Taking a look at immersive stories that have used motion tracking over the past 6 years, and categorizing them in terms of quality of presence that motion capture represents
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Capturing Reality in Motion: Qualities of Presence in MoCap by Kent Bye
1. Capturing Reality in Motion:
Qualities of Presence in MoCap
@KentBye
Bye, K. (2022, November 14). Capturing Reality in Motion: Qualities of Presence in MoCap. [Presentation]. IDFA DocLab.
Amsterdam, Netherlands; De Brakke Gronde Rode Zaal..
2.
3. ● Wardley’s Tech Evolution Model
● Quick Primer on Qualities of Presence
● Retrospective of Immersive Stories
with Motion Capture 2016-2022
4. ● Wardley’s Tech Evolution Model
● Quick Primer on Qualities of Presence
● Retrospective of Immersive Stories
with Motion Capture 2016-2022
5. Simon Wardley’s Model of Technology Evolution
Wardley, S. (2015, March 8). Evolution, diffusion, hype cycle and early failures. Retrieved December 17, 2021, from
https://blog.gardeviance.org/2015/03/evolution-diffusion-hype-cycle-and.html
9. Sword of Damocles
Consumer VR (2013-Present)
Watts, S. (2019, October 29). #VR headsets:top shelf: Oculus DK1 > DK2 > CV1 > Quest. Vive VK1 > Pre > Pro > Focus. 2nd row: Gear VRS > Oculus go. Pico Neo. Acer WMR
> Samsung WMR. 3rd row: Dead mobile VR hmds. OSVR. Fove. Pico G2. Twitter. Retrieved December 17, 2021, from https://twitter.com/vr_sam/status/1189169806198693892
10. Sword of Damocles
XR as Ubiquitous Commodity (ETA?)
Amazon. (2022). The Peripheral. whole.
11. Ubiquitous
Commodity
Consumer
Product
Simon Wardley’s Model of Technology Evolution
Adaptation of Wardley, S. (2015, March 8). Evolution, diffusion, hype cycle and early failures. Retrieved December 17, 2021, from
https://blog.gardeviance.org/2015/03/evolution-diffusion-hype-cycle-and.html
Custom-Built
Enterprise App
Prototype &
Genesis
12. Harrison’s ANIMAC (1962) 1st Motion Capture
Carlson, W. E. (2017, June 20). Chapter 12.2 ANIMAC / Scanimate. Computer Graphics and Computer Animation: A Retrospective Overview. Retrieved November 6, 2022, from
https://ohiostate.pressbooks.pub/graphicshistory/chapter/12-2-animac-scanimate/
13. Performance Capture (1988-2009) in Film
Carlson, W. E. (2017, June 20). Computer Graphics and Computer Animation: A Retrospective Overview. Retrieved November 6, 2022, from
https://ohiostate.pressbooks.pub/graphicshistory
14. FaceShift at GDC 2015 as Prosumer App
BeYourAvatar. (2015, March 4). Faceshift at GDC 2015. YouTube. Retrieved November 7, 2022, from https://www.youtube.com/watch?v=RLfAmNDNgHk
15. Facial Performance VR Research (2015)
Li, H., Trutoiu, L., Olszewski, K., Wei, L., Trutna, T., Hsieh, P.-L., Nicholls, A. & Ma, C. (2015). Facial performance sensing head-mounted display. ACM Transactions on Graphics,
34(4), 47:1–47:9. doi:10.1145/2766939
16. Vive Facial Tracker (2021) Consumer Peripheral
Frooxius. (2021, March 10). Vive facial tracker showcase in Neos VR. YouTube. Retrieved November 7, 2022, from https://www.youtube.com/watch?v=l_l4_aoiVAw
17. Meta Quest Pro Face Tracking (2022)
