)

Steve Dixon, author of probably the most comprehensive compendium of

digital performance to date, expands on Artaud’s notion of “the double” to

explore the interplay between the live actor and his/her projected portrayal,

drawing on a broad range of productions including 4D Art’s Anima and the

one man show, Afasia by Marcel-Lí Antunez Roca. The actor’s digital double

can be a distinct and separate entity, as in a traditional stage role, or can play

another side to the person onstage, a role that is more common in

mediatised performance. This enables us to view multiple facets of the same

person, allows a person to interact with themselves, or creates an interplay in

which the screen double can extrapolate, intensify, magnify, diminish or

make absurd the actions of the physical self onstage.

With performance animation the performer can disappear leaving the double

as the storyteller, the puppet on the screen. A production in which the actor

can be represented on screen in real-time straddles the divide between what

is mediatised and what is media. The actor can totally control his/her screen

image while not being visible to the audience. When live actors join real-time

avatars onstage, as in Saltz’s interpretation of The Tempest or Pinhanez’s

one-man show, A Computer Theatre Play at the MIT Media Laboratory, a

dynamic is established that is unique as a mediatised experience, freeing the

actor to control the pace of the stage action. Dixon refers to this type of digital

representation, as an “avatar stage double”. A stage double can be invisible

while, in a liminal way, the subtleties of body language can still be seen. Jane

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Harris dispenses with a visible body altogether in Portrayal, using only a

flowing dress to convey the captured dance movements of Ruth Gibson,

“emphasising the beguiling qualities of fluid material and form.” (Harris &

Walsh, 2004: 139)

The dimension of time is a playground for mediatized performance, allowing

asynchronous and multiple views of events, juxtaposing the same person in

the same space at different times simultaneously. In the play, Memorandum

by the Japanese performance group, Dumb Type, one event is shown at

different rates on multiple screens at the same time in “a montage of time

perspective” (Peterson, 2004, 32). Only a few bits of furniture litter the stage,

behind which are four projections each showing the scene onstage but at

varying speeds from very slow to very fast. All have been synchronised to

end at the same point in time on screen. This “telematic” performance shows

how visual media can introduce time, not just as a linear progression of

moments, but as another perspective.

This same juxtaposition of passing time can also be used in animated

representations of a scene onstage, opening up new ways of portraying a

double. In 3D space the same scene or action can be shown from any

perspective at the one time; so dimensionality of the space becomes a

dynamic element. Having a pipeline between the performer and a 3D

animation environment opens up the huge legacy of visual and interactive

software to live performance, making possible all sorts of anthropomorphic

and highly interpretive visual derivatives of live action. Not only can multiple

perspectives be used but distinctly different visions of the same event, each

with its own place, context and aesthetic. These visions can happen

concurrently with real life performance and, with the dimensionality of 3D

space, each can focus on a different aspect of the same set of actions.

2.3 Performativity

One is not simply a body, but, in some very key sense,

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one does one's body and, indeed, one does one's

body differently from one's contemporaries and from

one's embodied predecessors and successors as well

(Butler cited by Felluga, 2003: n.p.)

2.3.1 Introduction

Performativity as a concept has expanded significantly from J. L. Austin's

originally intended meaning, when he coined the term to describe self-

actuating statements or "performative utterances". Judith Butler (in Jagger,

2008) used the term in a societal context to highlight how speech acts shape

who we are. We absorb the language of the social constructs that surround

us and this becomes a script for the way we act out our lives. For instance,

Judith Butler sees gender as an act rather than a category. Performativity

these days can refer to a broad range of social self-actualising processes

and has been associated with body language (Schechner, 1993: 45) and with

emergent research through creative practice (Haseman, 2006). Motion

capture can be described as a performative medium in that it facilitates a

creative transition that encapsulates the spontaneity and immediacy of

human movement. This section looks not only at the performativity of live

performance but the performativity of the medium and how this combination

can create performance that preserves a sense of immediacy while allowing

for new visual possibilities. It also looks at the social context of visual media

from a postmodern perspective, and theoretical factors that come into play

when working with mediatized performance. Finally, it outlines the history of

performance that uses motion capture including an overview of its use in the

animation industry. Motion capture is a fast evolving technology at the

beginning of its history. This contextual review takes a broad overview of this

type of performance, rather than dealing at length with specifics, because the

heritage of this type of performance is far outweighed by the scope for what

can happen in the future.

The words “convergence” and “diversification” are commonly used when

referring to innovation in visual technology, emphasising dynamic changes in

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applications and structures in a rapidly evolving field, rich with niches for

exploration. The cases of practice used in this research are not only a

convergence of two fields, motion capture and live performance, but also part

of the diversification of each field, and highlight some antithetical and

juxtaposing concepts. Immersion/distraction, theatre/spectacle,

live/mediatized, simulation/original, presence/disappearance, reality/virtual

reality, visual/aural are some binaries at play when visual technology is used

in the performing arts. They provide an insight into the social context, the

effect on the audience, the way in which live performance and projected

images interact and the nature of the virtual world.

2.3.2 Spectacle

The visual pictorial aesthetic triumphed over the aural,

and an important reason for this victory must be the

greater degree of innovation in the technology of the

visual, above all in the production and control of

artificial light. (Christopher Kent, 1996: n.p.)

In broad social terms media is a pervasive influence that exposes us to

enormous volumes of information while at the same time subjecting us to

unprecedented levels of influence, shaping our sense of reality, removing our

lives further from the physical and, some may argue, exalting the trivial above

the consequential, hiding the “actual” under layers of subjective

interpretation. In mass visual media, it seems, we prefer to be distracted

rather than informed. Debord’s “spectacle”, Baudrillard's “simulation” and

Lyotard’s “metanarrative” allude to the mechanisms that underlie this

pervasion. In the information age, knowledge and meaning can be inhumed

by the sheer enormity of the information available and this information

typically reflects the dominant values of the technologically advanced

societies. It is integral to the mechanisms of post-colonialism and

consumerism. While an understanding of the forces at play in visual media

provides the context in which one applies the tools of art practice, this

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research is investigating the tools as much as applying them.

Along with the growth of visual media, there has been a parallel shift towards

visual performance. The evolution of modern circus with companies like

Circus Oz, Footsbarn, Circus Archaos and Cirque du Soleil, along with the

phenomenon of performance spectacle with groups such as La Fura dels

Baus are an indication of a trend in live performance towards increasingly

awesome spectacle. This is reinforced by the greater use of visual

embellishment in stage productions such as modern renditions of Phantom of

the Opera or Les Miserables (Kellner, 2004: 8). It emphasises people’s

greater focus on the ocular that, through film, television and more recently

video games, has become so entrenched in our lives. While it can be argued

that spectacle has always been compelling, there has never been a previous

time in history where spectacle has had the means, the methods or the mass

audiences it has today.

Developing countries and the globalized world are

emerging into a culture of media spectacle that

constitutes a novel configuration of economy, society,

politics, and everyday life. It involves new cultural

forms, social relations, and modes of experience. It is

producing an ever-expanding spectacle culture with its

proliferating multimedia and interactive spectacles that

are intensifying and expanding as wireless

technologies develop. Critical social theory thus faces

compelling challenges in theoretically mapping and

analyzing these emergent forms of culture as well as

democratization and social justice. (Kellner, 2004: 17)

Spectacle, as described by Guy Debord, is both a pervasive visual inundation

and a means of social control, distracting thought and subjugating reality with

consuming images that are a reflection of power, where society is relegated

to the role of observer, displacing the real with a prevailing appearance of

reality. The receptiveness of an observer and acceptance of the unreal as a

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part of reality are an indication both of the power of spectacle and the

message it imparts. In this world there are no longer points of reference and

so “the spectacle is the real” (Debord, 1968: 9). In a similar vein, Baudrillard

postulates the mechanisms that underlie this media inundation. Through the

media, larger-than-life models of events and people are created which are

representations of “real” events and people but the events and people do not

exist and cannot exist in the form they are shown. These “simulations” exist

only in a world which Baudrillard calls “hyperreality”. In this world signs

become more important than the commodities they signify (Baudrillard, 1988:

166). Live performance is both a victim and an accommodator of spectacle

and is reflexive in its reaction to media’s simulation.

Not only are theatre audiences seeing live

performances that resemble mediatized ones as

closely as possible, they are also apparently modeling

their responses to the live event on those expected of

them by television (Auslander, 1999: 29)

The notions of spectacle and simulation highlight how media influences our

perceptions of reality. In convergent performance that incorporates visual

technology there is a need to understand these mechanisms, recognizing the

distinction between creating a different reality and creating a different

perception of reality. The defining feature that separates spectacle, a visual

event, from spectacle, the societal organising principle, is marketing. The

economy that drives the creation of ever more eyecatching visuals is based

on selling a product or idea. This consumerist barrage has reached a point

where, according to Rushkoff, people:

…want a moment of free time and of genuine free

time. And there's no more public space left to do that

in. There is no more free space left. We've had a real

contraction of public space both mentally and in the

media and in the real world, where there's nowhere to

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go where you're not being marketed to. (Rushkoff,

2008: n.p)

Kellner concurs with Debord in recognizing spectacle as "one of the

organizing principles of our economy" (Kellner, 2003: n.p.) but, more than

just a means of control, he believes it also reflects the nature of the

underlying culture. Along with the engineered entertainment

“megaspectacle”, the Iraq War, came the mega-exposé, Abu Graib,

indicating that there is room for opposing interests (maybe only enough to

validate the impression of impartiality). Baz Kershaw points out that digital

technology is minaturising spectacle to the small screen. This process

diminishes the individual while at the same time spreads him/her everywhere

(2003: 604). However, he recognizes that spectacles can also be a powerful

force for change as they “open up new domains for radical revisions of the

way things are” (2003: 599).

To install such humanity at the heart of spectacle in

order to give it a radical new lease on life means

continually recognising and reproducing this mutual

vulnerability, recognising in the other something akin

to the qualities of spectacle that provoke contempt and

curiosity. (Kershaw, 2003: 611)

In comparison to live performance, new media is often regarded as

subtractive, a ghostly imitation of reality. Nevertheless, the ability to reach

and influence mass audiences using media technologies makes it inevitable

that, to compete for attention and to provide alternative perspectives, new

communication tools are explored and used. New media that are at the basis

of spectacle are not the sole preserve of large corporations. An effective

alternative voice has evolved in more established forms of mass media, such

as film and television, and there is social benefit in harnessing new tools of

media for use outside the constraints of purely commercial projects.

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While recognising the broad social impact of visual mass media, it is

important to understand the mechanisms that make visual media so

compelling. As visual mass media has matured so have our expectations and

our choices. We can be absorbed, influenced, entertained, distracted and

deluded on so many levels. For instance, movies can relate on an emotional

and empathetic level. A movie can be thought provoking. They can draw us

in to another existence, making us feel like we are somewhere else in some

other time. Visual media are no longer just an escape from day to day reality

they are now an integral part of our reality.

2.3.3 Reality

The opinion which is fated to be ultimately agreed to

by all who investigate, is what we mean by the truth,

and the object represented in this opinion is the real.

That is the way I would explain reality (Peirce, 1992:

139),

Media has greatly facilitated and democratised the availability of information

but it has also expanded the scale on which information can be manipulated.

From Adam and Eve to WMDs there have always been mass “truths” that are

detached from real evidence, but now they can be disseminated quickly on

an unprecedented scale. Reality appears more durable than truth, constantly

affirmed by the consistency of the physical world. However, even the

physicality of reality may not be so affirmable, as immersive technologies

become better at simulating visual, aural and haptic experiences. This is still

a way off (Krueger, 2002: n.p.) but there are other ways in which new media

are challenging our sense of reality. Research into “presence” is helping to

differentiate the role of mental perception, in contrast to that of physical

sensation, in shaping our reality. Studies using interaction with avatars

confirm the role of social responses in our construction of reality. Under

certain conditions people will respond to an avatar in the same way as they

would respond to another person. Experiments by Slater and Garau et al.

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(2005: 104-116) established that people in convincing circumstances would

relate and respond to screen characters as if they were real, even if they

have a more ontological awareness that the environment they are exposed to

is virtual. This indicates that a character onscreen, using the same devices

and strategies that actors use, can engage an audience in two-way

communication. Improvisational techniques in which the actor allows the

story to unfold as it is created, set up a reality of the moment that is easily

transposed to real-time screen interaction.

Performance operates by constructing realities.

Performance can be considered to consist of special

ritual situations in which the actions are part of a meta-

fictional linguistic universe and in which, therefore, the

performers should not be understood to be executing

purposeful actions. (Peterson, 2004: 35)

When investigating a mixed reality performance, it is relevant ontologically to

distinguish physical reality from projected reality. Reality is not necessarily

being substituted by reproduction of reality but is extended to include

reproduction as part of reality. However, reality itself changes with advances

in media technology so that the infiltrating simulation and spectacle that

accompany ever more pervasive media add to what we accept as reality

(Dixon, 2007: 143). Despite some of the ominous projections in post-

structuralist and situationist theory as to the effect on society of pervasive

visual media, people in general are still aware of the distinction between

physical reality and media reality. Arguably, any blurring is as much based on

our formulation of truth as our perception of reality.

The media image may have exerted an increasing

influence or power on human consciousness, but that

consciousness has not undergone total

metamorphosis and collapsed into helpless

zombiedom…. Media’s afterimages need not

insidiously corrupt, nor be indelibly inscribed on the

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subject’s mind and body (Dixon, 2007: 143)

This statement does not negate the influence of media rather it hints at the

compound way we relate to media. Generally, we can easily distinguish

between media and reality; we are aware that it is diversionary and we may

know the mechanisms and strategies that underlie media. However,

recognising the nature and influence of media does not preclude its ability to

influence us. To deny this influence is to negate the entire advertising

industry. Media both reflects and creates our reality. However, while people

may respond to a screen character in a screen world, or even be lured into

dialogue, this does not suggest that a sense of “being there” with a person

translates into believing the person is actually present. The interaction is not

authenticated sensually. However, it does raise questions as to where reality

ends and virtual reality begins.

Gabriella Giannachi points to the blurring boundaries between the real world

and virtual space and its impact on arts practice. This inevitably reflects on

our perception of nature, what it is to be human and the dawn of post-

humanism, and how this impacts on and is pioneered by arts practice. We, it

is argued, have already become melded with and inseparable from the

technology we have created (Giannachi, 2004). The virtual has become a

subset of our reality. This reinforces Baudrillard’s stance that much of what

we see in the media is simulation: it never happened in the terms it is

presented. The First Gulf War, a war without bodies, a war seemingly

conducted as a video game, is a compelling example.

Virtual reality is in a paradoxical relationship with the

real. On the one hand, it is part of the real; yet, on the

other, it has been constructed to be different from the

real in order to be perceived as separate from it.

(Giannachi, 2004: 123)

Dixon sums the matter up by identifying it as a question, not just of real and

virtual, but of the march of technology itself.

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… the real has changed, as it has always done. The

real, and our consciousness of what is real, is subject

to time, and for several hundred years it has had a

conjoined twin: technological progress. (Dixon, 2007:

144)

In movies, new animation techniques have made it sometimes difficult to

discern what is physically recorded and what is animated. However, any

difficulty in recognising the difference between reality and virtual reality is a

dilemma for future generations rather than the present. Nevertheless, the

possibility that a reality constructed virtually could substitute for physical

reality provokes a serious re-examination of what reality is. Through

simulation technologies, the day we can enter an environment where we

cannot tell the difference gets incrementally closer although it is still a long

way off. In the meantime, a better point of reference artistically may be

realism rather than reality.

The flight from reality is not exactly a new issue. My

parents were once worried that I was being seduced--

by the world of books. Certainly, movies, videos, video

games, and the internet have already successfully

seduced us from the real world. However, there are no

instances of anyone being seduced by current

immersion technology. It is not good enough yet.

(Krueger, 2002: 1)

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2.3.4 Presence

… the impression of reality we get from a film does not

depend at all on the strong presence of an actor,

rather on the low degree of existence possessed by

those ghostly creatures moving on the screen and

they are, therefore, unable to resist our constant

impulse to invest them with the "reality" of fiction, a

reality that comes only from within us, from the

projections and identifications which are mixed in with

our perception to the film. (Metz cited in Callesen,

2001: 4)

This impression has an interesting and related parallel within animation.

Highly stylised characters existing in a stylised world of the kind we see

regularly in mass media, such as the Simpsons, Futurama or SouthPark, are

readily invested with life. As animation comes closer to visually simulating the

real world, the mind switches to focus on anomalies that separate it from the

real, as pointed out by Masahiro Mori (1970: 33) in his “Uncanny Valley”

Theory; the more realistic a screen world the more we tend to scrutinise it for

faults. The fault may be a subtle lack of texture, odd reflectivity of surfaces,

shortcomings in secondary motion, moments of inappropriate timing, a slight

stiffness of mouth movement, little disparities that form fissures in the real-

worldness of the representation. When a virtual world comes close to

representing reality it is entering a realm that we are experts in: the

appearance of reality. Tiny shortcomings stand out like headlights in the night

and jolt us out of the fantasy.

Other factors affect the way we relate to projected scenarios. Using the

example of a mediatised performance where performers temporarily leave

the stage and the audience is left with media alone, Dixon in Digital

Performance points out that there is a discernible change in the posture of

the viewing audience, which, he indicates, is not a relaxation or a diminishing

of attention, but a change in “the type of attention.” This suggests broadly

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that live performance is an inclusive experience, a form of dialogue; an

audience likes to respond in a way that communicates to the performer(s).

Viewing media may be engaging but not usually inclusive; there is no

compunction for an audience to communicate with characters on a screen.

