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Motion capture for the rest of us

Published:01 January 2004Publication History
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Abstract

We are all aware of the increasingly realistic computer-generated human motion that abounds in movies, advertisements and especially games at present. This natural-looking appearance in many cases is attributed, as it has been for years, to the fine skills of professional animators in the Disney tradition. But more and more these realistic motions also involve the use of motion capture. We present the case that motion capture concepts and techniques are not the exclusive domain of big movie studios such as Industrial Light and Magic[11], or companies like House of Moves[10]. As educators in computer science and even other fields like graphics, art, mathematics, physical therapy, physics, we can and should introduce our students to the intricacies of this phenomenon. This paper will explain some of the basis of motion capture data and suggest ways it can be explored in courses or in research, even in a small college department without a big equipment budget.

References

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  1. Motion capture for the rest of us

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                • Published in

                  cover image Journal of Computing Sciences in Colleges
                  Journal of Computing Sciences in Colleges  Volume 19, Issue 3
                  January 2004
                  304 pages
                  ISSN:1937-4771
                  EISSN:1937-4763
                  Issue’s Table of Contents

                  Publisher

                  Consortium for Computing Sciences in Colleges

                  Evansville, IN, United States

                  Publication History

                  • Published: 1 January 2004
                  Published in jcsc Volume 19, Issue 3

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