Lang, B. (2022, October 11). Tech Demo Shows the Real Power of Quest Pro Face Tracking. Retrieved November 7, 2022, from
https://www.roadtovr.com/quest-pro-face-tracking-tech-demo-aura/
18. Ubiquitous
Commodity
Consumer
Product
Simon Wardley’s Model of Technology Evolution
Adaptation of Wardley, S. (2015, March 8). Evolution, diffusion, hype cycle and early failures. Retrieved December 17, 2021, from
https://blog.gardeviance.org/2015/03/evolution-diffusion-hype-cycle-and.html
Custom-Built
Enterprise App
Prototype &
Genesis
19. ● Wardley’s Tech Evolution Model
● Quick Primer on Qualities of Presence
● Retrospective of Immersive Stories
with Motion Capture 2016-2022
20. Photo by Amir Khidojatov of Kent Bye’s "A Primer on Presence, Immersive Storytelling, & Experiential Design." (2022, May 5)
Presented at Storycon: A collision of (he)art and technology. Brussels, Belgium; BOZAR - Centre for Fine Arts. https://www.youtube.com/watch?v=n_2_qvIymt4
A Primer on Presence,
Immersive Storytelling,
& Experiential Design
21. “True character is revealed in the choices
a human being makes under pressure -
the greater the pressure, the deeper the
revelation, the truer the choice to the
character's essential nature.”
― Robert McKee
McKee, R. (1997). Story: Substance, structure, style, and principles of screenwriting. (pp. 101) ReganBooks.
22. Placed in a
Context with
Pressure
Make
Choices &
Take Action
Essential
Character is
Revealed
+ =
Unfolding Process Over Time
29. Thinking
Intuition
Feeling
Sensing
Jung, C. G. (1976). Psychological types. In R. F. C. Hull (Trans.), The collected works of C. G Jung | Complete Digital Edition (Vol. 6). (paragraphs [7] and [883]) Princeton, NJ:
Princeton University Press. (Original work published 1921).
30. ● Wardley’s Tech Evolution Model
● Quick Primer on Qualities of Presence
● Retrospective of Immersive Stories
with Motion Capture 2016-2022
32. Real Virtuality: Immersive Explorers (2016) at Sundance
Artists: Sylvain Chagué, Caecilia Charbonnier. Photo via
https://variety.com/gallery/sundance-new-frontiers-lineup-2016/16138_realvirtualityimmersiveexplorers_still1_preparetobeamazed__byartanimfoundation/.
33. The Leviathan Project (2016) at Sundance
Bye, K. (2016, January 22). #Sundance #VR: 'leviathan project' really cool mixed reality experience with rich mythology with fun physical props. pic.twitter.com/rittd4o8k3. Twitter.
Retrieved November 7, 2022, from https://twitter.com/kentbye/status/690685018855702528
34. Rencontre(s) (2022) at Venice Immersive
Croll, B. (2022, August 31). Marion Cotillard Voices Coco Chanel in Immersive VR Project 'Rencontre(s),' Teaser Debuts (exclusive). Variety. Retrieved November 10, 2022, from
https://variety.com/2022/digital/festivals/marion-cotillard-coco-chanel-vr-project-rencontres-1235351517/
35. Optitrack at GDC 2016
NaturalPointInc. (2016, April 8). Optitrack @ GDC 2016 - Real Basketball in Virtual Reality. YouTube. Retrieved November 6, 2022, from
https://www.youtube.com/watch?v=a32sHf7HxUM
36. Xsens Inertial Suit (2007)
Xsens (2007). Moven - inertial motion capturing. Xsens. Retrieved November 7, 2022, from
https://web.archive.org/web/20070202161611/http://www.xsens.com/index.php?mainmenu=products&submenu=human_motion&subsubmenu=Moven
