Beckman Institute            University of Illinois at Urbana-Champaign             
University of Illinois at Urbana-Champaign

e-Motion:  Our Reality

 


 

E-Motions explores the animation and sonification of abstract information spaces through real time motion capture data from a dancer or group of dancers. Instead of visualizing the capture data as an avatar animation, we chose to create abstract worlds that are visually opposed to the simulated, but realistic, spaces with which motion capture normally interacts. E-Motions uses aspects of the data, like the coordinates of a hand or the velocity of a knee, to arrange elements in these virtual realities. Thus, while the worlds behave differently based on the performer's position in the performance space or how fast she moves, the correspondance between virtual and real is indirect, forming a puzzle to be deciphered by the audience.

Our methodology, when experienced within one of the E-Motions virtual worlds, simultaneously obscures and reveals the performer's motion. Much like a glyph in information visualization, the state of a world reveals aspects of the dance, but still exists as something entirely other. By eschewing realism, we gained the freedom to make the mapping between performed motion and manipulated world arbitrarily complex, creating problems for choreography. The performer must move to create interesting sonic and visual effects, but the internal logic of a given world causes certain movements to be more meaningful than others. Indeed, coding the E-Motions worlds involved an iterative process, with the dancers discovering what was possible, adapting their movements to the current rules, and requesting code alterations to create new possibilities. In many ways, choreography and coding became two aspects of the same process.

E-Motions uses two parallel systems, one to drive the rendering of the abstract worlds and another to drive the audio. Motion capture data from a Motion Analysis optical tracking system is sent to a PC, which interprets it into virtual world parameters and then renders the resulting world via custom software. The data communication and world rendering is based on the open source Syzygy library, originally written for PC cluster-based virtual reality. On the other hand, the audio system is based on the MAX programming environment. Two Mac computers, each connected to a seperate firewire video camera, are used to generate the audio events. Commercial Max plug-ins on each Mac process the incoming video, producing MIDI events based on the amount of image change present in different sections of the video input. These MIDI streams are then converted to sound by a custom MAX program.

Using optical motion capture systems in a live artistic work has disadvantages. In such systems, the captured individual wears small infrared reflecting spheres called markers, and an array of cameras registers their positions. Unfortunately, optical tracking systems falter when confronted with marker occlusion, as often occurs during human motion, perhaps when the dancer's limbs are drawn in close to her body. At such times, the system can misidentify markers or lose them altogether. Normally, artists use a post-processing step to clean up motion capture data for character animation. However, E-Motions cannot do so, being a real-time performance piece. Because we use non-realistic spaces, where the observer has fewer preconceived notions of how things should look, the flaws in the optical motion capture are less objectionable.

The Motion Analysis capture system comprises the bulk of the E-Motions equipment, with 10 cameras, tripods, some networking gear, and a host computer. A small amount of additional computer equipment is used. On the video side, a PC receives data over ethernet from the Motion Analysis system and renders the virtual world, displaying on a nearby wall via a portable projector. On the audio side, two Macs receive video input, each from a seperate firewire camera, and create sound using the MAX environment. A small sound board get the audio in the performance space.

E-Motions has been presented twice, each time for about a week, as an ambient performance piece in a museum setting. Each day, a cast of dancers rotates in and out of the space. Two engineers control the computer equipment, one adjusting parameters for the sonification and the other working on the video side switching between virtual worlds. The E-Motions performance is a mixture of advertised show times, when an audience congregates to see a rehearsed sequence of worlds, music, and movements, and other times when the dancers are experimenting with the system, learning the behavior of the worlds, and adapting their movements to that behavior. The process of learning how to physically interact with an abstract space is an important part of the performance.

The first presentation of E-Motions used a single dancer, fully markered, so that all parts of her body created motion data. The second time, the fully markered dancer was joined by two others, each wearing three markers. The Motion Analysis system was able to track them seperately from the main dancer, creating an ensemble piece.

 

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