For instance, it is uncommon for people to clap at the end of a movie but is

almost inevitable at the end of a live performance.

The extent to which we connect with the screen environment and the

characters on screen is the subject of study into “presence”. Presence is a

word used both in live performance and virtual performance but is usually

applied in different ways. Presence in theatre can refer to the aura that is

endowed by the spectator onto an actor. It is a quality rather than a quantity.

It is a magnetism that imbues a heightened sense of belief.

Since Stanislavski, when actors are observed carefully

and perform well, they are said to have "presence".

The actor achieves presence through performing as if

another. (Phelan, 1993: 117)

Presence in virtual reality is somewhat aligned but, unlike in live

performance, it has no bearing on the feelings and emotions of the spectator.

It is more akin to the level of being that an environment or a screen character

might endow. In research, as a factor in games and other interactive media,

“presence” is treated as a quantifiable entity.

Presence is the response to a given level of immersion

(and it only really makes sense when there are two

competing systems - one typically the real world, and

the other the technology delivering a given immersive

system). (Slater, 2003: n.p.)

In a virtual environment “presence” is a personal response, and can be

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described in what Maslow (1968: 133) calls “being values”. Presence is a

sense of “being there”, while the term “co-presence” is a sense of “being with

someone”. The notion of presence in performance, therefore, has more in

common with co-presence in that it relies on the presence of both a

performer and observer(s). In fact Erica Fischer-Lichte uses it definitionally

when she states, “the bodily co-presence of actors and spectators enables

and constitutes performance.” (Fischer-Lichte, 2008: 32). In both

performance and virtual reality “presence” is also used as an umbrella term

covering a number of subtypes such as “co-presence”, “behavioural

presence” and “social presence”. In this broader sense Lombard and Ditton

define presence as "the perceptual illusion of non-mediation" (1997: n.p.).

This more inclusive meaning provides common ground, as both a virtual

environment and a live performance are mediated. If both types of presence

are viewed not as an attribute of the performer but as a response of the

spectator to the performer, the two meanings are no longer so mutually

exclusive. For instance, an observer might regard an actor as having

presence because (s)he draws them into the moment, makes them feel like

they are with the character.

Co-presence does not rely on the visible presence of two people; a person

talking on the phone can feel a sense of co-presence (Heeter, 2003: 340),

indicating that the actual presence of another person is not essential. A

sense of “being with someone” therefore relates to communication as much

as to appearance. This suggests the spontaneity of communication that is

achievable using motion capture may be very effective in establishing a

sense of “co-presence” between a person and a virtual character. In such a

production the virtual character is performative, conveying the “liveness” of

the performance animator.

Presence is crucial to the successful implementation

of virtual environments within the performing arts.

Actors are able to imagine, to role-play, to

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communicate and create a shared environment, but

they require a high level of responsiveness from the

system and a transparent interface. Perhaps more

than other users, actors can meet the technology

halfway, forgiving it for some constraints. (Reeve,

2000: 209)

Thus how a virtual environment is integrated into a performance and how a

virtual character appears and relates are important considerations when

creating a digital performance. As pointed out earlier, a virtual environment

does not need to be realistic, it does need to be integral and consistent. For

an onscreen character to be successful in relating to an audience, there

needs to be some common social ground. Performance animation is capable

of providing the instantaneousness of verbal and bodily communication.

Nevertheless, quirks and faults in the real-time animation are common so

when a scenario is devised for this medium the choreography, direction and

visual design need to minimise the likelihood of these anomalies occurring.

This is similar to the attention to detail required in live performance when

transposing the audience to another place and time. Little things such as the

flickering of a light, the incessant hum of a generator or an inappropriate hat

can undermine the world that is created, irrespective of how good the

production is otherwise. Function and memory are also factors. Orliaguet

(2001: n.p.) points out that in representing a real object, a virtual object

needs , at least, to incorporate its function.

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2.3.5 Liveness

Performance’s only life is in the present. Performance

cannot be saved, recorded, documented, or otherwise

participate in the circulation of representation: once it

does so, it becomes something other than

performance. To the degree that performance

attempts to enter the economy of production, it betrays

and lessens the promise of its own ontology. (Phelan,

1993: 41)

It is ironic that we could define theatre based on the irreproducibility of

performance when, in times predating film and television, through stringent

adherence to script and choreography, it has strived to be repeatable. In-

house theatre played to a different audience every night, and so there was no

advantage in incorporating variation. Film was much better at repeatability

than live performance, and in many respects, forced live performance to look

for a new rationale and to explore new approaches and venues. Live

performance has adapted, sprouted new forms that otherwise may never

have arisen, intertwining with many human endeavours and merging with

other genres to be the diverse, pervasive and often transparent fabric that it

is today.

Peggy Phelan argues that live performance is transgressive, making each

performance unique and irreproducible, separating it ontologically from the

mediatised (Phelan 1993). This is quite famously rebuked by Philip

Auslander who paints this as a nostalgic notion that bears only a residual

resemblance to the reality of modern representation. He demonstrates that

modern theatre is almost inextricably mediatised, so much so that theatrical

productions often draw their content from film and television. At the time

Auslander’s book, Liveness: Performance in a Mediatized Culture (1999) was

published the two stances, that of Phelan and Auslander, were generally

portrayed as irreconcilable. In recent years commentators such as Fischer-

Lichte and Dixon have argued that both positions can mutually exist. Dixon

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elaborates on the liveness debate claiming that “the work of art” has been

used to affirm both arguments.

On the one hand it stands as evidence for the unique

aura and presence of live performance, which can only

be damaged and robbed by technology, and on the

other as proof that technological incursion does not

significantly alter reception of performance, since our

minds (and performance itself) are already mediatised.

(Dixon, 2007: 117)

Intriguingly, some aspects of live performance that Phelan uses to define its

uniqueness are also seen by those working in digital performance, such as

Callesen (2001) and Saltz (2001), as intrinsic to the level of “presence” in a

mediatised production. In live performance it is the variability, the

spontaneity, contextual appropriateness, the responsiveness, the timeliness

of inference and gesture, the signs in secondary motion, the proxemics, the

consequent unrepeatable interaction between the actor and the audience

that are claimed to provide an intimacy of experience and an authenticity of

interaction. In a performance in which real-time motion capture is used the

animation can move beyond the linear confines of other visual media and

interact with the audience in the moment, incorporating many of the traits that

are seen to be intrinsic to “liveness”.

These traits are all manifestations of paralanguage, the language of the

body. Through performance animation many aspects of paralanguage are no

longer only the preserve of human-to-human interaction. How effective this is

as a means of communication between a person and a virtual person is

relatively unexplored, although the way in which a person relates to the

streamed video of a friend during a “live” chat session suggests they would

feel a strong sense of co-presence. Using performance animation, the body

language of the virtual character is not generated in software but is a digital

reconstruction of a live actor’s movements. This is significant as a means of

incorporating human facets once considered exclusive to live theatre into a

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digital environment. The underlying awareness of physical reality is always

there but, as in movies and games, people can be absorbed by the actuality

of the interaction. Unique to real-time performance animation, this media

interaction may lever the spontaneity and complexity of paralanguage.

This research is therefore not just exploring the use of real-time performance

animation in live performance but may shed some light on the nature of the

paralanguage between a person and virtual character. The potential for

motion capture in live performance is that it offers a choice of possibilities in a

way that is transgressive. There is much to be learned from the burgeoning

research on human/avatar interaction in the games industry that can help

create a broader understanding of how onscreen characters can be used

sympathetically in live performance situations. In referring to network

interaction, Garau and others highlight the importance of appropriate

responses in creating meaningful exchanges between real and virtual worlds.

The challenge with human-human communication is to

drive avatar behaviors that enrich, rather than hinder,

communication between remote participants. With

human-agent communication, the challenge lies in

simulating intelligent social responses by coupling the

agent’s dialogue with appropriate conversational

behaviors. (Garau et al., 2000: 105)

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2.3.6 Spontaneity

There is an important difference between the way someone would relate to a

person in a recorded video sequence or movie and how they relate to a “live”

feed or video chat. This difference lies in the spontaneity of interaction that

can occur with real-time visual media. In an experiment conducted by Garau,

Slater, Pertaub and Razzaque in which participants were exposed to varying

levels of interaction with avatars it was found that all participants were able to

"react to agents both rationally as computer interfaces, and non rationally as

people" (Garau et al, 2005: 114). Generally, presence increased with the

level of interaction.

By using performance animation, actions and responses can be physically

diverse, complex and appropriate because all movements are a real-time

copy of the motions of the performer, providing a more complex,

spontaneous and, assumedly, credible environment for interaction. The

Garau, Slater, Pertaub and Razzaque study supports the notion that

responsiveness is an important factor in communication.

Our current findings support the hypothesis that

increasing responsiveness even on a simple level can

have a significant impact on certain aspects of

people's social responses, both in terms of their

perceptions of virtual humans and of their actions in

response to them. (Garau, Slater, Pertaub and

Razzaque, 2005: 105)

Saltz views live performance as “inherently interactive” (2001: 109).

Irrespective how rigid and demanding the rehearsal process is, a live

performance is always subject to variation. Spontaneity is a crucial element

of effective interaction. Saltz defines and describes many of the ways in

which media can be used in live performance, including virtual scenery,

interactive costumes, alternative perspective, subjective perspective,

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illustration, commentary, diegetic media, affective media, synaesthesia,

instrumental media, virtual puppetry and dramatic media (Saltz, 2001: 124-

126). He argues that inherent in the perception of liveness is interactivity and

if media can comfortably sit within this interactivity then it becomes integral

and not detached. Spontaneity, as it relates to paralanguage, is performative.

The spontaneous give-and-take between performers

and spectators, and among a group of sensitive

performers, is integral to theatre's appeal as an art

form, both in the most highly stylised genres of theatre

and in “realistic” theatre. (Saltz 2000: 109)

Time is an ingredient in communication. In conversation, for instance, the

gap between a statement and a reply can radically affect the meaning. A

slightly extended pause in a conversation can, with subtle changes in gesture

and in different contexts, convey incredulity, thoughtfulness, anger,

vagueness or lack of understanding. This interplay of timing and body

language is the essence of performativity. Schechner regards performativity

as underlying theatricality. Gestures, movements and sounds, “if not

universally understood come close to conveying the same feelings

everywhere”. (Schechner, 1994: 43) Body language is a universal language.

In Schechner’s interpretation, performativity in physical communication is

transcultural, unlike verbal or written communication, which is more local.

This indicates that body language is more fundamental to communication

than speech.

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2.4 Motion capture in the arts

2.4.1 Motion capture in visual media

From the late 1960s Myron Krueger started a series of groundbreaking

experiments in human/computer interaction that have become iconic in

technology and the arts. In 1970 he devised and directed a computer based

installation called Metaplay in which a participant could see their digitised

silhouette moving in real time on a rear projection screen. Movement of the

silhouette generated changes to the projected image. In one iteration the

person could draw lines on screen by moving his/ her finger; an open hand

would erase areas of the screen. Krueger used an artist hidden at the back to

draw on screen giving the person at the front the impression that the

computer was tracking their finger movement. (Krueger, 1989: n.p.) The

technique, while deceptive, was also a precursor of what lay in store for

computers in the future. In today's terms his set-up was a simple operation,

but Myron Krueger's experiments were conducted at the dawn of computer

graphics and provided a valuable insight into real-time interaction between

people and virtual space.

The experience during METAPLAY had demonstrated

that two people who saw their images juxtaposed

would interact as though they were actually together. It

also showed that people have a proprietary feeling

about their image. What happens to it happens to

them. If two people are together, they can see, hear

and touch each other. The ultimate consequence is an

artificial reality experienced through the participation of

one’s video image in the portrayed world. (Krueger,

1991: 37)

The first recorded motion capture system was developed by Lee Harrison III

in the early 1960s. Using potentiometers attached to a body suit he was able

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to animate stick figures in real-time on a cathode ray tube attached to an

analogue computer (Carlson, 2007: n.p.). Much of the early history of 3D

motion capture was outlined by David Sturman in his paper, A Brief History of

Motion Capture, presented at Siggraph 1994. In 1980, Tom Calvert used

potentiometers attached to an exoskeleton that, in turn, was attached to a

person's leg to gather analogue data of human movement. Around the same

time, Polhemus developed a computer navigation system that used motion

trackers. Through triangulation among trackers, their positions relative to

each other could be established. By the late eighties several projects had the

animation industry paying close attention. Mike the Talking Head produced at

Silicon Graphics Studios was a digital puppet, a virtual head whose facial

expressions and movement were controlled in real-time by a puppeteer. This

concept was taken further by Jim Henson Studios in collaboration with Pacific

Data Images, and Waldo C. Graphic was created. Waldo was a computer-

generated puppet manipulated in real-time using a multidirectional hand-held

controller that manipulated body and mouth movement. The real-time footage

was composited with video so that Waldo was able to interact in real-time

with the physical puppets.

Influenced by this development, French company Videosystem developed a

character called Max the Ghost who appeared daily on television for three

and a half years. Other characters followed. Mario used the face tracking

system, Face Waldo, created by Simgraphics (1992). Brad de Graf

developed a face tracking system that was used for a real-time talking

spaceship. He also developed cartoon show host, Moxy the Dog, which used

electromagnetic tracking. The first full-length movie that incorporated motion

capture was Total Recall in 1990. Motion capture has refined and diversified

significantly since those early days and is now used regularly in popular

movies including Shrek and Happy Feet. The television series, Jane and the

Dragon, made extensive use of motion capture.

Being a medium that translates live performance into a digital form, it was

inevitable that motion capture would also be used as a way of digitally

mediating live performance. Projected images had been used for many years

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in live performance dating back to at least 1911 when Loie Fuller used film

projection onto her costume in a Berlin revue. The first anthropomorphic

interaction between screen and stage was in 1914 in Gertie the Dinosaur.

Winsor McCay dressed in a costume reminiscent of a lion tamer, complete

with whip, “controlled” an animated dinosaur called Gertie. As McCay

bellowed orders Gertie the dinosaur would respond in the same way a

trained lion would. He culminates his performance by walking behind the

projection screen instantly appearing on the screen the same size but as a

stick figure, moving fluidly from real life to projected image. This

synchronisation between stage and screen has parallels with more

contemporary works using games technology to create interactive mediatised

stage scenarios.

2.4.2 Digital Performance

Theatre is not concerned with reality; it is only

concerned with truth (Sartre cited by Styan, 1981: 182)

This section chronicles live productions that use motion capture and does not

include performances that are primarily demonstrations of technology. Forms

of motion capture have been used in live performance since the eighties,

most commonly with dance. Coniglio and Stoppiello, who went on to form

Troika Ranch, used flexible rods to provide digital information on a dancer's

movements from 1989, developing software that is still the basis for what is

commonly used now for creating real-time visual effects. Dance companies

such as Riverbed, AlienNation Co. and Troika Ranch experimented with 3D

motion capture at a time when real-time use of motion capture for stage was

an expensive and technically difficult undertaking. Performances using

motion capture were uncommon and were often more a display of visual

technology than an evocative performance. Scott Delahunta stressed the

need to engage the audience more actively and to emphasise performativity

over visual display.

Since the mid to late 80's (with precedents established

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earlier), some dancers and choreographers have been

exploring various interactive computer systems, but

their works tend to integrate these systems into

presentations in essentially proscenium-like settings

and not engage in open and participatory models

allowing the audience/user/viewer to cross the border

between performance space and spectating space.

(Delahunta, 2002: 114)

A very early performance using 3D motion capture took place when Riverbed

members, Paul Kaiser and Shelley Eshkar combined with choreographer

Merc Cunningham to create Biped (1999). This was a landmark performance

in which motion captured sequences were used to drive abstracted 'hand-

drawn' models of dancers projected onto scrim at the front of stage.

Ghostcatching, a digital dance installation, was a collaboration between

Riverbed members Paul Kaiser, Shellay Eshkar and Michael Girard, and

dancer/choreographer Bill T. Jones. A blackened room and ghostly hand-

drawn figures move about in projected three dimensional space tracing paths

as they move. These paths gradually fill the space and obscure the figures

creating them. Robert Wilson’s digital opera, Monsters of Grace also used

prerendered 3D motion capture sequences as the basis for visuals. This

blend of technology and dance was more art than performance, leading

Birringer to remark:

All of the Wilson productions I have seen, including his

collaborations with East German playwright Heiner

Müller, were marked by a depersonalized formalist

aesthetic of the painterly which, comparable to

Cunningham's choreography, emphasized technical

execution and precision, drawing lines in space and

filtering out all psychological and emotional

connotations (Birringer, 1999: 365)

Dance can more easily deploy visual technology than theatre because it

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involves a unified sense of time in which the tempo of sound, movement and

visual elements can blend harmoniously. Programs such as Jitter, Max MSN,

Isadora, EyeCon, vvvv and EyesWeb are used commonly to create

mediatized dance performance. Western Australian troupe, Jambird, used

this type of technology to create stunning visuals in Metadance in Resonant

Light. Chunky Move incorporated visually captivating real-time imagery

developed by Frieder Weiss in their productions, Glow (1999) and Mortal

Engine (2008). These types of technology differ from 3D motion capture in

that the motion is captured in video as two-dimensional data. 3D motion

capture potentially offers more flexibility and more possibilities but it will be

years before it builds a similar artistic legacy in live performance.

ACCAD at the University of Ohio has been a hub for interdisciplinary

productions using 3D motion capture. Landing Place (2004) choreographed

by Bebe Miller and animated by Vita Berezina-Blackburn was a collaboration

among artists, performers and technicians, located in different parts of the

US. In the production, prerecorded motion capture sequences were used to

drive scenes, which were projected as visuals in dance. These sequences

were projected onto a semi-transparent scrim melding the animations and the

dancers into a visual unity.

