Use Xsens Metagloves by MANUS as a stand-alone solution, outside of MVN, with the Plus Edition. Stream the Xsens Metagloves finger data together with the Xsens body data as a single source. Add Quantum tracking to your motion capture with the ease of one click. The direct integration into Xsens MVN software allows the Xsens Metagloves to deliver real-time finger data in your existing pipelines. The Xsens Metagloves come with 24 months of hardware warranty and lifetime support. The gloves are immune to magnetic interference. The Xsens Metagloves have been specifically developed to work seamlessly with Xsens MVN Animate, the 3D character animation software used by industry professionals over the world. The data is streamed to MVN Analyze and can be used instantly in combination with the full-body data from Xsens. Stream the finger data together with the Xsens body data as a single source.Īdd next level finger tracking to MVN Analyze to increase the quality and accuracy of your ergonomic finger data. Breathe life into your motion capture by empowering your Xsens suit with MANUS finger tracking. With direct integration into MVN Animate, the gloves quickly deliver real-time finger data into your existing pipeline. Download unedited sample data by clicking the button below the video and experience the next level of finger capture. In this side-by-side comparison you can see how lifelike the unedited motion capture data from our Quantum Metagloves is. The Quantum Tracking Technology allows you to capture even the most subtle nuances of human motion and bring them to life digitally. Save valuable time while animating, without losing the lifelike feeling of your movements.Ĭapture even the smallest details. There are no more limitations to your finger capture. Capture every detailed movement using our precise Quantum tracking technology. Our new tracking system empowers the Xsens suit with expressive finger data. Add the most accurate Quantum finger tracking to your Xsens setup with one click. The Xsens Metagloves have been specifically developed to work seamlessly with Xsens MVN software. Overall this research aims to facilitate designers and artists interested in the use of real-time motion capture systems in dance, music, theatre and performance art applications.Next level finger capture. Following the understanding of interactivity as a property between systems, I identify the design of three basic types of WBI performance systems that differ in how a user engages with them: methodical, empirical and dialectic. I also propose the development of WBI systems that are autonomous and unsupervised, and I explore various compositional concepts and mappings that are implemented as automatic, semi-automatic or manual modules and ultimately arranged into layers and to series of blocks that represent complete compositions. In this thesis I introduce the role of the WBI designer as a specialist interaction designer able to conceptualise WBI scenarios and implement complete systems that operate within various levels of body sensing and control. EnActor provides a simple and effective solution to the problem of linking physical actions to rich digital media responses and can serve as a blueprint for the development of other WBI design software, since it has operated successfully as a prototype, addressing a wide range of WBI design briefs in various contexts. Adopting a Holistic Design approach, the experience and knowledge gained from my first practical explorations led to the design and implementation of a WBI prototyping software environment called EnActor, used in tandem with the Orient wireless inertial motion capture system, developed by the Research Consortium in Speckled Computing, at the University of Edinburgh. As I am particularly concerned with the seamless transfer of the tacit skills and the implicit knowledge of non-digital artists and practitioners to a WBI performance setting, my practical explorations emerged in the contexts of music improvisation - Untitled#1, contemporary dance - Untitled#2, contemporary music composition - Hiroshima, and traditional dance - Duende. Integral to this investigation is a comprehensive review and analysis of the progression of interactivity in fine art, music, dance and performance practices, presented in this thesis. Following an Interaction Design perspective I engage in exploring the requirements for composers, dancers, musicians and performers and their expectations, within a series of transdisciplinary collaborative artistic projects. "This practice-led research investigates a design framework within an artistic context for the implementation of Whole Body Interactive (WBI) performance systems that employ real-time motion capture technology.
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