38. Future Rights (2022) at SXSW
Bye, K. (2022, April 1). 5/ future rights combines live ballet in VR with interactive dance autotune towards a new form of collaborative performance. I talk with choreographer
@alexwhitley &; XR creative director @rodriguezsand02 about their #SXSW prototype demo.https://T.CO/Bemt6e7ebe PIC.TWITTER.COM/DFSVMJ51SV. Twitter. Retrieved
November 7, 2022, from https://twitter.com/kentbye/status/1510000006010310657
39. Razer Hydra (2011) + VR (2012)
ChrisKnott. (2012, September 8). VR Demo. YouTube. Retrieved November 7, 2022, from https://www.youtube.com/watch?v=WfaoS8HDKgA
40. HTC Vive + Lighthouse Tracking at GDC 2015
TheVerge. (2015, March 4). Hands-on with Valve and HTC's Vive VR Headset. YouTube. Retrieved November 7, 2022, from https://www.youtube.com/watch?v=n38gC5xgvBg
41. Vive Tracker Announced January 4, 2017
Bye, K., & O'Brien, D. (2017, January 10). #492: HTC's Dan O'Brien on Vive Tracker & Privacy in VR. #492: Voices of VR. Retrieved November 6, 2022, from
https://voicesofvr.com/492-htcs-dan-obrien-on-vive-tracker-privacy-in-vr/
42. Full-Body Tracking in VRChat (August 2017)
VR Pill. (2017, August 19). Vive trackers in VRChat. YouTube. Retrieved November 7, 2022, from https://www.youtube.com/watch?v=6TTnYWSfFbk
43. Types of Body Tracking for VRChat:
Lighthouse, Inertial, Computer Vision (2021)
(屋森英樹) YAMORI Hideki. (2021, May 21). 今年は戦国時代を超えて、フルトラビッグバンですね。SteamVR…. Twitter. Retrieved November 10, 2022, from
https://twitter.com/marisblue/status/1395531774420082691
44. Zuckerberg Used Motion Capture for Legs in Keynote
Plunkett, L. (2022, October 13). Facebook's legs video was a lie. Kotaku. Retrieved November 7, 2022, from
https://kotaku.com/zuckerberg-facebook-meta-legs-feet-video-vr-staged-fake-1849656315
45. Pose Estimation AI for Legs (2022)
Winkler, A., Won, J., & Ye, Y. (2022, September 20). Questsim: Human motion tracking from sparse sensors with simulated avatars. arXiv.org. Retrieved November 7, 2022, from
https://arxiv.org/abs/2209.09391
47. Meta Quest Pro Face Tracking (2022)
Lang, B. (2022, October 11). Tech Demo Shows the Real Power of Quest Pro Face Tracking. Retrieved November 7, 2022, from
https://www.roadtovr.com/quest-pro-face-tracking-tech-demo-aura/
48. Scarecrow (2020) at Sundance
Bye, K., Jung, J., Lee, S., & Yoo, C. (2020, March 10) #885 Sundance: ‘Scarecrow’ is a 1:1 Immersive Theater VR Piece with Thermal Haptics. Voices of VR Podcast. Retrieved
November 13, 2021, from https://voicesofvr.com/885-sundance-scarecrow-is-a-11-immersive-theater-vr-piece-with-thermal-haptics/.
49. Draw Me Close (2017) at Tribeca
Bye, K., & Nicolls, J. (2017, September, 7) #574: Blending Immersive Theater & VR with ‘Draw Me Close’ by NFB & National Theatre. Voices of VR Podcast. Retrieved
November 13, 2021, from https://voicesofvr.com/576-blending-immersive-theater-vr-with-draw-me-close-by-nfb-national-theatre/.
Bye, K., & Oppenheim, D. (2017) Voices of VR Podcast Interview Pending Release.
51. VR_I (2018) at Sundance
Bye, K. & Jobin, G. (2018) Voices of VR Podcast Interview Pending Publication.