In 2005 Paul Kaiser and Shelley Eshkar, and Michael Girard along with

composer Curtis Bahn worked with Trisha Brown and Bill T. Jones to create

the dance production, Motion-e. This was carried out as a broad

multidisciplinary collaboration through the Herbinger College of Fine Arts and

the Fulton School of Engineering. Unlike the earlier productions in the late

1990s, the stage was set up as an optical motion capture area so that the

dance onstage could drive real-time effects and sound. The real-time

element had a gentle atmospheric quality sometimes forming columns of

translucent light, sometimes radiant waves that moved in sympathy with the

dancers’ movements, a connection enhanced by the immediacy of the

visuals. Other productions that used motion capture include Point A to B

(2007) by UK based Urban Freeflow, performance visuals based on the

urban sport of parkour, a way of creatively and acrobatically getting from one

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point to another in an urban environment, and Loops (2001-), a continuous

open-source digital artwork based on the movement of Merc Cunningham’s

hands.

David Saltz’s theatrical production of The Tempest (2000) was arguably the

first production to use full axis 3D motion capture in real-time onstage. Ariel

was played both as a live actor and a virtual actor. The actor was fitted with

electromagnetic trackers, essentially controlling the movement of the virtual

Ariel. This allowed for a consistency of motion and manner between the two

forms. The virtual Ariel was not in any way live, a creation of a 3D artist, but

Ariel’s movements, mannerisms and responses were inherently humanlike,

accommodating unanticipated variations onstage. Saltz concludes, “an age

of interactive, live media is upon us.” (Saltz, 2001: 21)

Real-time puppetry was used In Jorgen Callesen’s production of The Family

Factory (2002); a play that used animated alter egos of four family members

onstage. These animated doubles were rear-projected onto a row of screens

at the rear of stage. Each double was controlled onstage by the

corresponding family member. The technique involved the use of wired

electromagnetic sensors that could be rotated to control a range of

movements in the projected characters in real-time.

The productions after 2000 were carried out at a time when the fervour that

had surrounded the use of the latest interactive technology in live

performance waned. In many respects some of the promise of what digital

technology offered in the nineties as a tool in live performance fell victim to

overexpectation (Daniels, 1999: 7). The publicity surrounding new technology

often inflated the reality, and what was seen as achievable was caught in a

web of technological immaturity (Grady, 2003: 167). Also, movies and

advertisements were using sophisticated effects creatively with budgets live

performance companies could only dream of, so when effects were used on

stage they were often underwhelming or seen as passé.

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Unfortunately, when an innovative new technology

such as virtual reality comes along, people often do

not distinguish between what it might be able to do

and what it truly can do. (Grady, 2003: 167)

It is early days in the evolution of real-time digital technologies and the

experimentation since the 1980s has provided the performance world with a

framework for how real-time visuals could work onstage. While some works

were pivotal and others fell short of their grand aims, all helped to shape the

parameters for successful mediatized performance. When devising visuals

for performance, it is useful to recognise a distinction between performance

and spectacle: spectacle appeals visually, whereas performance focuses

more on what is communicated. When media is introduced into performance,

performativity is easily compromised by the aesthetic and subsumed in the

image. However, most productions could not fully explore a performative link

between performance and projected image because they did not have

access to a real-time environment.

Many of the early technical limitations are being solved, allowing technology

to become an invisible element where only its effect is seen. Moreover, the

digital landscape comes closer to resembling reality as people’s reality has

shifted more closely to the aesthetic of the digital vision.

When concrete space and time is no longer an

untouchable basis on which the performance is built,

then other more abstract or functional manifestations

can become the new basics. This can then be

redefined with each new performance – and even

altered within a performance as part of the

performance narrative (Peterson, 2004: 40)

In 2008 there is a world of difference from the computing power, the

sophistication of software and the state of the technology that existed only

five years ago. Such is the speed of technological change that many earlier

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works appear primitive in comparison to what now can be readily achieved.

Technology moves forward relentlessly in a self-perpetuating drive for greater

functionality and many of the early limitations are solved. The digital

landscape also comes closer to resembling reality as people’s reality has

shifted more closely to the aesthetic of the digital vision. The increasing

realism of 3D environments, the level of interactivity that can be achieved in

real-time are also opening up the options for exploring psychological and

emotional connotations through meaningful communication with an audience.

Digital performance itself has matured, focusing more on using technology

for artistic outcomes rather than stampeding headlong over the cutting edge

of its promise.

2.5 Conclusion

The real-time capabilities of motion capture open up new possibilities for the

way digital images can work with live performance. The contextual review

outlines the theoretical, historical and linguistic environment for practice.

Virtual reality, liveness, presence and paralinguistics are part of the web of

tensions that factor in the success of digital performance. Overarching post-

structural perspectives such as Debord’s spectacle, Baudrillard’s simulation

and Lyotard’s metanarrative contextualise the role of modern media,

shedding light on its nature and power of media, its ability to both persuade

and distract. Together they give insight into how virtual reality fits into the

physical world, how people relate to a screen environment and how visual

images can work in unison with the variability of live performance.

The way people communicate with each other involves physical signals more

primal than speech. Eye contact, mood, gesture and attitude, the primary and

secondary movements of the body, collectively called paralanguage, send

signals about our intentions, our status and our state of mind that are not

easily conveyed in words. The conveyed meaning is linked to the timeliness

of the action or response, making it difficult to re-create in media unless the

medium operates in real-time. The spontaneity of these body signals is

intrinsic to liveness in performance. With motion capture the spontaneity of

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liveness can be reproduced in an animated environment, allowing for

sophisticated interaction between an audience and a virtual character. The

success of this interaction depends on whether the virtual environment

engenders a strong sense of presence in the viewer, and whether the viewer

feels co-present with the virtual character. Improvisation in performance uses

techniques that enable the performer to react in ways that are spontaneous

but also to incorporate the viewer in “constructing realities”. Improvisation is

inclusive, opening up performance to participation by the audience in a way

that allows them to influence the direction without wresting the control.

The contextual review presents some guidelines for how people are likely

relate to real-time performance:

Our sense of “presence” in a mediatized environment is enhanced by

the consistency of the virtual environment, by its familiarity and by the

nature and extent of the interaction.

The type of attention we give to live performance is different to the

attention we give to media.

Spontaneity is an integral element of liveness and is likely to strongly

enhance a feeling of presence when used in a virtual interaction.

The more realistic a screen world the more we tend to scrutinise it for

faults.

Experiences with new media in the nineties demonstrated the importance of

being pragmatic, not lured by the promise of what technology might do rather

than what it actually is capable of. In its totality, performance is the creative

outcome and technology is a medium for delivering it; so creative decisions

should be based on artistic intentions rather than demonstrations of

capabilities. This research is not just exploring real-time animation as an

augmentation of live performance but also the interaction between a person

and virtual character, what Steve Dixon describes as the “digital double”.

Research into presence indicates that communication is an important factor

in creating an engaging virtual experience. So the way in which a virtual

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character communicates is just as fundamental to the success of a virtual

performance as it is to a live performance.

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3 Methodology

...we have the habit of combining certain concepts and

conceptual relations (propositions) so definitely with

certain sense experiences that we do not become

conscious of the gulf, logically unbridgeable, which

separates the world of sensory experiences from the

world of concepts and propositions. (Albert Einstein,

1944: 289)

3.1 Research question

The research has been conducted from the perspective of a developer of

projection projects for live events. This research attempts to answer the

following question:

In what ways, and with what outcomes, can inertial motion capture be

used in live performance?

This question is explored as a practice-led case study comprising four

research cases that use real-time motion capture. Each investigates a

distinct way in which real-time animation can be used in a live performance.

Primary case

A Brush with the Real World: a real-time virtual artist.

Secondary cases

Chasing Shadows: a stage interaction between an actor and his

shadow.

Private Eyes: an instant movie experiment.

Motionics: an exploration of performance animation and dance.

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3.2 The nature of research

The value of artistic research is related not only to the

products of creative arts practices, but also to

methodological, material and social processes through

which they operate. (Barrett, 2006:1)

Where practice-led research in the arts usually leads to the creation of an

artifact, such as a painting, a play, a game, music, a poem, there are

questions as to what aspect of this creation constitutes research. Does the

research relate to the artifact, the technique, the process of creation, the

tools used in the creation, or how any of the above impact culturally,

academically or artistically? Can research simply open up new pathways to

further research? Is the new knowledge gained through research an instance

of “knowing how” or “knowing that” (the Ryle distinction)? Does an outcome

need to be functional and what constitutes function?

Practice-led research in creative arts has been subjected to widespread

scrutiny as to how it fits into research. In general, research is undertaken to

add to what is known. The Australian Department of Employment, Education

and Workplace Relations further elucidates on the nature of research:

1. Creative work undertaken on a systematic basis in order to

increase the stock of knowledge, including knowledge of

humanity, culture and society, and the use of this stock of

knowledge to devise new applications.

2. Any activity classified as research and experimental

development is characterised by originality; it should have

investigation as a primary objective and should have the

potential to produce results that are sufficiently general for

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humanity's stock of knowledge (theoretical and/or practical) to

be recognisably increased. (DEEWR, 2007: 8)

While methods used for practice-led research in the arts do not easily

conform to quantitative and the broad norms of qualitative research, the

boundaries that have confined creative practice as a method in research are

dissolving as the more rigid disciplines, such as the sciences, are finding it

increasingly necessary to diversify their methods to include more creativity

and extrapolation. The dynamic reordering in the structure of knowledge as

old fields merge and new fields are created has led to a situation where not

only have the arts embraced research techniques used in science (in

particular, technology) but science has embraced arts methodologies to help

solve scientific dilemmas. Hassan defines four areas of contemporary culture

characterising this flux:

The creative process in science and art

The new twilight zone of experimental science

The incorporation of technology into the arts, both as theme and form

The existential search for a unified sensibility

(Hassan cited in Dixon, 2007: 150)

While traditional research usually extracts new knowledge from what is

known, there is increasing recognition that knowledge is gained in the

process of creating. There is a blurring of the edges between art and science

and for arts practice this has led to a greater emphasis on being able to

express the methodologies of arts practice.

3.3 Postmodernism

Duchamp really abandoned the idea of making art to

take up the role of judging it and mocking it, he

opened up the door for a great deal of what we now

call Postmodernism. (Kramer, 1999: 131)

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Common throughout postmodernist theorists is the recognition that a

reductionist approach to enquiry was inadequate; this approach leaves a trail

of exceptions that diminishes its authenticity. In culture there are no simple

answers; the search for knowledge and understanding is obfuscated by

pluralism and the indeterminate nature of truth. Postmodernism focuses on

representation and on the gaps in cultural narratives. In research it is

recognised that what is seemingly verifiable could not be described without

using language that was unverifiable. Everything is relative.

Postmodernism highlights the premises on which knowledge claims are

made by exposing the complexity of the seemingly simple, drawing attention

to the hidden inconsistencies and exceptions that undermine social

metanarratives, exposing the plurality of these social models and recognising

the subjectivity of knowledge claims. Any objective determination is based on

a subjective acceptance of a procedure towards its validity. So

Postmodernism does not logically undermine all authority or negate all

knowledge. Nietzsche rejected the nihilism of many postmodernists,

determining that we should strive for unified subjectivity. When Lyotard drew

attention to the metanarratives that preserve the power of the status quo he

also advocated a new focus on social justice.

So deterministic, empirical, rational, logical conclusions can be drawn

provided we recognise that any conclusions are an acceptance that there are

no absolutes, that knowledge is ultimately based on subjective interpretation.

As human beings we are a part of a world that we may

also observe. Therefore we can only perceive it from

the inside. (Weibel cited in Druckrey 1996: 344).

Art as a field is highly subjective. Rules are meant to be broken. The artifact

has no intrinsic value beyond the value placed upon it by the artist or the

viewer. It is not based on the materials used or necessarily the skill of the

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artisan. It has value as the implementation of an idea. In mediatized

performance, a juncture where art and technology meet, there is a mix of

methods, some stemming from creative practice while others are rooted in

the more deterministic logic of software. The controlled chaos of creativity

often mixes with hypothetico-deductive reasoning in the pursuit of answers

that can be visualised but may or may not be possible. Postmodernism being

relative, pluralist and subjective is a sufficiently diverse umbrella to cater for

what is, in essence, an art/science fusion with a socially defined value.

The postmodern artist or writer is in the position of a

philosopher: the text he writes, the work he produces

are not in principle governed by pre-established rules,

and they cannot be judged according to a determined

judgement, by applying familiar categories to the text

or the work. Those rules and principles are what the

work of art is looking for. The artist and the writer,

then, are working without rules in order to formulate

the rules of what have been done. (Lyotard, 1979: 81)

Steve Best and Douglas Kellner (2000: n.p.) expand from Debord’s

situationism to contextualise interactive media and how it relates to the “the

spectacle”, distinguishing between “genuine interactive spectacle” and

“pseudo interactive spectacle”, the essential difference being that one is self

created and open, such as one’s website or a chatroom, whereas the other is

moderated, such as radio chatshows or email feedback, where opinions and

comments are sifted through a policy filter. “Interactivity” has become a

buzzword of the digital age but is it an ideal? The internet, for instance, offers

new ways for like minded people to organise and effect change, but there are

such volumes of opinion being created digitally that much of it ends up

spiraling down the cyber plughole or, otherwise, its relevance is diluted by the

sheer quantity of other material. Nevertheless, the ability to actively engage

rather than compliantly absorb is empowering because the internet user

becomes a participant.

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Performance is structured play. It is a “testing ground where possible events

are tested out in a ritualised framework, so that we can weigh their

consequences without our actions becoming reality or having real

consequences.” (Peterson, 2004: 40). Interactive performance allows others

to play in the “testing ground”. The innate interactivity of real-time motion

capture offers a new way to structure play, and research based on practice

can help determine the parameters.

Postmodernism in performance is, as it is understood

today, a dramatic form that is based on a semiotic

understanding of traditional theatrical practice. The

semiotics (or visual signs) are frequently

deconstructed (taken apart) thereby opposing their

original interpretation and leaving them open to

translation. In this style of theatre the performer is

more of an artist, seldom a character like an actor, and

the content rarely being traditional in format or

presentation. (Hurstfield, 2008: n.p.)

When using technology in research there is an underlying assumption that

whatever its limitations in a particular context, these will be overcome with

the introduction of the next model. With the industrial revolution and the

growth of twentieth century capitalism came increasing pressure for science,

not just to provide knowledge about the natural world, but also to alter the

world. Technology is undergoing a runaway evolution in an economic

ecosystem that thrives on increasing efficiency and rapid turnover of

commodities. Information has itself become a commodity, and differentiation

between information and promotion is gradually disappearing. So technology

represents a landmark shift in the direction of science from a purely

inquisitive activity to a performative activity.

In the late twentieth century, however, science

occupies a crucial post in the formation of the

postmodern condition. This is less because of the

content of scientific ideas than it is due to the

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increasingly powerful economic situation it enjoys

under a capitalism that has become wedded to

technological advance. Science can no longer afford

to be the disinterested quest for the truth about nature,

since its economic survival is bound up with the

production of new technologies: science cannot simply

desire to know; it must perform. (Hamilton-Grant,

2001: 59)

So when assessing a new technology it becomes, not just a review of its

function but, incidentally, a guide to its marketability. As scientific enquiry, in

a postmodernist sense, is no longer recognised only as an impartial

acquisition of knowledge but as a moderated activity whose direction and

application are influenced by social, political and economic priorities, so the

way in which we use and promote new technology influences the course of

innovation.

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3.4 Performative research

The best way to predict the future is to invent it.

(Ferryman in Thacker, 2000:158)

It is difficult to address the question at the heart of this research through

purely qualitative enquiry: there are too few precedents from which to draw

any conclusions, and the most important outcomes are derivatives of practice

rather than interpretations of practice. The research centres on discovering

pathways to performance rather than assessing performance. These

pathways are based on well-founded animation techniques that, through

recently developed technology, can now be used performatively in live

performance situations, with quality and stability approaching a broadly

acceptable level. So the research focuses on the performative elements

derived from a combination of the two artforms, animation and performance.

Quantitative research is also inappropriate because the projected outcomes

are intrinsically tied to the emergent processes of creative practice and the

outcomes are neither measurable nor conclusive. However, there are

methods in both quantitative and qualitative research that can be used in a

practice-led approach. This study combines the mathematically derived field

of software, with its clearly defined and often inflexible procedures that are

sequential and repeatable, with the emergent approaches underlying artistic

investigation. This is a multi-arts investigation that uses a visual medium to

explore live performance using elite technology. Elements of the research are

quantifiable; others are interpretive, and so the research can draw on the

methods of both quantitative and qualitative research where appropriate,

along with methods derived through practice, under the umbrella of

performative research.

When research findings are presented as such

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utterances, they too perform an action and are most

appropriately named Performative Research. It is not

qualitative research: it is itself. (Haseman, 2006: 100)

As pointed out earlier, not only arts practice, but technological innovation

itself is performative, distinguishing it from more traditional areas of science.

It seems an anomaly that human investigation has taken a seemingly

irreversible turn towards performativity and yet performativity is still struggling

to be recognised as a valid paradigm in research. This process of research

brings a product or a set of conditions into existence that did not exist before.

