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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..
● Wardley’s Tech Evolution Model
● Quick Primer on Qualities of Presence
● Retrospective of Immersive Stories
with Motion Capture 2016-2022
● Wardley’s Tech Evolution Model
● Quick Primer on Qualities of Presence
● Retrospective of Immersive Stories
with Motion Capture 2016-2022
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
Prototype &
Genesis
Custom-Built
Enterprise App
Ubiquitous
Commodity
Consumer
Product
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
Sword of Damocles
Initial Prototype: Sword of Damocles (1968)
Sword of Damocles
Custom Bespoke Apps: VPL Research (1985-1992)
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
Sword of Damocles
XR as Ubiquitous Commodity (ETA?)
Amazon. (2022). The Peripheral. whole.
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
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/
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
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
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
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
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/
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
● Wardley’s Tech Evolution Model
● Quick Primer on Qualities of Presence
● Retrospective of Immersive Stories
with Motion Capture 2016-2022
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
“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.
Placed in a
Context with
Pressure
Make
Choices &
Take Action
Essential
Character is
Revealed
+ =
Unfolding Process Over Time
Context Quality Character
Story
Context Quality Character
Story
Mental & Social
Presence
Active
Presence
Emotional
Presence
Embodied &
Environmental
Presence
Active Presence
Agency, Interactions, Dynamics,
Action, Locomotion, Exploration,
Spontaneity, Creativity, Will,
Engagement, Gameplay,
Intention, & Live Performance.
Emotional Presence
Emotional Immersion, Feelings,
Mood, Vibe, Color, Lighting,
Consonance & Dissonance
Cycles, Music, Story, Time,
Flow, Narrative Presence,
Empathy, & Compassion
Mental & Social Presence
Thoughts, Language, Choices,
Expectations & Novelty, Mental
Models, Plausibility, Coherence,
Attention, Suspension of Disbelief,
Puzzles, Mental Friction, Rules,
Social Presence, & Virtual Beings
Embodied Presence
Self-Presence, Body, Embodiment,
Sensory Experience, Biometric &
Physiological Data, BCIs & Neural
Inputs, Haptics, Immersive Sound,
Spatial Presence, Environmental
Immersion, & Architecture
Bye, K. (2022, May 5) "A Primer on Presence, Immersive Storytelling, & Experiential Design." [Presentation]
Storycon:A collision of (he)art and technology. BOZAR. Brussels, Belgium.
Making
Choices
Taking
Action
Emotional
Immersion
Sensory
Experience
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).
● Wardley’s Tech Evolution Model
● Quick Primer on Qualities of Presence
● Retrospective of Immersive Stories
with Motion Capture 2016-2022
Active
Presence
Embodied &
Environmental
Presence
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/.
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
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/
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
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
Xsens, Perception Neuron, Rokoko, PrioVR
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
Razer Hydra (2011) + VR (2012)
ChrisKnott. (2012, September 8). VR Demo. YouTube. Retrieved November 7, 2022, from https://www.youtube.com/watch?v=WfaoS8HDKgA
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
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/
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
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
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
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
Active
Presence
Emotional
Presence
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/
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/.
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.
Active
Presence
Mental & Social
Presence
VR_I (2018) at Sundance
Bye, K. & Jobin, G. (2018) Voices of VR Podcast Interview Pending Publication.
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/.
Ascenders (2022) at Venice Immersive
Photos by Kent Bye at Venice Immersive 2022.
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/.
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/.
Active
Presence
La Comedie Virtual (2020)
Bye, K. & Jobin, G. (2020) Voices of VR Podcast Interview Pending Publication.
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/
Cosmogony (2022) at Sundance
Bye, K. & Jobin, G. (2020) Voices of VR Podcast Interview Pending Publication.
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.
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
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/
Mental & Social
Presence
Active
Presence
Emotional
Presence
Embodied &
Environmental
Presence
● Wardley’s Tech Evolution Model
● Quick Primer on Qualities of Presence
● Retrospective of Immersive Stories
with Motion Capture 2016-2022
@KentBye

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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
  • 6. Prototype & Genesis Custom-Built Enterprise App Ubiquitous Commodity Consumer Product 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
  • 7. Sword of Damocles Initial Prototype: Sword of Damocles (1968)
  • 8. Sword of Damocles Custom Bespoke Apps: VPL Research (1985-1992)
  • 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
  • 26.
  • 27. Active Presence Agency, Interactions, Dynamics, Action, Locomotion, Exploration, Spontaneity, Creativity, Will, Engagement, Gameplay, Intention, & Live Performance. Emotional Presence Emotional Immersion, Feelings, Mood, Vibe, Color, Lighting, Consonance & Dissonance Cycles, Music, Story, Time, Flow, Narrative Presence, Empathy, & Compassion Mental & Social Presence Thoughts, Language, Choices, Expectations & Novelty, Mental Models, Plausibility, Coherence, Attention, Suspension of Disbelief, Puzzles, Mental Friction, Rules, Social Presence, & Virtual Beings Embodied Presence Self-Presence, Body, Embodiment, Sensory Experience, Biometric & Physiological Data, BCIs & Neural Inputs, Haptics, Immersive Sound, Spatial Presence, Environmental Immersion, & Architecture Bye, K. (2022, May 5) "A Primer on Presence, Immersive Storytelling, & Experiential Design." [Presentation] Storycon:A collision of (he)art and technology. BOZAR. Brussels, Belgium.
  • 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
  • 37. Xsens, Perception Neuron, Rokoko, PrioVR
  • 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.
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  • 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/
  • 64. ● Wardley’s Tech Evolution Model ● Quick Primer on Qualities of Presence ● Retrospective of Immersive Stories with Motion Capture 2016-2022