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Motion Capture

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Motion capture, motion tracking, or "mocap" is a "technique of digitally recording movements for entertainment, sports, and medical applications" (Motion 1). Where filmmaking is concerned, motion capture refers to the "technique of recording the actions of human actors, and using that information to animate digital character models in 3D animation" (Motion 1). Motion capture has its origins in the pioneering photography work of moving images conducted by Eadweard Muybridge in the late 19th century, but the first individuals to analyze human and animal motion with video was Etienne-Jules Marey (Windsor 1).

Motion capture is used for film and animation, video games, and sports, where motion capture helps athletes analyze body movement and performance. Animation is the "rapid display of a sequence of images of 2D or 3D artwork or model positions in order to create an illusion of motion" (Animation 1). Motion capture is also relied upon to a great extent for video games. Video games are games that "involve interaction with a user interface to generate visual feedback on a video device" (Video 1). While both modern filmmaking, especially animated films, and video games rely heavily on motion capture there is a significant difference between the two media. According to Sanders (1), the "major difference between the two formats is that a movie is meant simply to be viewed while the purpose of a video game is to interact."

. . .
e capture area is achieved by adding the number of cameras to the process. In contrast to other forms of motion capture, one of the biggest drawbacks with optical motion capture is that it is relatively commonplace for the performer to "occlude, or hide, one or more markers thus creating 'holes' in the data stream" (Trager 1). Despite this limitation, those who use optical motion capture can typically get around this issue either by adding more markers to the performer or by adding more cameras to capture data from additional angles. The Process of Motion Capture Because it is the most commonly used form of motion capture in the contemporary sports, film, and video game industries, this section will focus on the process of optical motion capture systems. All optical systems use "directionally-reflective balls" known as "markers" that are attached at strategic locations to performers (Trager 4). Optical systems provide data output with 3 degrees of freedom for each marker, meaning that rotational information must be collected from the relative orientation of three or more markers (Motion 5). For instance, to capture the angle of an elbow, markers would be attached to three or more positions such as the shou
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Approximate Word count = 4642
Approximate Pages = 19 (250 words per page)

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