MOCAP//DROP-IN//AFTERNOON

MOCAP DROP-IN AFTERNOON

Friday 3 November 2017 1 – 5pm

The MOCAP//DROP-IN //AFTERNOON introduces the ‘Blending Engine’ – a new software tool which allows choreographers, dancers and animators to remix movement sequences. It’s being developed as part of the Wholodance project – a 3 year European project which aims to design and apply breakthrough technologies to dance in order to create a new immersive dance teaching tool. The ‘Blending Engine’ is at an early stage and we would like you to help us test it. At The MOCAP//DROP-IN //AFTERNOON we will share the project and explain some of the thinking behind it along with hands on experimentation.

The Invitation Only event will be held at Studio Gibson / Martelli in Bethnal Green on Friday 3rd November 2017 1 – 5pm.
If you would like to attend, please email ruth@gibsonmartelli.com

SCHEDULE:

  • 1.00 Introductions

  • 1.15 Short presentation of the Wholodance project

  • 1.30 – 2 Demo of the Blending Engine: A walk through of the new motion capture tool

  • 2 – 5  Trying out the Blending Engine: Hands on fun exercises in groups making sequences together

  • 3 – 4  Oshri from Motek, author of the Engine will be available on Skype to answer questions

The MOCAP//DROP-IN//AFTERNOON is organised by the Centre For Dance Research at Coventry University (C-DaRE). During the event we will be asking for feedback about the Blending Engine which will form part of the Wholodance Study.  More info about the study can be found here. 

TEAM


Ruth Gibson

My current practice examines the postmodern notion of simulacra. This concept is based on the idea that nothing is real, the world is a series of interlocking illusions, swimming in a sea of media driven images and signs that are bewildering and ultimately uninterpretable. My desire is to play in the spaces between the ‘real’ and the ‘imaginary’ to provide a counterpoint to simulated landscapes via the human form. I exploit virtual reality to explore the relationship between the natural and the artificial in both wilderness and urban environments. The creative expansion of interface development into new territories evolving science, new display technologies and somatic practices is at the heart of my research.

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Sarah Whatley

My research is inspired by my deep interest in how dance artists document and publish their choreographic thinking in different modes, and how audiences become co-creators in art making practices. The collaborations that I have with researchers and artists, arts companies and organisations, both in the UK and overseas, are very important to me because it stimulates productive dialogues and leads to new insights about dance as a creative cultural practice.

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Rosa Cisneros

I am inspired by interdisciplinary work and collaborative projects and modes of working. The combination of the practical and the theoretical underpins all of my research interests and I am guided by bringing people together. Working with vulnerable groups and using the arts and education to engage communities and participate in projects that lead to a more inclusive society, is what I am hoping to achieve with my academic research. Cultural heritage and digital technologies is also a key part of my current practice.

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Karen Wood

My research inspiration is taken from my deep interest in what moves the body. I mean this from a practical perspective – the training principles of dancers, teaching dance techniques, somatic work – and a theoretical perspective considering embodiment and audiences experiences of dance. I am a keen advocate of working in the profession and bringing this experience into academia, crossing an invisible bridge, to better the student experience and develop the future dancers and leaders of our industry. Collaborating with other artists, institutions and academics is very important to me to gain further insight and new knowledge in the art form.

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About the Blending Engine

A multi-source motion blending from mocap repository, taking into consideration the human body bio-mechanics, joint limits and calculated real-time dynamics to create realistic new movements. It is aimed at:

Graphics artists – To be able to integrate motion capture data into their work.

Game developers – To be able to have full action sets and timed multiple character interactions.

Animators – For use as 3D pose references or as timing references, or as raw material to key on.

Web designers – For creation of dynamic and realistic looking animated elements.

Students – For use in studies of a wide variety of subjects related to human movement.

Architects – For populating visualizations and enhancing walk-throughs.

VR and AR creators – To build realistic moving characters into Virtual reality and Augmented reality environments.

Academic researchers – For research in biomechanics, ergonomics, medical, simulation & other motion driven fields

About the Wholodance Project 
Wholdance aims to develop and apply breakthrough technologies to dance in order to investigate bodily knowledge, preserve cultural heritage, innovate teaching and widen the access and practice of dance. The project aims to promote the benefits of realtime immersive training including advanced motion capture systems and life-size holograms that are being used to transform dance learning and aiming to revolutionise choreography.

The Wholodance project’s innovative use of state-of-the-art technology aims to develop a range of new tools to help dancers investigate movement content in greater depth, to invent and preserve new dance compositions digitally and to widen access to dance.

Researchers in our Centre for Dance Research (C-DaRE) are part of a team focusing on five different areas during this three-year project, funded by the European Union’s Horizon 2020 programme.