3D and Visualisation

Deploys 3D communication technologies for business, education and research in interactive 3D and rendering for real time and offline domains. This area is supported by: The MoCap (Motion Capture) Suite: Featuring an 8 camera Optitrack system, this facility is used for teaching, R&D and projects with industry for animation, interactivity and ergonomics. The VR Suite boasts a range of 3D technologies for stereoscopic film, 3D games development, 3D interactivity, augmented reality and web3D.

:: CAPTURING EMOTIONS ::

:: CAPTURING EMOTIONS ::

HARNESSING NEUROSCIENCE AND PERFORMANCE CAPTURE TO BRING EMOTIVE FACIAL EMOTIONS TO CREATE BELIEVABLE COMPUTER-GENERATED CHARACTERS                                                                                      A project by Gabriel Teo

Colour Space 2005

Artist: Nigel Jamieson

Real-time 3D Research Activity
Research in real-time 3D comprises two approaches

1.Art Practice: Theoretical and practical research in virtuality and interactivity.
Research in this area is my primary focus; real-time 3D technology in relation to narrative and subjectivity.
Research concepts include:

Visualising Creativity and Creative Visualisation: A preliminary study

Creativity is a term that is widely used in the discourse of post-industrial or knowledge societies. However, there are a wide range of different disciplinary perspectives on creativity; what it is, how it is evaluated and how it might be used or applied to support economic and cultural development. Creativity in many arts related fields is often regarded as mysterious; it is learned or developed tacitly and evaluated through interpretive methods such as reviewing and critique.

In-Between-Worlds: Considering a transformational space in which identity becomes negotiable

nikBy Nicholas Konings

This project visually explores the idea of identity as a fictional narrative in relation to notions of telepresence, virtual reality and psychoanalysis. It aims to destabilise existing preconceptions of identity and narrative, and encourage self-reflection.

MoCap Boot Camp

In February a team of ten postgraduate students and CoLab researchers attended a motion capture ‘Boot Camp’ at Deakin University, Australia. The boot camp provided a practical grounding in the use of the Motion Analysis system including post-processing and data capture for ongoing projects using Deakin’s Motion Lab facilities. Participants were also given an overview of the broader context of motion capture, and its use in the animation and game development industries and in interactive performance.

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