52. Metamorphic (2020) at Sundance
Bye, K., Fitzgerald. J., Niederhauser, M., Allsbrook, W. & Zananiri, E. (2020, March 13) #902 Sundance: ‘Metamorphic’ Explores Context-Dependent Embodiment & Social
Dynamics with Remixed Quill Art. Voices of VR Podcast. Retrieved November 13, 2021, from
https://voicesofvr.com/902-sundance-metamorphic-explores-context-dependent-embodiment-social-dynamics-with-remixed-quill-art/.
53. Ascenders (2022) at Venice Immersive
Photos by Kent Bye at Venice Immersive 2022.
54. Dream (2021)
Bye, K., Hill, P., & McNicholas, R. (2021, March 24) #986: Live Mocap Theater Performance in UE4 with “Dream” by Royale Shakespeake Company & Marshmallow Laser Feast.
Voices of VR Podcast. Retrieved November 13, 2021, from
https://voicesofvr.com/986-live-mocap-theater-performance-in-ue4-with-dream-by-royale-shakespeake-company-marshmallow-laser-feast/.
55. TeachLivE (2005) - Wizard of Oz Puppeteering
Bye, K., Hughes, C. (2016, July 31) Voices of VR Podcast. #409: Wizard of Oz Narratives: Puppeting Virtual Characters with Improv Acting. Retrieved November 13, 2021, from
https://voicesofvr.com/409-wizard-of-oz-narratives-puppeting-virtual-characters-with-improv-acting/.
57. La Comedie Virtual (2020)
Bye, K. & Jobin, G. (2020) Voices of VR Podcast Interview Pending Publication.
58. Dazzle (2022) at Venice Immersive
Bye, K., Gibson, R., Martelli, B., Roth, B., & Pollman, A. (2022, October 10). #1125: Fusing dance, fashion, and immersion with "dazzle" as a contrast to camouflage. Voices of
VR. Retrieved November 7, 2022, from https://voicesofvr.com/1125-fusing-dance-fashion-immersion-with-dazzle-as-a-contrast-to-camouflage/
59. Cosmogony (2022) at Sundance
Bye, K. & Jobin, G. (2020) Voices of VR Podcast Interview Pending Publication.
60. Wolves in the Walls (2018) at Sundance
Bye, K., Billington, P., & Shamash, J. (Recorded 2018, Published 2019, February 4) #731: Natural & Intuitive Character Interactions in VR with “Wolves in the Walls.” Voices of
VR Podcast Retrieved November 13, 2021 from https://voicesofvr.com/731-natural-intutive-character-interactions-in-vr-with-wolves-in-the-walls/.
Bye, K., & Shamash, J. (2019) Voices of VR Podcast Interview Pending Release.
No Proscenium. (2019, April 2). Behind the scenes: How we made 'wolves in the walls' VR with third rail projects. Medium. Retrieved November 14, 2021, from
https://noproscenium.com/behind-the-scenes-how-we-made-wolves-in-the-walls-vr-with-third-rail-projects-dd50eeb14bf6.
61. Quest Hand-Tracking for Interactions (2019)
oculusvr. (2019, December 9). Video controls in Oculus TV. YouTube. Retrieved November 7, 2022, from https://www.youtube.com/watch?v=xsZ3ai8uZks
62. Non-Invasive Neural Interfaces like EMG
Bye, K., & Reardon, T. (2021, March 30). #987: The Neuroscience of Neuromotor interfaces + privacy implications with Facebook Reality Labs' Thomas Reardon. Voices of VR.
Retrieved November 7, 2022, from https://voicesofvr.com/987-the-neuroscience-of-neuromotor-interfaces-privacy-implications-with-facebook-reality-labs-thomas-reardon-2/
Bye, K., & Wetmore, D. (2019, September 12). #814: Neuroscience & VR: Using Muscles & EMG for neural interfaces with Ctrl-Labs. Voices of VR Podcast. Retrieved November
10, 2022, from https://voicesofvr.com/814-neuroscience-vr-using-muscles-emg-for-neural-interfaces-with-ctrl-labs/