RE: stillness capture

From: Richard Widgery (motion@widgery.demon.co.uk)
Date: 11/13/01


Scott has brought up an interesting point that we have been implementing for
many years.  When capturing motion for the video games industry we often
record a performer doing absolutely nothing because there is no such thing
as no-motion in terms of real human / animal movement...(it is impossible to
not move at all - unless you are dead), and this nothing movement is very
important in sustaining the visual narrative and believability of the game.

Regards,
Richard Widgery
richardw@kinetic-impulse.com

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-----Original Message-----
From: owner-dance-tech@lists.acs.ohio-state.edu
[mailto:owner-dance-tech@lists.acs.ohio-state.edu]On Behalf Of Scott
deLahunta
Sent: 12 November 2001 06:57
To: dance-tech@lists.acs.ohio-state.edu
Subject: stillness capture


Hello,

A thought:

Matt Rogalsky is a UK based media artist who has recently announced his
plans to "capture the gaps between the words" during 24 hours of monitoring
BBC Radio 4 on 12 December 2001... and produce a 24 CD box set of silences.
[12 December is the 100th anniversary of the first wireless transatlantic
communication.] Matt has programmed Supercollider (a realtime audio
synthesis programming language -- http://www.audiosynth.com/) to adjust
itself to the loudness of the radio signal and pick up the ambient and
other sounds that occur between the words. Each programme generates
different silences -- "the silence of The Archers* is totally different
from the silence of Today*" -- (*two BBC radio 4 shows for those of you
outside the UK). The website for the project is:
http://www.silenceisntgolden.net/

Motion Capture technologies (those systems that produce a simulation of
movement recorded in three dimensions in the computer) places the emphasis
on being able to reproduce this simulation of movement to appear to be as
accurate as possible. In the animation field this accuracy is measured by
different criteria than in the field of biomechanics. In animation, the
accuracy aims to be universally acknowledged -- its evidence is the fiction
that become less fictional through this integration of motion. This
integration relies these days on a combination of sampling (capture) and
synthesis (computation) and can apply not only to individual figures
(animals or human) but also to larger crowds or flocks of figures moving in
concert. The field of biomechanics is different by magnitudes -- motion
capture in this context is designed to produce the most consistent,
detailed and accurate traces of motion for analysis to be conducted by
specialists in the field and in the service of developing solutions to
motion problems encountered by people or animals.

To return to the concept of silence -- why not develop a project that would
focus on the capture of stillnesses? I am not thinking of the sort of work
that David Rokeby has done with WATCH (1995) for example using video
analysis of video image http://www.interlog.com/~drokeby/watch.html -- and
other similar projects. I'm thinking of a project that would propose to
situate itself in the center of what is essentially a commercial and
scientific industry with 100s of researchers, programmers and developers
contributing towards the capture of motion in service of the two
trajectories mentioned above. A project to capture stillnesses could
describe a set of conceptual, philosophical, technical, cultural and
aesthetic questions as a starting point. Who knows what the outcome would
be... probably not a 24 CD box set of stillnesses.

****************************************************************************
********
Soon I will put a report on line from a motion capture project several
artists
participated in this last May in Athens. We didn't focus on capturing
stillnesses
exactly, but we did get the systems to do rather strange things...
****************************************************************************
********

best

Scott



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