It uses performative methods of inquiry in that the research procedure is not

hypothesizing and proving nor investigating and hypothesizing so much as

adapting to the outcome of each step in a process that may lead the research

in an unforeseen direction. The investigations are expressed in the language

of practice and any determinations are intrinsically tied to the artifact(s)

produced and drawn from the techniques used. The methods used are based

on achieving experiential outcomes rather than reaching conclusions from a

set of opinions or subjective perspectives. First hand interpretations of an

artifact, such as a play or performance installation, can involve some

sensations that are ineffable, and will lead to a “plurality of answers” that may

be, in a Wittgensteinian sense, limited as validation. Also, “[a]udiences who

will be satisfied with the outcomes of research share a context with the

researcher“ (Biggs, 2002: 10) limiting the generality of qualitative outcomes

as a knowledge claim.

The few examples where real-time motion capture has been used in

performance do not provide a sufficiently broad understanding of the

processes that underlie its use. Few people in live performance have been

exposed to motion capture and so it would be hard for them to envisage how

motion capture can apply to performance. To be useful and understandable

to choreographers and devisers there needs to be more generalised

research that gives an overview of what the technology can do and how this

can be applied to performance. So it is from the practice rather than product

that new knowledge is likely to come. These are the techniques, tools and

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processes gained from the experience of practice (Mafe and Brown 2005:

12).

3.5 Practice-led research

Pierre Bourdieu argues that tacit knowledge and the

alternative logic of practice underpins all discovery, yet

the operation of this logic is often overlooked because

it is subsumed into the rational logic of discursive

accounts of artistic production. (Barrett, 2003: 3).

Practice is the language of art and through practice new forms and pathways

emerge that feed the creative process. It is through practice that ideas are

investigated, hypotheses are tested and new questions emerge (Burdick

cited by Mafe & Brown, 2003: 82). Practice as research in its various forms,

while affirming its place in academic institutions is widespread throughout the

creative industries. These include movies, games, animation, print media,

advertising, fashion and web design. Along with the use of practice as

applied research, an emergent approach is a prevalent strategy driving rapid

cultural and technological change.

Although both applied research and emergent forms of research tend to use

practice as the research framework, the two approaches are different.

Applied research generally has an identified aim that helps to develop or

extend functionality whereas emergent research is more akin to prodding a

stick at the unknown to see what happens, in an informed and skilful way of

course. Brown, Gough and Roddis (2004: 5) differentiate the two by claiming

that practice-led research is a methodology whereas applied research is a

type of knowledge. It could be argued that research into technology-driven

arts projects necessarily involve both practice-led and applied research. The

methodologies used in artistic approaches are considered necessarily

emergent (Barrett, 2006: 7) in that the path and destination adapt to the

journey, and so the artistic aims of the research change with the process of

discovery. On the other hand computers are commonly used for artistic

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outcomes and the creative process can still be emergent but the structured

logic of software with its adherence to sequence and its repeatability also

requires more deductive methods. There are many variables at play in arts

practice and the outcomes are often unique and unforeseeable so deductive

and inductive methods can only ever be a part of the research process. This

is certainly the case in performance where structure is constantly in tension

with individual expression, making portrayals of human interaction a complex

and interpretive interplay of factors. When this is combined with highly

evolved technology into a form that is related only to practice then any

meaningful insight can only be gained through practice. MacMurray stresses

the importance of practice underpinning knowledge:

...most of our knowledge, and all our primary

knowledge, arises as an aspect of activities that have

practical, not theoretical objectives: and it is the

knowledge, itself an aspect of action, to which all

reflective theory must refer. (MacMurray, 1957: 12)

Mafe and Brown (2006: 1) conclude that the significant outcomes of practice

in research are based on knowledge obtained through practice rather than

the product of practice. The chosen investigations place greater emphasis on

the development and application of techniques and processes that are useful

in the broader context of the arts in priority to the artifacts produced. This is

consistent with the emphasis by the Australian Department of Education,

Employment and Workplace Relations on generalized outcomes that are

transferable; it also reflects the need to extend beyond the mere application

of practice to “improvement of practice” (Haseman 2006:98) so that:

…the emergent core of practice-led research produces

a value in excess of any single artifact or document

produced. (Mafe and Brown, 2006: 11)

The works, therefore, need to provide outcomes that are useful and useable

to other people in the field. With emerging technology that has the potential

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to interface with creative arts, there are opportunities not just to create new

works but to discover new ways of working in a creative context, ultimately

offering gateways to more discovery.

3.6 Investigative framework

A set of smaller performance applications were chosen in preference to a

large production as the practical basis of the research for several reasons.

Firstly, the software has many features and, in a single production with the

focus on performance, only a fraction of these features was likely to be used.

With a case study that includes a representative selection of cases, a much

broader cross-section of techniques could be investigated, because each

case can be designed with a unique set of techniques in mind. Secondly, a

full-scale production would require a collaborative pool of expertise, and

people with experience in motion capture are hard to come by; using a case

study does not require the same level of collaboration. Thirdly, there are few

precedents for using motion capture in performance and so there are likely to

be plenty of unforeseen hurdles, some of which may not be overcome.

Placing all eggs in the one basket could lead to a situation where a lot of

energy was expended for no final outcome. However, if one case cannot be

implemented then it does not risk the outcomes for the entire research. The

cases used in the research were designed around the attributes of inertial

motion capture that might adapt well to performance.

It is a real-time medium and so is projected as it is performed

It uses full axis 3D data, which theoretically allows it to use the vast

realm of 3D techniques including effects, behaviour and physics

It can simulate the nuances and spontaneity of paralanguage

It is unrepeatably interactive in real-time, as distinct from games

interaction which uses a network of preanimated actions arranged in

the form of trigger trees, along with programmed behaviours and

simulated physics, giving an impression of realness

It can visually represent conversation in real time

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For the case study to be of value as performative research, the design of

each case needed to focus on each as a means to a performance rather than

as a technological curiosity, and so motion capture is a medium and not an

end. The ability to create real-time interaction is an important focus in the

case study as it sets up a three-way communication channel among the

actor, screen and audience. Spontaneity is its strength. With motion capture,

movies can be created that have a level of variability and responsiveness not

found in other interactive media. The technology is still evolving but it heralds

a plethora of possibilities that may change the way we perceive arts and

entertainment.

This research was set up from the early stages as an “enabling” industry

partnership with visual technology company, VRS, and much of the technical

equipment and logistical support through the investigations was based on

this arrangement. The software engineer at VRS took an active interest and

spent time in the early stages helping me with the motion capture software.

However, his time was limited so it was necessary to be self-sufficient,

learning the software and solving technical hurdles involved in each

investigation. In the latter stages, once the technical aspects were mastered

and real-time environments were at a stage where performance-based

experimentation could begin, several performers were invited to work in a

number of collaborative movement/dance improvisations to determine the

types of movement that worked best with motion capture and to uncover new

possibilities.

The overall innovation performance of an economy

depends not so much on how specific institutions

perform, but on how they interact with each other as

elements of a collective system of knowledge creation

and use, and on their interplay with social institutions

(Johnston cited by Grigg, L, Johnston, R & Milsom, N

2003: 15)

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The research is interdisciplinary involving performance, animation and visual

technology. Interdisciplinary research is, according to Julie Thompson Klein, “

the necessary ‘churn’ in the system”. It taps into “a set of dynamic forces for

rejuvination and regeneration, pressure for change and the capacity for

responsiveness” (Thompson Klein, 2000: 22). An interdisciplinary approach

tends to prioritise the problem ahead of the artificial categories of knowledge

organisation. Once the problem is recognised experts from relevant

disciplines can then collaborate to solve the problem. However,

interdisciplinary research does not need to be collaborative (unlike

multidisciplinary) so long as the researcher conducting the research has the

skills and the knowledge to solve the problem. The rapid pace of innovation

is driving structural changes in the way knowledge is organised and the way

research is conducted. Across many areas of research, multidisciplinary,

cross-disciplinary and interdisciplinary approaches involving collaboration

have become the norm. Convergence and diversification reflect the state of

the flux in research driven by the growth of the knowledge industry and the

rapid evolution of digital technology. The growth of computing power and a

widespread acceptance of some of the major tenets of Postmodernism have

opened the way for the exploration of complex problems that transcend

traditional disciplines.

Over the course of this century, metaphors of

knowledge have shifted from the static logic of a

foundation and a structure to the dynamic properties of

a network, a web, a system, and a field. Perceptions of

academic reality, though, are still shaped by older

forms and images. (Thompson Klein, 2000: 22)

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3.7 Methods

3.7.1 Case study

If you tell me, I will listen. If you show me, I will see.

But if you let me experience, I will learn. (Lao-Tse

cited by Clarke, 2000: n.p.)

Lao-Tse’s philosophy on learning became the basis of a method of enquiry

practiced by ancient philosophers, Confucius and Han Fei-Tzu, that is now

referred to as “case study”. Case study is a method often associated with

sociology but has been used extensively as a research method in many

areas of research, from business to nursing. Stake (1995) and Yin (1994)

identify sources of evidence for case study that include documents, archival

records, interviews, direct observation, participation observation and physical

artifacts.

The case study, I argued, is best defined as an

intensive study of a single case (or a small set of

cases) with an aim to generalize across a larger set of

cases of the same general type. (Gerring, 2007: 65)

Yin (1993) identifies three types of case study: exploratory, explanatory and

descriptive. The case study used in this research is exploratory in that, while

the projected outcomes are clear, their achievability, effect and function are

not verified until the case study is complete. As demonstrated by the works of

Darwin, Freud and Piaget, case study is an effective methodology for

exploratory research. This is in part because a case study is more likely to

expose causal mechanisms than, say, cross-case research. Case study is

useful when detailed knowledge of a small sample is more insightful than

targeted knowledge of a large sample. It is therefore an appropriate research

method for a topic of study that is complex and has few representative cases.

Much of what has been written on case study as a method in research

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relates to its use in the social sciences where qualitative determinations can

be drawn. However, the method can apply just as well to performative

approaches, drawing conclusions, not from social contexts but from

processes in practice. Case study is generally an empirical process that, in

this research, can be based on observations of the processes, functions,

techniques and procedures as well as in observations of the performance.

As the case study is also the creative practice, however, these results are

performative. That is, the creative process towards a practice-led outcome is

the research framework, and the findings are in the language of practice.

Grounding the research through practice-led enquiry was necessary because

there were insufficient examples of its use in the field from which to draw

conclusions by purely empirical means. Also, the creative practice covers a

whole range of software attributes in combination with a high level technology

to map a creative performance framework. This is a complex blend that is

hypothesis-generating rather than hypothesis-solving (Gerring, 2007). The

case study is not representative of a population of similar existing

performances but provides a useful set of templates for future creative

endeavours.

Each investigation is designed to reach separate performance objectives but

within a framework common to all; it is the extent of all observed and

performed outcomes from all of the investigations that are used, in a holistic

sense, to map a creative landscape. The case study focuses on the

functionality of inertial motion capture as a medium only, and the

performances resulting from the use of that medium affirm its suitability. The

standard functions of the software are not objects of study per se, as these

have been developed long before to carry out these functions. What is

relevant is the context in which these functions are used to meet a creative

objective.

Case study is less of a methodological choice than a

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choice of what is to be studied. (Stake 2000: 435)

The research is structured as a practice-led case study comprising four

cases. Each case investigates a different performance scenario and each

sheds light on the processes, the attributes and the performance outcomes,

including ways in which this medium can be used to create a performative

interaction between the world of screen and the real world. The case study

comprises a major case that explores interactions between a real-time

screen character and audience, and three minor cases, each exploring a

different interactive dynamic.

The relationships discovered among different

elements of a single case have a prima facie causal

connection: they are all at the scene of the crime. This

is revelatory when one is at an early stage of analysis,

for at that point there is no identifiable suspect and the

crime itself may be difficult to discern. (Gerring, 2007:

41)

These cases help to determine ways in which motion capture can be used at

live events, and give an indication as to whether it is ready now for a broader

role in live situations and whether it is likely to become widely used at live

events in the future. As there were precedents to draw from, the aims of the

research are broad, determining in general terms the technology’s suitability

to live performance as well as exploring pipelines to creative output, the

factors influencing this type of mediatised performance and a spread of

creative possibilities. Nevertheless, it was important to gain sufficient insight

to be able to construct, or at least know how to construct, real-time

narratives. As there were few existing examples to draw upon and these

together did not cover a broad range of uses, the cases were devised with

the aim of representing an overview. The cases, therefore, needed to be

diverse and general in order to explore:

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the dynamics of hybrid performance

animated environments that were conducive to live performance

ways of engaging and intercommunicating with an audience

the strengths and limitations of the software and hardware

presentational considerations such as the visibility of the technology

strategies that avoid the splitting of focus

differences in the way an audience perceives onscreen performance

compared to live performance

the use of light in a situation where the two forms have conflicting

requirements

In a performative sense the case study is not just based on observing

phenomena to find causal mechanisms, but also envisaging effects and

determining how to cause them. It is a similar situation with process-tracing

which, in a performative case, becomes process-constructing. So, rather than

observing existing cases and examining them for causal links, the cases are

constructed, and it is in the process of construction that experiential

knowledge of the creative processes of practice is gained and causal

mechanisms are understood. In this respect, the case study is the

construction of the cases and this process of construction exposes new

knowledge.

Each behaviour has a side effect and the sum of the

side effects gives the desired functionality (Steels,

1991: 454.)

The case study follows the “diverse” model in that each case differs from the

other cases so that, in combination, the cases cover “maximum variance

along relevant dimensions” (Gerring, 2007: 97). It is through the diversity of

the cases representing maximum variance that an overview of the processes,

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as well as the causal and performative mechanisms can be framed. The

experience gained can be used to construct more complex and

comprehensive projects such as complete “live” movies that can be

manipulated at any moment in a story: participatory cartoons in which

members of the public can join in as a character: or virtual installations that

are a hybrid of animation and reality television built on spontaneous

interaction and a heritage of improvisation. Each case in the case study

explores a broad range of software features that are likely to be useful in a

live performance scenario and these are listed below:

A Brush with the Real World: a real-time virtual artist. Interactive installation

Character interaction using voice, expression and body language

Movement and dance using a Digital double

Painting using a proxy

Gestural interface

Spatial triggers

Virtual improvisation

Participatory animation

Chasing Shadows: a stage interaction between an actor and his shadow

Mediatised theatre

Shadow puppetry

Swapping between recorded and live action

Theatrical interplay between physical and virtual character

Movie clip triggering

Private Eyes: an instant movie

Interactive movie

Real-time acting

Multiple characters in the one scene

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Complex real-time environment

Cinematography

Atmosphere

Motionics: exploring techniques for creating real-time 3D visuals for dance

Multiple virtual bodies

The use of video in animation

Dynamic camera effects

Reactive scenery

Targeted projection

Motion trails

Interpretive and liminal bodies

Virtual lighting effects

3.7.2 Creative practice

Practice-led research builds on the fact that creative

practice has always been a knowledge generating

activity. (Mafe and Brown, 2006: 10)

Creative practice in research needs to be differentiated from the normal

practice of the artisan and have identifiable goals. The outcomes need to be

accessible and open to scrutiny and the structure of the research and the

written exegesis need to be clear in theorizing, explaining and contextualizing

the research and its outcomes. The outcomes should be sufficiently general

to be useful beyond the scope of the research and be able to be applied to

other research (Mafe and Brown, 2006: 4). This formal approach to

scholarship expected in research driven by a rationale of consistency and

order is in contrast to the more chaotic and reflexive approach typical of arts

practice.

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The primary research methodology is problem-solving

itself, which often, in practice, cannot be fully

explicated. There are, of course, methods, techniques

and tools that can assist the researcher, but in many

cases, the problem finding and solving processes

retain an element of the black arts. (Scrivener, 2000:

n.p.)

The practice uses both animation and performance as well as sophisticated

emerging technology to bond them into a coherent performance framework.

Creative practice, in this convergent structure, requires a range of methods

as each area has its own unique workflows. Firstly, the design of each

investigation looks at the attributes of real-time animation and the unique

strengths of live performance to formulate a common ground upon which to

create. The animation is devised, storyboarded, characters modeled,

environments built, and, in parallel, the performance is devised and

developed through rehearsal and improvisation. Through motion capture the

animation and live performance are brought together regularly to ensure that

they work in combination.

The methodologies of creative practice are generally considered to be

emergent (Barrett, 2005: 6). However, I would argue the approach could be

either emergent or conjectural. In an emergent approach to creative practice

the creative pathways adapt to unexpected insights that may not be part of

the original intention. With a conjectural approach to creative practice the

creative pathways adapt to unexpected insights but without altering the

original intention. The emergent approach is led by inspiration, or what

Gerring calls “lightbulb moments” (2007: 5), while the conjectural approach is

visionary, envisaging a creative outcome and working towards it. In this

respect the approach to creative practice used in this research is conjectural,

using emergent methodologies.

Performance and dance were used in the research for testing the virtual

environments and characters as well as developing the performance

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framework. Improvisational techniques were particularly useful in helping to

formulate ways of interacting with an audience that would emphasise the

interactivity of the virtual environments in performance.

We rarely want “a” motion, but rather want “the”

performance. The specifics of the performer and

performance are important. Just as actors are trained

to know that there is no such thing as a “generic”

movement, the sense of character, context, and intent

should be conveyed in movements. Just as with stage

and film actors, motion capture directors work with

performers to achieve what they want to see. Good

motion capture preserves this. (Gleicher and Ferrier,

2002: 2)

Each case had a specific performance style. A Brush with the Real World

uses improvisational techniques to lure passers by and involve them in visual

and verbal exchanges. These techniques stem from the work of Canadian

Keith Johnstone whose book, Improvisation, sparked an interest in ways to

deal with spontaneous performance situations, and my years of working with

Tony Kishawi using mask, mime and clowning techniques. Chasing Shadows

is built on interplay between two onstage characters, one real and one virtual.

