
MOTEK ENTERTAINMENT
MOTEK ENTERTAINMENT
Funder
2 Projects, page 1 of 1
assignment_turned_in Project2010 - 2013Partners:Goldsmiths University of London, Coventry University, Animazoo UK, University of Wales, Newport, Animazoo UK +19 partnersGoldsmiths University of London,Coventry University,Animazoo UK,University of Wales, Newport,Animazoo UK,ArtsDepot,Thinktank,Imperial College London,Animazoo UK,MOTEK Entertainment,Coventry University,Plymouth University,GOLDSMITHS',GOLDSMITHS',University of South Wales,Thinktank Birmingham Science Museum,Thinktank Birmingham Science Museum,MOTEK ENTERTAINMENT,ArtsDepot,Coventry University,Thinktank Birmingham Science Museum,University of Wales, Newport,BBK,MOTEK ENTERTAINMENTFunder: UK Research and Innovation Project Code: AH/H03319X/1Funder Contribution: 296,050 GBPThis project aims to bring together motion capture technology with established movement practices which cultivate attention on bodily awareness, and in particular Skinner Releasing Technique (SRT), to explore how sensorial awareness can be captured and what visualisations might emerge. SRT is a pioneering approach to dance which has evolved from the simple principle that when we are letting go of habitual holding patterns we can move more freely, articulately and powerfully. Joan Skinner, the American choreographer, dance improvisation pioneer and former dancer with the Martha Graham and Merce Cunningham companies, created the technique from early experiments in the 1960s. SRT utilizes image-guided floorwork to ease tension and promote an effortless kind of moving, integrated with alignment of the whole self. Tactile exercises (partner 'graphics') are used to give the imagery immediate kinaesthetic effect: spontaneous movement is evoked by imagery and guided movement studies. Motion capture is a generic name for the techniques which obtain motion data from human performers for a wide range of applications including biomechanics, sports science, ergonomics, advertising, TV and 3D computer games. Regarded as a significant component of the film and games industries, motion capture is also incorporated into arts events but it demands a level of expertise to use it effectively that is not readily achieved by artists.\n\nThe project will explore how the methods and principles which characterise the practice of SRT and related practices can 'translate' to the production of visualisations for virtual environments, to shed light on contemporary ideas of interface design and display methods, and to understand more about SRT as a movement discipline. The aim is to enhance the interaction experience for audiences to produce new art experiences which are intellectually and socially engaging and can, through a re-engagement with the complexity of the moving body, generate new understandings about our relationship with our own body within the world. The project is therefore unique in that it will map a specific dance practice, embed this mapping within a game engine and test a variety of avatar visualisations in real time allowing audiences to interact and be directly involved in the process. Finally this interaction will be augmented by using these findings to immerse the player/performer into the action to create new performance spaces and experiences.\n
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For further information contact us at helpdesk@openaire.euOpen Access Mandate for Publications assignment_turned_in Project2016 - 2018Partners:LYCEUM CLUB OF GREEK WOMEN, MOTEK ENTERTAINMENT, Coventry University, ARC, INSTITUTO STOCOS +13 partnersLYCEUM CLUB OF GREEK WOMEN,MOTEK ENTERTAINMENT,Coventry University,ARC,INSTITUTO STOCOS,Goa University,Lynkeus (Italy),INSTITUTO STOCOS,LYCEUM CLUB OF GREEK WOMEN,Coventry University,K. DANSE,Peachnote GmbH,Lynkeus (Italy),K. DANSE,Polytechnic University of Milan,ARC,MOTEK ENTERTAINMENT,Peachnote GmbHFunder: European Commission Project Code: 688865Overall Budget: 3,332,580 EURFunder Contribution: 3,332,580 EURWhole-Body Interaction Learning for Dance Education WhoLoDance is aiming at both researching and innovating contemporary learning theories of embodied cognition and dance education, building on advances on neuroscience, pedagogical and learning theories, educational psychology together with new technologies in artificial intelligence and knowledge management. Dance is a diverse and heterogeneous practice and WhoLoDance will develop a protocol for the creation and/or selection of dance sequences drawn from different dance styles and appropriate for different teaching and learning modalities that can provide the base content for the capture, cataloguing and analysis of dance movement for the creation of different interactive and immersive learning tools. WhoLoDance will support learning the essential components of dance, enhancing movement skills, and creating solutions for supporting the composition, re-use, and distribution of interactive educational content and services, with assessment and feedback functionalities making use of immersive real-time tools to learn dance choreographies. WhoLoDance will explore smart learning environments for providing dance students with adaptive and personalised learning and assessment, through multi-modal/multi-sensory interaction technologies and advanced immersive real-time training interfaces. WhoLoDance will create and deliver the proof-of-concept of a motion capture repository of dance motions built in a method allowing interpolations, extrapolations and synthesis through similarity search to enable new and powerful dance teaching paradigms. Finally WhoLoDance aim is to create a digital environment that will provide dance educators and students, as well as creators (choreographers) the opportunity for capacity building and networking, bringing together practitioners from different physical spaces, and will allow them to communicate chorographical ideas and movement concepts online and work collaboratively.
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