MOVATAR - INVERSE MOTION CAPTURE SYSTEM

 
Motion Capture allows a physical body to animate a 3D computer-generated
virtual body to perform in computer space or cyberspace. This is
usually done by markers on the body which are tracked by cameras,
their motions analyzed by a computer and mapped onto the virtual actor.
Or it can be done using electromagnetic sensors (like Polhemus or
Flock-of-Birds) which indicate position/orientation of limbs and head.
Consider, though, a virtual body or an avatar that can access a physical body,
actuating its performance in the real world. If the avatar is imbued with an
artificial intelligence, becoming increasingly autonomous and unpredictable,
then it would become more an AL (Artificial Life) entity performing with
a human body in physical space.

With an appropriate visual software interface and muscle stimulation
system this would be possible. The avatar would become a Movatar.
Its repetoire of behaviours could be modulated continously by Ping
signals and might evolve using genetic algorithms. With appropriate
feedback loops from the real world it would be able to respond and
perform in more complex and compelling ways. The Movatar would be
able not only to act, but also to express its emotions by appropriating
the facial muscles of its physical body. As a VRML entity it could
be logged into from anywhere - to allow a body to be accessed and acted
upon. Or, from its perspective, the Movatar could perform anywhere in
the real world, at any time, with as many physical bodies in diverse
and spatially separated locations....

Animation 1 (750K)
Animation 2 (650K)


CREDITS
Concept and Performance S T E L A R C
Graphics + Director/VRML Programming Gary Zebington
AI Director, Midi + Java Programming Damien Everett
Sound + Technical Design Rainer Linz
Website Movatar Animations Steve Middleton
Website Sound Andrew Garton


Thanks to SMC (Germany) and F18, respectively,
for sponsoring and constructing Movatar's motion prosthesis.