It is a choreographed sequence, and motion capture is used to synchronise

movement between the actor and the virtual character. In traditional clowning

(as with Commedia dell’Arte), differences in status present fertile ground for

comedy sequences, and this piece explores a change in the normal

relationship between a man and his shadow, the actor and the virtual actor.

The other theatrical piece, Private Eyes, uses reflective monologue and is

more subtle, sober and mood evoking. Onscreen, this piece is in the form of

a movie, using a progression of scenes and camera positions, along with

rehearsed movement and gesture. Motionics explores a range of visual

techniques that could be used with dance, and dance was used to test each

technique in a performative way. Each environment has its own flavour, and

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dance is used improvisationally to help determine a movement style or

dramatic feel that suited each of the visuals.

3.7.3 Industry input

The role of knowledge in economic development has

been transformed from a minor player to a driving

force. The industrial economy, based on goods and

services, is being matched, and in some cases

displaced, by the global knowledge economy, based

on the production, distribution and use of knowledge.

(Grigg, Johnston & Milsom, 2003: 15)

Industry input was sought initially for determining what the research question

should be. I had accumulated a number of ideas for using animation at public

events and, rather than rely on informed intuition as to which was most

appealing as a public project, I presented the ideas as a folio of prospective

projects to a selection of people involved in performance and festivals to get

feedback on the type of animated production they would envisage as being

successful. On the basis that people may not be aware of some technologies

available and ways in which these technologies could be used, I created nine

Flash animations, each demonstrating a way of using projection at live

events, including some that used live performance. Animations representing

hybrid shadow puppetry, performance animation, previsualisation and 2D

event projection evoked the most interest. One person with a long

involvement in circus was keen to discuss the use of virtual simulation as a

method of trialing a potentially dangerous risk to the performer. This method

is already used for defence, emergency services and pilot training and, if

applied to circus, it could help drive innovation. New acts that are potentially

dangerous could be simulated first, minimizing the risk factor. In combination,

the industry feedback helped identify a practical case(s) that had industry

application and could be used as the basis for research.

Below are images from the folio of Flash animations presented to people in

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key arts groups for feedback.

Figure 3: Using rear projection animation as a public window installation

Figure 4: Large-scale shadow puppetry using animation

Figure 5: Using effects triggered by movement

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Figure 6: Projected background moves with person’s stage orientation

Figure 7: Projection within sets onstage

Figure 8: Animated shadow

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Figure 9: Shadow projection on the tent wall in circus

Figure 10: Improvisational screen character

3.7.4 Applied methods

There is an increasing role for applications-driven

approaches in many spheres of research, and a

growing share of the national research effort is

occurring in commercial settings. These trends are

particularly pronounced in the fields of science and

technology research, but are by no means confined to

them; similar trends can also be observed across a

range of the social sciences and humanities. (Kemp,

1999: 1.10)

The investigations each had fundamental technical challenges and,

frequently, new solutions to problems created new problems to solve. Each

time a new workaround was developed it was tried with the inertial suit to

determine the effect and what unforeseen consequences might be caused.

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Some problems were suited to a holistic approach whereas others needed to

be isolated because it was too hard to determine the mechanics of the

problem otherwise. While technical issues were very important to resolve, the

theatrical parameters also needed to be determined; these were limited to

the scope that the technology allowed, as well as the way audience and

actors related to screen environments. Many of the technical hurdles and

artistic aims could be trialed to gain a better understanding of how they

worked. Some of these were:

Developing a gestural interface to operate a colour pallet

Tracking anomalies in movement data

Exploring ways in which effects could be used

Determining improvisational techniques and theatrical strategies that

would prove effective in holding people’s attention

Assessing how people would react to a real-time screen character

Working out the dynamics between a live actor and the virtual

environment

Identifying moments where the continuity of dynamics or aesthetics might

be broken

The flux caused by rapid innovation as different fields converge frequently

pushes researchers into pockets of unfamiliar territory. Through the

collaboration with visualization hardware company, VR Solutions,

opportunities arose to apply and expand on the skills and knowledge needed

for the research in a real-world context. On a number of occasions early in

the research I worked as the performer in motion capture sessions and, after

becoming more familiar with the motion capture software, demonstrated real-

time motion capture at a number of games studios and at the GamesConnect

Conference at the Brisbane Convention Centre. Later I worked on motion

capture for a UQ/industry collaborative project, creating and editing motion

capture data. A new beta level ultrasonic tracking system was sent from the

UK to augment the inertial system and I was employed to help set up the

hardware and software. Each of these experiences broadened my knowledge

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of motion capture and improved workflow in practice. In combination they

provided an overview of the entire process in the context of industry

workflow, providing know-how not readily available in tutorials and books,

and were valuable in reaching a level of competence to be able to complete

the investigations. Late last year I traveled to Perth to set up motion capture

sessions for a major games company. Since then I have regularly been

involved in demonstration and content creation with motion capture. In

August I attended Siggraph 2008 in Los Angeles where I was able to see first

hand new hardware and software developments in motion capture as well as

aligned technologies and presentations of the latest research. Each of these

industry-based experiences has provided critical learning experiences in time

based workflows and an overview of the entire process of motion capture.

3.8 The working environment

The inertial motion capture suit used in the research is the Gypsy Gyro 18,

designed and produced by UK based Animazoo. It is an inertial system that

uses 17 inertia cubes placed at strategic points around the body. The inertia

cubes, made by Intersense, use accelerometric, magnetic and gyroscopic

data to determine 3 axis orientation (pitch, roll and yaw). These small cubes

are attached by leads to a transmitter worn on the chest or back. The

transmitter sends data to a receiver, which is plugged into a computer. This

Gypsy Gyro was the first commercially available suit produced and was

shipped to Brisbane in late 2004, just before the start of this research. The

software used for the motion capture was Animazoo’s Cobra 7.11 and

Autodesk Motion Builder 7.5.

The most widespread type of motion capture is optical motion capture. It is

commonly used to create animation for movies and games. Optical motion

capture typically requires dedicated studio space and this limits its application

to live situations. Inertial motion capture, while not as accurate as optical and

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subject to drift, has no problems with obstructed sitelines (occlusion) and the

unedited real-time data is acceptable. The suit, fitted with a transmitter and

cables, is marginally restrictive but it allows the performer to operate

wirelessly hundreds of metres away from the receiver. A big advantage is its

portability. The entire system, including laptop, can fit into a medium size

case. It can be up and running within half an hour and can be used in a wide

variety of environments.

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4 Description of practice

4.1 Overview

The practical research explores four cases in which motion capture can be

applied to live situations. These examples primarily focus on interactive

relationships between the actor and the audience or the actor and the visuals

rather than the artistic merit of the visuals.

(1) Interactive installation

(2) Mediatised theatre

(3) Instant movie

(4) Interpretive visuals

Many of the techniques in these cases are well known to those who work

with animation. Applying these techniques using motion capture to create

real-time animation is less well known. There are a number of well-

documented examples of real-time animated characters being used in a

public forum; these are typically real-time applications by animation

production houses rather than hybrid performances by live performance

troupes. This difference in emphasis is important in determining how the

subject matter is approached and how the technology is used. In live

performance the “liveness” is primary and animation is an augmentation,

whereas in animation the emphasis is on the animation, and the liveness is

an attribute that helps the workflow but is disconnected from the final product.

The implication that programming is the actual art and

what artists make of it will always remain secondary

matches up with Friedrich Kittler’s suggestion that only

our ignorance makes us confuse the products of

media with art. (Daniels, 1999: n.p.)

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For motion capture, or for that matter any form of media, to have a

connection with live events it needs to be more than a fusion exercise. It was

important to explore composite forms where motion capture was a tool rather

than the focus of the visual experience. Otherwise its interest may lie only in

its novelty. A performance can “wow” an audience with cutting edge effects

that are only captivating until the next technological breakthrough consigns it

to obsolescence and, with the frequency of innovation in visual software and

exponential increases in computer speed, it is inevitably a fate just around

the corner.

Chasing Shadows and A Brush with the Real World are theatrically based

installations that use animation techniques applicable to dance. Both in

different ways explore how a projected story can be created live, including

how scene changes can occur, how a scene can operate with more than one

character and how the characters can interact with objects in the scene. The

installations are both highly portable, and require few special conditions

outside those that would normally be expected when using projection. The

performance is shown as it is created and so the content cannot be edited.

There were often glitches but the chances of them occurring or being seen

were minimised in the choreography and camera perspective. The

technology presented opportunities to develop or enhance ways of

interacting and this was the primary consideration when looking at how these

cases were constructed. Although there was a need to adapt to the

limitations and to frequently use workarounds, there was an assumption that

any problem could be solved and any inadequacies of the hardware and

software would gradually be eliminated as the technology improved; this

often proved to be the case.

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4.2 A Brush with the Real World

Figure 11: A Brush with the Real World

A Brush with the Real World is a real-time performance installation. The

screen character, Rupert, is an artist and the screen is a window into his

world. He works in his small studio painting on his canvas but Rupert can

also paint in the air around him. His brush becomes his main form of

communication with his passing audience. Rupert is also able to

communicate through actions, moods and, most importantly, his paintbrush.

He can paint on the inside of the screen and in the virtual air of his studio.

A Brush with the Real World allows for spontaneous visual exchanges

between screen character and audience. All movement is transposed from

the actor onto the screen character allowing him to communicate directly with

the audience. The actor can respond to the audience and that response is

portrayed by the double on screen in the visual language of the artist. The

actor’s role is integral but invisible and the audience perceives itself

communicating with the artist and the art. It is a virtual theatre improvisation,

where the rules of an improvisational game apply, structured around the

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characteristics, the quirks, foibles and activities of the screen character and

his ability to express through the paintbrush.

The communication between Rupert and the viewer subtly unfolds. Initially

Rupert is engrossed in his own world, painting and pottering about in his

studio. His first awareness of the audience is like someone who is suddenly

aware that someone is peering into

their window; he tries to block them out

and when that becomes unsuccessful

he attempts to ignore them. This can

only go on for so long before he feels

the urge to express his indignation.

However, he gradually warms to those

peeping into his world and starts a

dialogue, firstly through gestures and

then through his art. Finally, he uses his voice, talking directly to them. So the

sequence allows the interaction to evolve as the screen character, at first

detached from any involvement with the audience, progressively adds to his

methods of communication until he includes them wholly into a spontaneous

and engrossing exchange.

A Brush with the Real World uses a gestural interface to control some actions

in the projected scene. A gestural interface is an interface in which actions

are triggered by the body movements of the operator. With Rupert, positions

of the non-painting arm were used to control colour while forearm rotation

was used to control flow. The paint was activated when the hand was a

certain distance forward of the body and any distance beyond that

determined the extent of the paintflow.

Late in the development of A Brush with the Real World real-time speech

was added to Rupert’s communication repertoire. This gave Rupert another

layer of communication that could add to the dramatic depth of the character

and his ability to interact. In a performance situation Rupert could join in with

dialogue onstage, adding another step in an unfolding communication

Figure 12: Layout for A Brush with

the Real World

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dynamic with an audience/observer. Facial expressions that express feelings

and emotions were also added and these could either be triggered by a third

party with a keyboard or game controller, or by the performer using a hand

controller such as a thumb joystick. The speech used MotionBuilder’s voice

recognition engine to trigger blendshapes, giving a realistic impression of

speech. In live situations this can work well but, because the mouth

movement is triggered by sound, any stray sounds such as audience noise

can also cause the mouth to move. So when using this voice engine in live

performance precautions should be taken to filter out extraneous sounds.

Although A Brush with the Real World was designed as a theatrical

installation, the outcomes from this type of performance are also applicable

to dance. The screen is a visual extension of the stage and can be used to

enhance the plot, the characterisation or context of the live action. With

Rupert’s ability to speak and to express moods, characterisations shown

onscreen through dance can be quite complex, extending the nature of

dance visuals to being a sophisticated communications medium. The real-

time nature of the visuals may help to overcome the limited ability to

emotionally connect with the audience, prevalent in dance productions of the

past that used motion capture. According to Birringer these productions

“were marked by a depersonalized formalist aesthetic of the painterly” (1999:

365).

The A Brush with the Real World environment was also used to explore the

“digital double” as a way of conveying dance in an animated form. Through a

digital double the dancer can be represented visually in an illusory world. In a

series of trials, dancers were involved in creatively exploring the virtual

character as a real-time visual element in dance. Using Rupert and his virtual

paintbrush, the dancer could dance his/her way through a painting as it is

created. The trail of paint became a map of the dance. Other relationships

between dance and the paintstream were explored, including one iteration

where the colour of the paint trail changed according to the height of the

brush, and in another the paint was constrained to a set of planar surfaces.

Other experiments explored the use of dynamically changing textures.

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While the aesthetic may be the same whether the visuals are real-time or not,

the formalism is not a big factor in real-time because the dance is liberated

from the pace of the visuals. The onscreen environment is the puppet of the

dancer. So when paint trails from Rupert’s hand as he dances through his

studio it is the dancer controlling its path and its timing. Through this flow the

dancer can manifest precision or symmetry, or create recognisable artifacts

that can be woven into the choreography. The paint can also be used as a

colour trail of the dancer’s movements, a representation of movement over

time, as has been used previously with Riverbed productions of the late

nineties.

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4.3 Chasing Shadows

Figure 13: Chasing Shadows

Chasing shadows is more traditionally theatrical, a combination of drama and

shadow puppetry. The audience members are onlookers and the interaction

is all on stage between the live actor and his shadow. A detective-like figure

stands near a lamppost waiting for a bus. His shadow casts on the wall of the

building behind. The shadow gradually takes on a life of its own, becoming

another actor onstage, and a scenario ensues among the inadvertent actor,

his clumsy shadow and other shadows that pass in the night.

With Chasing Shadows the technology is invisible and the focus is the

theatrical action onstage. Motion capture is used to generate the shadow of

the actor and this is projected in real-time on the wall (projection screen)

behind. The actor’s shadow is in fact a real-time projection of the actor’s

movements. It is worth noting here the reason for choosing a story about a

shadow. One inescapable problem whenever there is interplay between live

performance and projected images is that they exist in different dimensions,

the world of live performance and the world of cinema. A shadow, however,

is a naturally occurring two-dimensional projection that exists in a three

dimensional reality making it a natural player in a hybrid performance that

does not strain the bounds of credibility.

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The shadow becomes aware of a sense of independence, gradually

exhibiting more individuality until it becomes a different player. However, as

the plot concludes the shadow recedes to its traditional role. The real-time

generation of the shadow is intertwined with movie clips to create the subtle

shift from obedient mimic to independent entity. Technically, a smooth

transition is difficult to achieve with inertial motion capture because the

motion data is relative. As an example: if the performance animator walked in

a circle back to the exact same position (s)he started, the character on

screen may not be in the exact same position it started. While there are

probably ways of automating the transitions, there was insufficient time to

explore this area and so the changes from live motion to movie clip in

Chasing Shadows rely on the actor’s intuition.

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4.4 Private Eyes

Figure 14: Private Eyes

Private Eyes started as an offshoot from Chasing Shadows. It is a foggy night

in the inner city and a lone misty figure stands under lamplight on a street

corner waiting for a bus. He slowly becomes aware of and gradually

preoccupied with eyes watching him. The headlights of a passing bus or dark

figures passing in the foreground occasionally punctuate the scene. Lighting

and visual effects are used to create a Singing in the Rain atmosphere.

Private Eyes uses particle effects, background video, scene changes,

camera switching and mood lighting in real time to test the extent to which an

animated movie can be performed “live”. Scenes with multiple characters,

using a blend of movie clips and real-time motion capture, also added to the

range of possibilities.

From a dramatic perspective Private Eyes sees into the thoughts of the actor

on stage. These thoughts transport the audience to another time and place

as the actor reminisces about the past. While the structure relied less on the

animation being real-time than the other investigations, it provided a guide as

to how far effects could be pushed before the visuals were degraded by

dropped frames or stalling. Within the limitations of this study Private Eyes

explored a range of movie techniques with the emphasis on determining

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whether they could adapt to live performance scenarios.

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4.5 Motionics

Figure 15: Motionics 1. By attaching a camera to the head of an avatar the audience

can follow the eyes of the live actor through a journey of his/her imagination.

Figure 16: Motionics 2. This is a simple experiment in which particle emitters are

constrained at varying distances from parts of the body.

Figure 17: Motionics 3. This example uses simple emitters that change colour over

time to visually represent a dancer’s movement.

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Figure 18: Motionics 4. Software mirrors are used to show different perspectives at

the same time.

Dance is usually set to metronomic rhythm of music, and visual media is

often used as a synaesthetic enhancement to the movement of the dancers

onstage. These visuals are sometimes generated using 2D motion capture, a

form of motion capture that uses a single camera source to map the shapes

of the dancers or a series of identifiable points visible on the dancers so they

are able to control the motion and timing of the visuals. 3D motion capture

extends this into the three dimensions of virtual space. Motionics is not a

single performance structure but a series of trials testing a wide range of

visual tools individually. These trials use particle emission and more

conventional animation methods to determine ways in which animated

visuals could interact with dance. There are many techniques in animation

that can be applied to visuals in dance and so this study, rather than focus on

a single performance-based outcome, explores a range of visual techniques

to reach an overview of real-time performance. It is a study portfolio rather

than a single case per se.

Visual effects, driven by motion on stage, can be viewed in real-time from a

range of virtual camera perspectives that can be toggled or animated.

Examples were recorded of scenes created from the view of a character on

screen, from multiple camera perspectives that could be switched, from the

perspective of a stationary camera locked to the movement onscreen, and

from an animated camera. Also, projected video was used, either as a

background within the 3D environment, a dynamic projection onto the body of

the character, or way to add Flash animation to the scene. Basic video and

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particle effects were used in scenes without discernible deterioration in the

real-time performance. This was subject to such factors as the number of

video and particle effects used and complexity of the scenes. Multiple

characters onscreen were driven by a single dancer and software mirrors

were used to create the illusion of multiple dancers or to extend the scene

without adding more geometry. Reactive approaches were also used in

several ways. One scene used a sea of blinking eyes that were locked onto

the actor; wherever the actor moved the eyes followed. Trigger points were

set up at several locations in a scene comprised of a black flashing, reflective

figure dancing with staccato movement in front of continuous looping

lightning; when the dancer entered certain points in the scene, it caused

sparks to fly.

There are many attributes of the MotionBuilder environment that could be

explored artistically in a real-time projected environment and so a broad

determination of its use in live performance is difficult to assess other than by

using a broad performative approach. The case in dance explores in broad

terms the accepted capabilities of the software and how they work with

relatively unexplored hardware. While each of the cases was successful, at

least in principle, an acceptable visual performance can only be achieved if

there is consideration given to a whole range of factors. Variables such as

the complexity of geometry, resolution of textures, the extent to which video

and CG effects are used all influence the quality of the output. These are

factors that make up the balance between technical capability and artistic

intention.

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4.6 Log of practice

Early in 2005 I set up an initial contact with Jon Newell from VRS, hoping to

establish a collaboration with the company to gain access to their motion

capture technology, and most importantly, their Gypsy Gyro 18 MOCAP suit.

It was April before any practical interaction commenced and, despite many

setbacks with both software and knowledge of the technology, it opened up

possibilities as to what could be achieved in a real-time interactive hybrid

performance. As I learned more about the technology I decided to aim for a

project that explored the potential of the MOCAP suit and my background in

both theatre and illustration. This gelled into the notion of creating a real-time

interactive painting environment, A Brush with the Real World.

The motion capture equipment was only available when it was not being

used for income generation and so the research needed to be flexible

enough to adapt to the windows of opportunity that arose. The technology

was new, entailing a lot of experimentation and learning. Early in these

studies persistent glitches occurred when generating real-time animation with

the inertial suit. Some of these were minimized by workarounds. For

instance, the inertia cube placed at the base of the spine was pivotal but was

subject to shift. I tried using Mastix to directly glue it onto the skin and this

helped. Later, I contoured a pad to sit snuggly in position and this worked just

as well. I used a similar method for the foot trackers and this marginally

improved the results. The angular rates and calibrations were persistently

tweaked; this also gradually improved the motion.

The latter part of 2005 was spent developing a painting environment.

Through early trials it became clear that all aspects were feasible but

progress came to a standstill when unexpected software conflicts cropped

up. In December 1995 Ali Kord, head of UK based Inertial suit manufacturer

Animazoo, visited VRS and demonstrated an upgrade that alleviated the

more glaring deficiencies in the software and provided a more stable

environment. I was now sufficiently familiar with the software and equipment

to handle motion capture sessions unaided. However, in March 2006 the

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inertial suit was leased to Irrational Studios in Canberra for 4 months and so

the project again came to a temporary standstill. This called for a strategic

change. While the equipment was still available I arranged to capture all

motion for two of the proposed studies, Chasing Shadows and Room Rage,

just in case A Brush with the Real World was unable to be finished on

schedule. This way, if there were further problems with availability, the data

could at least be used for pre-rendered sequences in performance.

During the time the inertial suit was away I focused on modeling the

characters and environments, assisted by Kim Allen and Vana Prayitno.

Shadow models were built and rigged for Chasing Shadows and the first

“Rupert the artist” character was built for A Brush with the Real World. When

the inertial suit returned it became clear that the characters needed

significant revision to work well in a real-time environment. Changes were

trialed in the studio and by late September the characters were working

sufficiently well to tackle the more tricky technical questions associated with

using effects, triggers and behaviours. Chasing Shadows used video clips

interspersed with real-time action. The transitions needed to be unnoticeable

to an audience and this presented a range of technical challenges. In A

Brush with the Real World there needed to be a quick easy way of swapping

among colours on the brush, preferably a method that could be handled by

the actor. Another major hurdle presented itself around this time; Jon

Newell’s availability was greatly reduced when his role was changed from

motion capture specialist to content developer. As a result I needed to spend

large amounts of time through the rest of the year learning more about the

software until I was self-sufficient.

Each change was trialed in the studio and any results provided feedback for

further refinement. During this time a number of short motion capture projects

came up and so I cut back on performance work to participate in these. This

work ranged from performance animation, working as the performer in the

suit and demonstrating motion capture to games studios and human

movement related organisations. Further work arose in software

demonstration (GamesConnect Conference, Brisbane), running motion

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capture sessions, edit motion data for animation (Bippo the Hippo) and run

training programs. The work give me a more comprehensive understanding

of all facets of motion capture, from both the perspective of the actor and that

of the animator, and a clearer picture of how it was deployed commercially.

By February 2007 A Brush with the Real World, while still needing

refinement, was working in principle. By April movie clips for Chasing

Shadows had been created and arranged in a trigger tree so they could be

activated from the keyboard. By July the environment for Private Eyes was

built and several effects-based scenarios had been created as proof of

concepts for dance. There was plenty of scope for further refinement, visually

and performatively, but all investigations were at a stage where they could be

demonstrated to be technically successful. Several upgrades in the software

have since reduced these problems further. The real-time performance

animation produced on screen was of sufficient quality for at least proof of

concept performances and, with Animazoo recently receiving extensive

development funding, the software was expected to undergo further

improvement. The inertial suit was now more regularly available and this

allowed me to spend more time in the studio.

Late in 2007 and through to March 2008 a basic gestural interface was

created for A Brush with the Real World to control the paint colours and the

thickness of the paintflow. Rupert was given a voice using the speech

recognition engine in MotionBuilder that recognises phonemes and triggers

appropriate blendshapes (shapes of the face representing the corresponding

phonemes). This would allow for greater dramatic flexibility with

communication between Rupert and audience. Facial expressions and eye

movement were also added. With the help of dancers Bridget Fiske and Joe

Lau, along with choreographer Rosetta Cook, real-time dance effects were

trialed in the studio. These trials were not so much focused on implementing

creative ideas as exploring the technical attributes of the software that were

likely to be effective as tools for creating visuals. In essence, they looked at

what was performatively possible and what was visually and theatrically

appealing but the intention was not to produce finished performance pieces.

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The movie clips for Chasing Shadows were cleaned up, edited and arranged

in a trigger tree. The motion sequences for Private Eyes were also finalised

and other characters added.

Each of these investigations contributed to a broader understanding of how

motion capture could be used at live events. Scenery and characters could

be changed at an instant; interaction with the screen character could extend

beyond the interaction that games have made familiar. In April 2008 more

visual possibilities for dance were explored, including the use of video

projection and camera animation. As video could be projected on specific

objects in the scene or assigned as a texture to those objects in a number of

different ways, it was not difficult to create many types of video effects

created using real-time 2D. However, the 3D effect was navigable so that the

created effect could be viewed dynamically from any perspective. Through

2008 the focus was to incorporate operating methods that gave the performer

as much control over the environments as possible. The more control the

performer had the more spontaneously they were able to interact with the

environment. Control methods developed earlier in the research, while giving

the actor control, required too much thought and dexterity, compromising the

purpose of using them in the first place. So time was spent developing more

intuitive controls: those that more closely mimicked real-life actions.

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5 Evaluation

There is no particular mystery in animation...it’s really

very simple, and like anything that is simple, it is about

the hardest thing in the world to do. (Tytla cited by

Graham, 1937: n.p.)

5.1 Inertial motion capture

The aim when commencing the research was to investigate a set of public

event ideas that incorporated projection. Motion capture, at the time, was

seen as a means to create some of these performances. As I began to work

with motion capture it became clear that, before it could be an effective and

familiar tool for live performance, a lot more needed to be uncovered as to

how it could work in live performance. There were questions about its

robustness and the quality of the real-time data produced. The performative

aims were speculative, as there were few precedents that provided insight

into whether the aims were technically achievable or qualitatively acceptable.

As a result the research first needed to explore whether inertial motion

capture was a useful tool for live events and, if so, in what ways it could be

used. So the research focused on examples that explored broad ranging

techniques applicable to live arts rather than the creative outcomes. Thus, in

the context of the research, the cases are archetypal more than artistic. They

answer questions of process more than product.

The quality of captured data depends on the real-time performance and this

is partly dependent on the performer’s awareness of the inertial suit's

movement parameters. While the inertial motion capture is able to capture

non-vigorous movement with acceptable accuracy, it has limitations.

Jumping, or in fact any movement where both feet leave the ground, is

predictive and often will not be portrayed accurately onscreen. Highly

acrobatic or high impact activities are generally not suitable. This might seem

a major drawback in, say, action games, but it is surprising how many of the

movements in this context are not in this category. Walking in a crouched

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position was considered a move to avoid but we had few problems. The

screen environment that the actor controlled had definite limitations, some

that are intrinsic to the technology and its application, some that are likely to

be overcome in the near future; and others that have recently been solved.

Inertial motion capture has some inherent traits that differentiate it from the

more commonly used optical motion capture. Inertial systems have active

sensors that measure orientation. This orientation data is transmitted

wirelessly to a computer. Optical motion capture uses an array of cameras to

plot the changing locations of points in space. So inertial data is rotational

whereas optical data is translational. Optical systems use visible light as a

means of detection and so are subject to “line-of sight”, contrast and

reflectivity problems. With inertial motion capture the data has no global point

of reference and this can lead to a range of translational errors. However, it is

not the thrust of the research to delve into an in-depth comparison. Instead,

inertial motion capture is viewed simply in terms of whether or not it is

suitable for live performance. The attributes are set out in the chart below.

The second chart shows some of inertial motion capture’s limitations as well

as some specific recurring problems that are likely to affect real-time

performance.

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Chart 1: Attributes of inertial suit

Chart 2: limitations and problems

This evaluation of inertial motion capture has been conducted over several

years using the first inertial suit available commercially. To gain a better

Latency Operated in real-time with few frames dropped

There is no significant lag even with more complex 3D

environments

Range Can operate over distance effectively

Signal interference Is not affected by line of site problems

Venue Is not subject to jitter or occlusion

Ease of use Can be used in a large range of live environments

Equipment Entire performance can run in real-time on standard computer

equipment fitted with a graphics card capable of running two

monitors.

Control In the right situation the entire performance animation process,

including the acting, can be operated by one person

Updates The software is regularly improved and with each new version

improves the real-time output

Complexity Can use elaborate 3D environments, multiple characters and

complex effects

Foot slide The foot slides on the floor with each step

Foot drop The foot drops a few centimeters to the floor with each step

Jumping/displacement Jumping is highly predictive. While vertical jumping is

interpolated well, jumping horizontally is not very accurate

Actor file It took a number of attempts to get an accurate “actor” file

Frame dropping The hardware or software cannot handle the rate of information

and drops frames

Relative positioning The data only tracks relative positioning. Depending on the

accuracy of the calibrations, the location of the virtual character

in the scene shifts with movement.

Vertical tracking Tracking is based on the assumption that one foot is touching

the ground at all times. When both feet leave the ground, say,

while climbing stairs, the software will locate the data with one

foot at y=0

Physical limitations The suit, while wireless to the receiver, has significant amounts

of hardware attached. This limits the range of costuming that

can be worn with it for a live performance situation

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perspective on the problems and limitations listed, it should be noted that

since this study began there have been significant advances in the

technology that have reduced or eliminated many of these problems and

limitations. At Siggraph 2008 all systems presented, both optical and inertial,

were able to apply a broad range of vigorous movements to complex 3D

scenes in real-time reliably and with few discernible glitches. When trialing

the cases it also became clear that, by adapting the visual environments,

modifying characters, carefully selecting camera angles, and adapting the

choreography, interruptions to the visual continuity of each piece were

minimised. While the animation produced is visually impressive and is

sufficient to create an engaging interactive real-time production, the

technology is still not at a level where it can generate a reliable continuous

uninterrupted feeling of co-presence with a character on screen. Small

anomalies become obvious. To create a sense of realism or imbue a feeling

of co-presence with a screen character in real-time the level of precision in

the motion of the displayed animation needs to be high.

Animation has direct needs for precision that stem

from the sensitivities that viewers have in experiencing

motion. For example, a viewer is likely to notice

imprecision in a character’s interaction with its world. A

foot floating slightly above the floor or sliding a small

amount, or a hand not quite reaching the doorknob,

are tiny imprecisions yet can completely destroy the

illusions of realism. (Gleicher and Ferrier, 2002: 1)

The primary aim of this practice-led case study, however, is not to create an

illusion of realism as this would be an environment too complex to run in real

time and would require more resources and know-how than a study of this

nature is likely to attract. The cases are not designed to explore aesthetic

frontiers or even move beyond the visual conventions of 3D animation. The

focus is on communication between observer and screen and, as a

consequence, on the many facets of conventional 3D software and how well

they adapt to a real-time environment. The worlds that can be created in 3D

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are years ahead of what can be represented in real-time and so the visual

quality of the real-time environment is necessarily less important than the

level of interactivity that can be generated.

5.2 The case study

Many of the techniques here are well known to those who work with

animation. Applying these techniques using motion capture to create real-

time animation is less well known. There are a number of well-documented

examples of real-time animated characters being used in a public forum;

these are typically real-time applications by animation production houses

rather than hybrid performances by live performance troupes. This difference

in emphasis is important in determining how the subject matter is approached

and how the technology is used. In live performance the “liveness” is primary

and animation is an augmentation, whereas in animation the emphasis is on

the rendered image; the liveness is an attribute that helps the workflow but is

usually invisible in the final product.

A real-time environment is not capable of reproducing the depth and

sophistication of animation people have come to expect through media.

These environments take many hours to render. In time the combination of

what can be produced in real-time and the tools available in a 3D

environment will no doubt create their own tree of aesthetic directions in live

performance. The case study looks at the potential of interactivity that this

technology offers.

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5.2.1 A Brush with the Real World

A Brush with the Real World was designed to look at ways in which dramatic

interaction can take place between a screen character and an audience and

so it incorporates several communication techniques. The virtual artist,

Rupert, can communicate physically and verbally but, most of all,

communicates through his paintbrush.

Figure 19: Trialing the paintbrush

Using particle effects as “paint” was sufficient for the study but had some

limitations. Firstly, the paint was RGB colour. As a consequence, when one

colour was blended with another it did not behave the same as real paint. As

an additive system blending one RGB colour with another resulted in a

lighter, brighter colour. Real paint is CMYK colour and blends subtractively;

the resultant blend is darker and duller. As a compromise Rupert used matt

colours that did not blend at all. A CMYK colour system could have been

simulated but there was another hurdle: any change to the particle emitters’

colours affected all its particles onscreen universally. For instance if the paint

changes from red to blue all red paint already onscreen will also change to

blue. Each colour required its own emitter (figure 20). The other major

limitation when trying to paint using an onscreen artist is that the system

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controlling the hand movement is not highly accurate. This is partly because

the data does not represent the subtleties of hand and finger position, and

because an inertial system relies on the body measurements of the actor.

Being at an extremity of the body, the position of the hands are calculated

from all such measurements back to the feet and there is likely to be a

significant degree of error.

Late in the development of A Brush with the Real World real-time speech

was added to Rupert’s communication repertoire. This gave Rupert another

layer of communication that could add to the dramatic depth of the character

and his ability to interact. Facial expressions that express feelings and

emotions were also added and these could either be triggered by a third

party with a keyboard or by the performer using a hand controller such as a

thumb joystick. Altogether, eight expressions were created and these could

be used in combination with speech so that a character could talk

expressively.

The characterisation was important in creating a sense of connection with an

audience (co-presence), so the quirks and foibles of Rupert were explored

theatrically. A set script or scenario would have detracted from the necessary

improvisational quality that made this type of media unique and so loose

scenarios were devised and active elements were included in the scene to

steer communication between Rupert and the audience. Also, the scene and

the viewing position could be switched easily at any time, opening up

opportunities to further develop a more narrative and visually diverse

approach.

No capture device was used for the hands; they were set in a neutral stance

and changes were kept to a minimum. The eyes were operated in several

different ways; they could be fixed so they always faced forward, automated

so they “led the way”, or controlled by a joystick or mouse. The eyelids

randomly blinked. Objects in the scene could be picked up and put down in

real-time. Rupert could also trigger actions by entering a particular location

on screen or by putting his hand on a certain virtual object. As an example,

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active objects in the scene, such as light switches, could be “switched on” by

the character.

The primary study, A Brush with the Real World, was performed as an

improvisational window installation at the Judith Wright Centre for

Contemporary Art in Brisbane in July, 2009. The animation was rear-

projected onto two large screens, one facing the street for interactions with

passing street traffic, and the other set-up in the foyer for more in depth

dialogue with a more stationary audience. Cameras and microphones were

set up so the actor could see and hear those watching. Sound from a

wireless headset worn by the actor was fed through speakers on either side

of the foyer screen and also back to the computer to generate mouth

articulation in Rupert so that Rupert could talk to the audience. His virtual

studio included a range of active elements to engage people in participating.

Rupert could turn lights on and off, change appearance, pick up objects and

put down objects. He had a range of moods and spoke with articulate mouth

movements. He could paint with a range of colours and could dance to create

colourful 3D trails. All these elements helped to make it a complex multilevel

improvisation where people were generally more engrossed in

communicating than passively watching.

Four scenes were projected at different times during each two-hour session:

the studio, the cellar, an empty black scene as a backdrop for dancing and

painting and a 2D poster. The last scene, Brushalex, is presented in the style

of an Art Nouveau advertising poster with Rupert as a prominent figure.

Council regulations prohibited the use of amplified sound in the street so, for

the window projection, the interaction focused more on visual elements. In

Brushalex Rupert could move letters in the text of the poster engaging

passersby in creating new expressions. In the cellar scene Rupert wandered

about in the dark with a flickering candle. He could pick up and put down the

candle on several boxes scattered around the space. If he sat on the candle

the back of his jacket began to smoke. It could be extinguished by repeatedly

hitting it with his hand. The studio scene was the most commonly used

because it was more in context with Rupert’s nature and occupation,

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providing easy conversational cues for the audience.

While experimental, A Brush with the Real World accentuated that

improvisation works well with animation, whether the form of improvisation is

physical, visual or verbal. The performance relied on attracting the attention

of passersby, holding their attention and drawing them into participating. This

provided, at least in quantitative terms, an ongoing indication of the success

of the installation. After the first night it was concluded that the audience for

the outside screen was comprised mostly of drivers sitting in traffic and

diners at the restaurants and cafes across the road; people walking on the

footpath directly past the screen frequently failed to notice it. On the second

night we lifted the blinds on the windows either side of the projection so

people had a clear view of the actor driving the animation. This had an

immediate effect as people could clearly see the connection between the

actor and the character, realizing the projection was not just another patch of

inner city light flickering in their peripheral vision, but something intriguing.

figure 20: The two screens

Gestural control of the paint worked well. The painting environment was

relatively simple but sufficient to demonstrate that it worked as an

improvisational tool and, based on its use with an audience, is a device well

worth refining and structuring theatrically for future public performances.

There was little opportunity to practice the painting before the performances

but, based on our work in the studio, the articulation of the brush grew better

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with practice. In this way the process is similar to drawing with a graphics pad

or mouse in that it relies on watching the progress of the image being created

onscreen, a situation where the cause and the effect are separate.

The project was technically challenging and there were a number of

equipment and software conflicts and failures over the three days of set-up.

Fortunately, Queensland Academy of Sport and VR Solutions provided

additional equipment and timely assistance enabling the performances to go

ahead in a modified form. We also had excellent ongoing assistance from the

administrative and technical staff of the Judith Wright Centre. Throughout the

week we operated with a four person crew consisting of Rosetta Cook, co-

performer and public relations, Adrian Green as technician and digital

puppeteer, Miriam Hanmer as assistant stage manager, and myself.

5.2.2 Private Eyes

Some aspects of 3D animation software environment are metaphorically

modeled on film production; these include actors, lighting, cameras and

effects. Private Eyes uses particle effects, background video, scene changes,

camera switching and mood lighting in real time to test the extent to which an

animated movie can be performed “live”. The environment used was able to

support multiple particle effects, lighting and video at the same time with

acceptable real-time playback. Scenes with multiple characters were created

using a blend of movie clips and real-time motion capture. Rather than

overload the environment with so many dynamic elements that real-time

rendering was affected, certain elements in the environment were only used

in specific scenes or shots where they were a prominent feature, or when

they important to the storyline, mood or effect.

In this study there were many variables at play and so it was approached

reflexively to get a broad overview of whether all of these factors could work

together without degrading the quality of the real-time screen rendering. As

would be expected there is a tradeoff between complexity of the scene and

the quality of the animation; the juggling of the components of each scene to

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achieve an optimum result is an artistic as much as a technical decision.

What can be drawn from this is that these components can all be used

together; the extent to which they can is a question of balance.

5.2.3 Motionics

Motionics uses simple constructed environments as well as some generic

assets from the application, ‘MotionBuilder’, to explore a range of software

features including virtual cameras, triggering, video, particle effects, scene

changes and relationship constraints, using more evident ways in which each

can be used to connect the motions of the dancer and the mood of the dance

to the projected visuals. The outcomes give an indication of how well each

element performs in real-time.

Figure 21: Reactive background The way a camera in the scene is used can determine the relationship

between the dancer, accompanying imagery and the viewer. Using a first

person view, the audience is transposed into the eyes of the dancer as they

move through the virtual scene, so it becomes a mutual journey between

audience and dancer. This technique was used in a night-time scene, set in a

forest of blinking eyes. By animating the camera the movement of the dancer

could be viewed in ways that were almost impossible to achieve by other

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means: the camera becomes part of the choreography as the perspective

can pan, zoom and follow complex paths around the motion represented

onscreen. This flexibility is further enhanced by toggling between multiple

cameras, each of which can have unique visual elements. A moving camera

constrained to a path is used in one sequence to show the virtual dancer

from continuously changing perspectives.

There were several ways of using a dancer’s movements to drive multiple

virtual dancers. The obvious way was to use several characters, but mirror

surfaces were also used to create the appearance of multiple characters.

Abstracted liminal bodies were created by constraining particle emitters to

the motion. Particle effects were also used to create motion trails and more

interpretive visual imagery. Images were applied to particles and these could

be dynamically constrained by the dancer’s motions. There were several

ways in which video can be technically applied in a scene, and these

provided some interesting visual outcomes. Video was projected as a

background element as well as directly onto a moving character. By applying

it to the surface mapping of the character reflective and transparent effects

were created.

Figure 22: Eyes follow the dancer

Figure 24: Triggering effects

Figure 23: Moving through a sea of eyes

FigFigure 25: Using video

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Using relations (and expressions) constraints offer many ways of connecting

motion data to the attributes of any element in a scene. This is an area that

could provide a large range of interesting visual possibilities. However, it was

only used in a couple of instances, one for causing a shower of sparks when

the character moved through certain points in the scene and to change the

colours of particles using hand gestures. These video and particle effects

were used in real-time without discernible deterioration in the real-time

performance. Simple relationships between the dancer and the environment

were also trialled. One scene used eyes that were locked onto the dancer;

wherever the dancer moved the eyes followed. Another used a projected

backdrop that exaggerated the effect of travel onstage.

Motionics provided an opportunity to explore the visual landscape, free from

the constraints of a set scenario or a particular choreography. The program,

Motion Builder, has an extensive range of tools for working in real-time and

the ways these can be used to create interactive visuals can lead to a great

range of creative outcomes.

Figure 26: The Paint colour changes universally

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5.2.4 Chasing Shadows

Chasing Shadows experiments with interplay between live action, real-time

animation and movie clips to create the dramatic illusion that the actor’s

shadow takes on a life of its own. This was attempted by alternating between

capturing live action and triggering movie clips. To make the transitions as

smooth as possible, the changeovers from real-time shadow to movie clip

shadow took place either out of view or at a set place in the virtual scene.

Blending movie clips with real-time motion and live action was a challenge, as

the position of the actor’s double onscreen had no absolute point of reference

and, over time, was subject to drift. To reduce this problem the actor on stage

had a set location that he kept returning to. Changeovers between clips and

real-time performance animation happened either at this point or when the

shadow was out of view. With more time these transitions could have been

made smoother by setting the horizontal coordinates of the characters point of

reference in each subsequent clip to the final horizontal hip coordinates of the

character when driven by the actor.

The performance was designed to minimise the audience’s awareness of the

motion capture equipment. The scene was set in an age of overcoats, broad

hats and loose trousers, which made it easy to obscure the motio0n capture

equipment worn by the actor. Also, the actor’s digital double was a shadow,

reducing the likelihood anomalies in the animation would be noticed. A

shadow is a naturally occurring two dimensional projection of a 3D object and

so long as the application of the shadow is well executed, an audience may

accept the scene purely as a physical world performance, rather than be

diverted by the technology driving it. Footslide was a recurring problem that

was likely to occur during performance, breaking the continuity and the

fantasy, so the shadow was projected low enough so that the feet were often

out of frame.

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5.3 Observations of the performer (A Brush with the Real World)

You feel very light, a sense of freedom. When you

move it feels easier than doing it yourself. Embodying

the character is almost instant but there’s also a

disconnectedness, like in puppetry, where you’re inside

the scene but watching it at the same time. So you’re in

two places at once. (Rosetta Cook, 2009: n.p.)

While the scene bears little resemblance to the real world, recognising the

mechanical relationship to a character onscreen seems to require no

adjustment process. Normally the movement of the character onscreen is a

diametric opposite of the actor’s movements. It is much easier working with a

mirror opposite and this easily done by reversing the projected image. The 3D

world onscreen is not really a 3D environment and while there is an

appearance of depth there are only two dimensions; so the whole sensation is

like looking into a psychedelic mirror with one eye open. This is difficult at first

but, providing the character is oriented correctly in relation to the screen, it

becomes quickly familiar and easy to accommodate.

You feel yourself inside and see yourself in the

distance, like a mirror except the mirror can move so

you can see yourself from any angle. Dancers spend a

lot of time in front of a mirror and to be able to see from

any angle at will.. dancers don’t get to do that. It’s a

great choreographic tool. (Rosetta Cook, 2009: n.p.)

When working in a real-time environment with an audience two screens are

needed, one for projecting the animation and the other for monitoring the

audience, creating a split focus. All these differences can create anomalies

such as walking through a wall or struggling to pick up an object in the scene.

In the performances this did not appear to affect the public perception and,

after a while, choosing which screen to watch became second nature.

Working with a virtual prop meant working with nothing but an image of it in a

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projected scene and so the temptation was to look at the screen instead of the

relative location of the prop. Over the nights of performance it became easier

to locate the object first onscreen then rely on memory to interact with it,

making the process unnoticeable to the audience.

To monitor the audience a camera needed to be placed as close as possible

to the character view. The ideal position would be the centre of the projection

screen, a problematic undertaking. The camera monitoring the foyer was

placed to the side of screen and this worked well making it easy to respond to

people's gestures, expressions and movements. Due to council restrictions

the camera facing the street needed to be set inside looking from an adjoining

window well away from the screen. From this monitor the location of people

watching was difficult to determine and this hindered any gestural gameplay.

Despite these drawbacks, as improvisation the animation was successful in

engaging the attention of passersby often for extended periods. People were

generally willing to suspend belief and immerse themselves in the interaction.

By the third night the blinds covering the shopfront windows either side of

street screen were opened and the actor's performance area was lit. The two

screens then each had a different but complementary purpose. The foyer

screen was used for improvising with the public whereas the street screen

showed the same animation but as an exposé of the process.

The mouth animation generated by voice generally worked very well. It

fractionally lagged behind the voice but this was barely noticeable. On some

occasions if the character talked during action that was processor intensive

such as when complex particle effects were used the lag between voice and

animation became apparent. Sometimes these conditions would also cause

dropped frames. All these anomalies did not have affect the overall

interaction. Once set up improvising was as fluid as it would be as a roving

character.

In reference to performers using motion tracking to affect digital media in real-

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time Coniglio states:

..we cannot a priori rely on the expectations and

understanding the jazz audience brings to a

performance. This is because:

1. the audience may not be aware there is some level

of improvisation occurring, and

2. because the audience has no prior understanding of

the 'instrument' with which the performer controls that

manipulation. (Coniglio, 2004: 9)

So people are likely to assume the animation is prerecorded unless it is made

clear that it is not. Several strategies were used to make it more obvious that

the animation was interactive, some that worked very well. The most obvious

and effective way is to strike up a conversation. Mimicking, and setting up

short scenarios that beg a response were also used effectively to initiate

interplay. Once the penny dropped people either watched intriguingly or

became enthusiastic players.

5.4 General findings

Many animation techniques can be applied to live performance using inertial

(and other forms of) motion capture. These techniques are well known to

animators but little known in live performance. As a way of adapting this

medium to live performance many of the actions onscreen were operated by

the performer, so there was a spontaneous relationship between the

performer and the visual scenario. Gestural control, voice driven blendshapes

and hand held devices were used to control events onscreen. These events

range from switching camera perspective to triggering animation. The

intention was to minimise the presence of technology, prioritising the

“liveness” of the performance over the perceived impact.

The ways in which animation techniques could be used at live events are as

broad as the imagination but there are some important limitations. Projection

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is affected by light, so the places and the times for using projected visuals is

restricted. Connecting a projector to a computer can substantially increase the

workload of the graphics card if used as a second monitor and so it is

important to trial the technical set-up well before a performance.

A complex blend of models, effects, lighting and camera movement can be

achieved in real-time, but there is a threshold at which the quality of the real-

time animation becomes too problematical to use. For this reason

performance needs to be planned around the capabilities of real-time

animation. The integrity of character movement is affected by the calibration of

the actor driving the motion; the fluid movement of a character is an art as

much as a science. The quality of the real-time animation is affected, among

other factors, by the battery voltage, magnetic field and the initialization

process. Even with all care taken anomalies can adversely affect the integrity

of the animation. These are listed on Chart 2. The animation environment and

real-time interface in Motion Builder are very sophisticated and, though there

is a steep learning curve and limited learning resources available, its

capabilities are impressive. One glaring limitation with using motion capture

live onstage is that a performer needs to wear the inertial suit. The range of

effective movements is limited and the suit itself is a visual statement that

needs to be included as an aspect of the design, covered by an appropriate

costume or not visible to the audience. Any choreography that uses this type

of equipment needs to be devised around these limitations. From what we

found this still leaves a good range of artistic possibilities to explore.

Another limitation when using any form of projected image as a part of live

performance is the unobstructed space required to project the images. This

problem is inherent in the nature of projection but some advances in

equipment over the past couple of years may improve the way projection can

be used on a stage or other public event space. Rear projection requires

ample room behind the projection screen. The focal lengths of more recent

projectors have significantly reduced this distance. Projectors have been

developed that, as an array, project upwards from the floor in front of the

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screen at distances of a couple of metres or less, making it feasible to have

front projection and live action on stage work hand in hand in places where set

up space is limited. Digital projectors have been unable to recreate true black

and this affected the quality and intensity of projected images, especially in

situations where background light was an issue. Expensive CRT units were

used for high quality projection. However, in the past couple of years new

lightweight digital projectors have been released with high refresh rates and

the ability to project black areas on screen.

While a mid-level graphics card is adequate for content creation and viewing

animations on computer monitor, it may not be suitable for projecting in real-

time. In a perfomance set-up it was important to access the menus on

computer screen while projecting the animation from a projector. This required

a computer and graphics card that could smoothly handle this output.

5.5 Implications for live performance

Animation is a field undergoing exponential development based on massive

budgets. It has a rapidly evolved heritage built on a complex ecosystem of

software. To address the implications of 3D motion capture for live

performance is, in effect, to look at the entire range of creative possibilities for

3D animation. Although there are computational issues that limit what can play

in real-time and certain areas of content creation are not supported in a real-

time environment, this is changing.

The form in which images are presented is integral to the artistic and

performative outcomes. In stage performance scrim, cycloramas and

transparent screens have long been used to add depth, to circumvent the

dimensional limitations of projection. In one visual sequence in the production

Glow by Chunky Move, a video template of the dancer’s movement was

superimposed onto the dancer as she moved about the floor. This was

combined with a spyrographic effect that continuously circumnavigated the

extremities of her projected frame. Projection used in this way, as a visual

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extension of the performer, ensures that there is no dilemma in matching the

two dimensional projection with the three-dimensional dance and no split

focus between the screen and the stage; it is all one. In the production,

Motion-e, the movement of dancers shaped shards of soft light and gentle

motion patterns on levels of scrim to create a spatiality that melded easily with

the performance, removing the projections from their planar origins. The way

in which projection can be used onstage is showing artistic maturity born out

of years of experimentation. However, the capabilities of projection are also

expanding. New research has demonstrated that smart projection can not only

follow the shape of a dynamically moving object, it can adjust to the contours

and colours of arbitrary surfaces (Bimber, 2008); it can intelligently blend with

other projections (Majimber et al., 2008); and it can produce a stationary

image from a mobile projector (Rasker, 2008) opening up further ways in

which images can be presented in performance.

The field of gestural interface, when used in live performance is, in itself, a

trove for further development. Through movement an actor/dancer can control

any conceivable action in a performance or at a public event that can be

connected to a digital network. Live human motion can be used to control the

lighting rig, or trigger remote actions, steer robots and puppets. Through

performance animation, it is possible for the mood of an actor or dancer, using

body language, to initiate changes to the lighting, sound and set, generating a

sympathetic mood on stage. Also, based on the established pace of

technological development the range of visual possibilities will expand rapidly.

The whole mood of a production at any particular time can be in the hands of

the actor or triggered by the actor’s situation. However, this may only be an

advantage when there is an intuitive relationship between the action of the

actor and the event triggered. For instance, the brush in A Brush with the Real

World worked when the brush was a beyond a certain distance from the body

and within a natural range of arm movement. This is similar to the way an

artist would normally use a brush and was very easy for the actor to adapt to.

On the other hand the colours of the paint were controlled by the position of

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the non painting arm, an interface that has no parallel in the physical world.

This was difficult for the actor to grasp without a significant amount of practice.

The prospective use of real-time performance animation at public events,

particularly live performance, is related to the sum total of its unique attributes

that can be adapted to performance. Conceivably, other art forms such as

virtual sculpture (modeling) can also be carried out in the same way, using a

digital double in combination with a gestural interface. In combination with 3D

printing, this may become a common sculpting technique in the future. It is the

ultimate intuitive interface paralleling the way we interact digitally with the way

we interact with the world. Gestural recognition is an aligned area of research,

investigating ways in which a person’s body language can be digitally

recognized. In a performance, these algorithms can be used to determine

consequences, such as the direction a narrative takes, how an audience is

responded to, or the atmosphere created onstage.

With current 3D scanning techniques it is simple to recreate the appearance of

a person as a 3D object. Hand scanners can scan a body and render it in

minutes including the textural appearance; the accompanying software can

intelligently re-sample the mesh to optimize it for animation. A character driven

by motion capture does not need the kinematics normally applied to a 3D

character and so such characters are simpler to create. Consequently, using

available technology, it is a straightforward process to create a 3D image of

oneself that can move in real-time in digitally constructed worlds. “Mirror,

mirror on the wall’” will one day be reality. (The question then is: who will

control the mirror?)

The semantics of performance are a core part of the language of animation;

this has not been through a usurping of the language but is an indication of

the roots of animation. Many skills in animation, in its procedures and

particularly in its performative form in motion capture, are the same as those

used in live performance and so convergence between animation and

performance is a rejoining of separately evolved branches of a common

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evolution. Phillip Auslander (1997: 7) argued that the nature of performance

has changed with the advent of new media. As a result performance has

become more mediatized. In 2004, based on statistics of the National

Endowment for the Arts (NEA), Auslander also pointed out that 78% of people

in the United States never attend live theatre. This is, in part, a problem that is

more uniquely American because theatre in the U.S. has never held the same

cultural status that it does in Europe where the traditions of theatre are woven

into the culture. Also, the low participation rate in America is not so much an

indication of the demise of theatre as an indication that theatre, and live

performance generally, has long left the theatre space; it has both diversified

in form, adapting to a more mobile, more convergent, more visually focused

world, and has evolved along with and as part of new media. The traditional

skills of performance are integral in the processes for creating content in all

genres of new media.

As digital games become physically performative, the applications for motion

capture in live performance may reach the household games console before

they ever make it to a live performance. The new level of physical participation

that motion capture will open up will once again blur the boundaries of what is

live performance and what is new media. Already the Wii has swept the

games industry with its ability to engage a person in physical play. In the near

future, markerless motion capture using a set of web-cams or “active” clothing

may be part of household living. This will make collaborative scenarios in

which people physically participate with other people in what is unmistakably

performance, an unremarkable activity of lifestyle. If performance genres such

as dance and theatre continue to focus on the changing nature of human

activity then they will be part of the fabric of these changes rather than left

marginalized by what may seem an encroachment. (Motion capture

technology may also one day spell the end of such ubiquitous items as light

switches and remote controls).

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5.6 Summary

In the grand scheme this research is a tentative foot in the water. It attempts

to focus on 3D animation that can run in real-time to enhance live

performance but, as a relatively unexplored domain, the outcomes can only be

a peep into the future that, combined with many other peeps, starts to give a

broader picture of what, how, when and where motion capture will be used. A

gestural interface when used in live performance is, in itself, a very promising

area for further development. It allows the performer using subtleties of body

movement and voice to control actions in a virtual scene, onstage or

elsewhere. The whole mood of a production at any particular time can be in

the hands of the actor. Whether this is desirable or practical The prospective

use of real-time performance animation at public events, particularly live

performance, is related to the sum total of its unique attributes that can be

adapted to performance.

Optical or video-based motion capture can provide more accurate data than

inertial motion capture. However, at a public event in which real-time motion

capture is needed, the attributes of inertial motion capture, including ease of

setup, ease of use, cost and adaptability, and quality as a real-time

environment (unedited) make it a better choice. Also, unlike optical motion

capture, there are no line-of-site problems; motion data is sourced from the

movement of the body directly rather than interpreted from light emitted from

the body. Therefore, objects and other people can obscure a person wearing

an inertial system without affecting the motion data.

5.7 The future of motion capture

In the past two to three years there has been a rapid expansion in the number

of universities and colleges with interactive arts labs that have motion capture

studios. These labs have been used for analyzing, recording and documenting

movement in live performance. For instance, the Advanced Computing Centre

for the Arts and Design at Ohio State University recently recorded some of

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Marcel Marceau’s mime routines and these are now stored as 3D motion data

that can be used to teach, demonstrate and reconstruct in perpetuity. This

growth in motion capture studios on campuses is an indication of the growing

importance of motion capture as a tool in research.

Several Australian educational institutions have motion capture systems

installed, from the small eight camera optical systems at QANTM and QUT to

the twenty four camera system at Deakin University. These systems are used

in areas such as film, games, biomechanical research, human movement

studies and animation. Motion capture is increasingly used in live arts for

analysing and documenting performance as well as creating visual effects for

use in performance. When exploring a maturing technology in which the

possibilities grow regularly many questions arise.

Visual technology is already ubiquitous. Film, television and games are some

of the world’s largest industries. 3D technology has had a major impact in

these industries but this has masked its growing contribution in other areas. A

quiet revolution is taking place as 3D technology is infiltrating many other

fields. Real-time visualisation is already establishing itself as a major tool for

large-scale building projects, mining, defence, flight training, population

dynamics, human movement, and social modeling. It has recently proved

useful to differentiate between Autism and Asperger syndrome. 3D scanning

and printing are revolutionising archeology, reconstructive surgery and

prosthesis, and is becoming more widely used for rapid prototyping. An

important feature unique to 3D environments is not only the ability to represent

an object realistically but to simulate the properties of the object. This makes it

possible to visually simulate complex interactions among objects enabling 3D

environments to be used not only for vastly speeding up experiments that can

be done in other ways, but also for conducting experiments visually in virtual

macroscopic environments to simulate weather patterns, global warming,

solar flares or black holes, and submicroscopic environments to model

aspects of quantum mechanics or organic chemistry. It may be used to

visually represent the dynamics in non-physical, hypothetical, abstract,

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conceptual, or non existent environments. The other attribute of the 3D

environment is that it can simulate interactions instantly; real-time remote

motion data can be used to carry out robotic rescue operations, work in

dangerous environments or manipulate tools on space probes.

Many of the factors that currently restrict use of inertial real-time 3D

performance animation in live performance are diminishing:

The price of the technology is declining

Devices that use tracking sensors are becoming more widespread

The quality of the motion captured is improving

The range of uses is expanding

The technology is diversifying

Systems are becoming easier to use

Systems are becoming more robust

The software is becoming more stable

The software capabilities are expanding

The hardware is miniaturizing

Small wireless sensors with on-chip intelligence are becoming available

The hardware worn by the actor is becoming less obtrusive

Computers are becoming more powerful

(Most of these factors also apply to optical motion capture)

Motion capture technology is shifting from being an elite technology to

becoming a pervasive and diverse aspect of everyday life. Already computer

games consoles such as the Wii are incorporating basic motion tracking

technology into movement-based games. iPods use an accelerometer to

change the orientation of the screen when it is rotated. A range of pointing

devices or “wands” use motion tracking as a 3D computer interface device.

Motion capture in major movies has steadily increased over the past ten

years, and in 2006 two of three Best Animated Feature Film nominees for

Academy Awards, Happy Feet and Monster House, used motion capture (von

Riedemann, 2007). In some movies the effects and atmospheres as well as a

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character's appearance and movement have become so realistic the

animation is almost indistinguishable from live video action. The range of live

performance situations in which motion capture can be used is limited by

economies of scale. It is also limited by the quality of the animation that can

be produced live. However, with new developments, these hurdles are

disappearing.

Several breakthroughs have been made in the last two years in motion

capture. Companies such as Mova (‘volumetric capture’), Organic Motion has

successfully produced a markerless motion capture system which can capture

a person’s movements accurately without the use of specialized clothing or

markers and this can drive a character with reasonable accuracy in real-time.

This has tremendous implications for the way we can interface with the world

around us. It could lead to more ubiquitous use of gestural control as a means

of interacting with a whole range of electrical and electronic devices: a

preemptive living style where things go on and off because of what a person is

about to do rather than because a button was pressed. Intelligent software

can be used to learn people’s habits and act according to their needs. This

sounds like technological submission but it has practical application for, say,

intelligent energy saving, impact studies, taking care of mundane repetitive

tasks or catering for people with disabilities. Large sampling of complex

movement data for, say, better town planning and more ergonomic design as

well as health and sports research, becomes practical. It also has implications

for performance and entertainment: animation has moved from a linear form

(television and cinema) to an interactive form (as in computer games) and,

through markerless motion capture, it can move to a participatory form. With

markerless cameras set up in a public space anyone can join an animation as

a performer.

Price is another hurdle that is shrinking. The Optitrack Arena is an eight

camera full axis 3D motion capture system, selling in its basic form for under

ten thousand dollars, perhaps heralding new opportunities for cottage

animation and the spread of the technology to smaller learning institutions.

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More importantly in the context of this research, it makes motion capture

accessible to a broad range of performance companies. Dutch company,

Moven (recently acquired by Xsens) released an inertial system that has

solved many of the problems with inertial capture including off-ground capture

and accurate foot movement. A prototype portable system was demonstrated

at Siggraph 2007 that combined inertial trackers with ultrasonic emitters

enabling it to be used in a large range of outdoor situations without the need

to transmit data to a nearby computer (Vlasic et al., 2007). Also demonstrated

was a technique that uses very inexpensive photosensing markers for

accurate outdoor motion capture (Raskar et al., 2007). Measurand have

improved exoskeletal (mechanical) suits by using flexible fibre-optic tape in

combination with inertial sensors in place of rigid telescopic frames. Since the

release of its first Gyrosuit four years ago, Animazoo’s software has

undergone improvements and their newest suit has the option of combining

with an ultrasonic tracking system for more accurate translation. All major

types of motion capture can now minimally produce reasonable quality real

time animation. Along with improvements in quality and accessibility there are

two distinct trends in motion capture innovation: inertial motion capture is

becoming location independent and optical motion capture is becoming

costume independent.

In the past couple of years the term “performance capture” has become

prevalent. Performance capture has come to denote a shift in emphasis from

capturing motion to representing performance. By realistically approximating

the motion of other elements such as hair and clothing, a more fluid and

holistic representation of a performance can be created. Research at the

Massachusetts Institute of Technology entitled “Articulated mesh animation

from multi-view silhouettes“ (Vlasic et al., 2008) presented at Siggraph 2008

showed that by plotting silhouettes and combining this information with motion

capture data, not only the body movements of an actor but the movement of

clothing worn by the actor could be depicted onscreen. A second paper titled,

“Performance Capture from Sparse Multi-view Video” (de Aguiar et al., 2008)

showed that by using algorithms a performance could be captured as surface

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deformation, obviating the need for a skeleton and providing a detailed

representation of performance.

Not only are we moving towards more realistic, more manipulatable and more

instantaneous animation, we are also moving towards “intelligent” animation,

with characters that have complex reactions and responses. In games, for

instance, behaviours and physics allow characters, objects and other

elements to respond to conditions within a scene and this extends the user

experience well beyond direct responses from triggered clips. This is an

intense area of research that is rapidly evolving and includes aspects such as

behaviour planning techniques (Lau and Keffner, 2005), learned character

behaviour (Park et al., 2005) and imitation of another character’s behaviour

(Blumberg et al. 2005). In the near future these and other developments are

likely to lead to a rapid evolution in the ways in which independent decision-

making by screen characters can be integrated into real-time scenarios in live

performance.

The locations and the contexts in which real-time motion capture can be used

are also expanding. The use of projection at public events has grown and

evolved. Large-scale digital screens are becoming more commonly used at

major public events and are often installed at major sporting venues and

exhibition centres. Sydney based Electronic Canvas use large format

projectors and proprietary software to create huge visual spectacles on the

sides of buildings. Curved and hemispherical projection, techniques for

projecting onto complex surfaces, algorithms for blending multiple projections,

3D projection, and mobile projection, along with systems for integrating

multiple image sources are expanding the ways in which images can be

displayed. The drive to deliver more, better and bigger spectacles is creating

opportunities both in and outside the driving force of mass

entertainment/infotainment that is open to exploration by live arts. Much of the

infrastructure and demand is already there. Art galleries, performance

complexes, libraries, museums, convention centres, theatres, tertiary

institutions and festival venues all, to a growing extent, use visual display

technologies and are friendly environments for the use of new technologies in

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live arts. The creative possibilities for the use of motion capture in these

environments are extensive because motion capture raises the bar on the

level of interactivity that can be achieved.

There is a growing interest in the use of real-time virtual hosts such as

mascots and animated presenters at corporate events and festivals. In the

future there may be caricaure doubles of Ritchie Benaud and Wasim Akram

commentating the cricket live onscreen at the Multan Stadium, cartoons that

kids can participate in at children’s festivals, digital paintings that react to the

observer, actors controlling the mood onstage or controlling physical events

offstage, a dancer in London controlling a fleet of dancing forklift trucks in

Tokyo, a conductor controlling a virtual orchestra or a virtual conductor

controlling a real orchestra at the Sydney Opera House. Projections can follow

and deform to the shape of a moving changing subject; objects can move,

lights can go on and off, and effects can be triggered with the gestures of the

hand. The use of hand gestures as an interface is depicted in the movie,

Minority Report, in which Chief John Anderton, played by Tom Cruise,

manipulates a complex array of screen images using his hands. This, while

fictional, was based on the work of John UnderKoffler, technical advisor for

the film.

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6 Conclusion

The opportunity to learn and use motion capture equipment as a tool in

research has provided an insight, not just in the techniques investigated but

into a much broader range of possibilities that came to light as the parameters

of the software became more familiar. Synaesthetic connections, gestural

control, the use of CG and particle effects as real-time visuals, and real-time

voice animation are all areas that can be used easily in a real-time 3D

environment. The artistic outcomes that can extend from these elements

provide a glimpse into the future; a vision of what will be possible once real-

time technology has caught up with current 3D rendering capabilities.

Through the exploration of motion capture it became clear that multi-scene,

multi-person narratives could be enacted that can combine live action with

real-time screen representation. This approach can also apply to narrative

dance in which the dancers onstage are enacting the scene onscreen.

Multiple characters can be used in a projected scene either by operating

several motion capture suits, an expensive option, by using a scenario where

no two characters are on stage at the same time, or by the mixing of real-time

animation with triggered motion clips. With dance it is a simple operation for a

troupe of virtual dancers onscreen to be driven by the movements of one

dancer onstage.

Dance is clearly a field in which the use of real-time motion capture is likely to

become more common. Real-time 2D effects are already used to great effect

in dance. This is evident in the work of interactive software creator, Frieder

Weiss, whose highly visual motion tracking effects have been used in

Mordake, Glow, Onskebronn and Mortal Engine. The huge range of visual

tools available in 3D software along with the dimensionality of 3D and the

responsiveness of real-time rendering offer an environment that will, in time,

greatly extend the way in which visuals are used.

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Live human motion can be used to control the lighting rig, or trigger local and

remote actions or control puppets. Through performance animation it is

possible for the mood of an actor or dancer, using body language, to initiate

changes to the lighting, sound and set, generating a sympathetic mood on

stage. The technology is still relatively new and there are some issues with the

quality of the real-time animation produced and limitations on the types of

movement that can be captured. However, it is likely, based on the pace of

technological development, that these limitations will be overcome in the short

term and, with a migration of existing techniques in 3D animation to real-time

performance animation environment, the range of visual possibilities will

expand rapidly.

The primary investigation A Brush with the Real World focused on the use of a

real-time animation environment to interactively communicate with an

audience. It was also an example of the use of improvisation in animation,

using paralanguage as a means of two-way communication between the

onscreen character and the audience. Gestural controls can be applied in

other situations where it is desirable for a person, either on or offstage, to

trigger changes onstage or onscreen, through their movements, their gestures

and their interaction with virtual objects. Dance, with its emphasis on the

controlled motion of the body, may find a gestural interface especially useful.

Chasing Shadows was successful as an experiment but the quality of the

animation is still short of being able to create a seamless interaction between

live and computer generated performance in this form on stage. The ability to

swap between movie clips and live action was established but this transition

needs to be explored further to work seamlessly. Private Eyes is an

investigation into digital storytelling. The misty streetscape, using multiple

particle effects, challenged the real-time capabilities of the software and

hardware. Visually, there needed to be a balance between smooth animation

and the atmosphere created. However, it demonstrated that the parameters

for creating a visual mood that augments a live event are potentially diverse,

particularly when taking into account the huge library of CG effects available in

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a 3D environment. Dramatically, the onscreen scene can depict many aspects

of the actor onstage, from scenes of reminiscence, thoughts and schemes, to

facets of the alter ego.

Other investigations under the title Motionics have been a practice-led search

for ways in which 3D motion capture can augment dance that are unique, and

distinct from the mature technology of real-time video and 2D effects used

commonly as visual augmentation to modern dance. The ability to dynamically

change camera perspective was important as it allowed for first person and

third person perspectives as well as animated camera tracking. Motion

capture was very useful in creating reactive elements such as scenery that

responds to movement onstage, actions triggered by location and the eyes

that follow the actor in Private Eyes. Other useful elements explored in the

case study were the use of video within the projected scene, as well as

particle trails that accentuate movement over time Through this limited study

a range of tools and techniques were explored, including a visualisation from a

dancer’s view, movement of virtual objects generated from the dancer’s

movements, creating motion trails onscreen and using avatars to augment the

theme onstage.

The findings from the creative practice provide the basis for further exploration

and application of performance animation as a part of live performance. While

the inertial suit was a breakthrough technology at the commencement of the

project, in the past year or so several other suits have been produced that

have solved some of its earlier problems. Each investigation provided some

affirmation and creative direction that, in total, demonstrate that motion

capture has a promising future in live performance and at public events. In the

not-too- distant future there are likely to be highly portable lightweight systems

that are unrestrictive and accurate. Based on current trends these systems will

gradually reduce in cost as the technology matures and the demand moves

outside niche markets into more ubiquitous uses, paving the way for its

greater use in live performance. The impact of motion capture on

performance, however, will not so much open up new ways for performances

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to be presented, as open up new ways for the public to perform. So what

directions will performance take in its relationship with real-time animation

technologies? That is for performance to explore and for audiences to judge.

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