Motion capture (or mocap) is one of the most dynamic of all forms of computer interfacing with a human. Not only if it hadn’t been for this procedure would the current entertainment industry as we know it be completely different, but it’s been applied for military, sports and medical purposes also.
Films such as Lord of the Rings and the recent version of King Kong would never have appeared as realistic or even possible until this technique had been invented and applied to the movie world. Interestingly both mentioned titles owe a great deal to the actor Andy Serkis, who played Gollum in the Lord of the Rings trilogy and Kong (as well as the cook) in King Kong.
The process of motion capture involves an actor’s face and body being covered with a series of ‘dots’ at joints around the body which specialist cameras detect the movement of and apply to rendered models which can then be digitally added to the scene at post production. The end result of these movements and expressions offer a much improved, aesthetically satisfying and realistic character on screen than could be achieved currently by computer alone. For the role of Gollum, Andy had to really suffer for his art – spending three years on all fours and additional time in post production to ensure the facial expressions were truly captured.
Computers are brilliant at assisting with the development of the world around us, but one subtly overlooked issue with them is that they can only be as good as the programmer as none at this stage show any true capability to learn and evolve – particularly socially (much like the programmer). This only compounds the fact that artificial intelligence is no substitute for natural stupidity.
Speaking of stupidity, one funny instance of the IT gremlins wreaking havoc took place during the scene at Lord of the Ring’s second film: The Two Towers. The programme used to give the characters on screen artificial intelligence backfired in massive proportions. During the battle at Helm’s Deep, the massive army of Orcs and Uru’khai fled as a routed force rather than attack. Programmers had to re-write the artificial intelligence to ensure they acted as instructed rather than behave ‘naturally’.
The fantastic scenes which grace the screen from start to finish make this trilogy in particular an immensely immersive and very enjoyable work of art in so many ways. Tolkiens’ deeply descriptive and vivid depictions were beautifully brought to life through the eyes of its director (Peter Jackson) and the talents of the art team and computer programmers which laboured on this project. Even though this trilogy is now the best part of a decade old, it still is a good benchmark for others to try and equal or better today.
I no doubt would have to fight off envious hordes of unequalled number when the possibility of motion capture technology is able to be integrated with home entertainment. Granted we have cameras in nearly every home and a growing number are connected to a computer or gaming system, although at this stage sadly no real game or programme is truly unlocking the technology’s potential – more to the shame of the programmer!
It’s quite possible to envisage the technology currently being used to train troops as one of the first adaptations to cross-over into the public domain as a game. First person shooters are familiar to all gamers. Games similar to Time Crisis, Robocop have evolved to multi-player versions like the latest instalments of the Call of Duty series. This has effectively brought the interactive element closer and realistic with co-operative missions and teamwork playing a part in the overall result of the game. It could be likely that people’s first exposure to this kind of game technology will be in games arcades – firstly as this will re-invigorate an arguably rather tired looking and dwindling industry, and secondly, the sheer size and expense of these devices wouldn’t make it viable for the home at first. Naturally this will no-doubt not remain the case for too long, as many games which started out in the arcade became huge successes when they were domesticated and adapted for the home user.
Home motion capture as this technology could be referred to in future, will no doubt use a mixture of elements taken from all gaming successes. For instance an adaptation of the Wii’s balance board could be used to keep the player from having to roam throughout their home and to make it possible for the player to be filmed in their motion capture suit to ensure the movements are relayed and portrayed accurately on the screen.
Those old enough to remember the children’s ITV programme, Nightmare, would recall how an intrepid warrior in an oversized helmet would walk blindly through an animated (and graphically quite challenged by modern standards) lair to solve problems and reach goals with the assistance of three assistants who would watch their progress remotely. This was achieved through using blue-screen technology (where a graphic would replace the blue screen – as commonly used in weather forecasts). In the future of gaming, history could be repeated by placing us virtually in the game itself.
It could be possible in the not too distant future the ability to not just have an effect on the virtual world you are located in, but to also feel it. This sensual adaptation to the modern game could be achieved through the introduction of suits that apply pressure in conjunction with the visual element as depicted on the monitor. Such things as being hit by a character on-screen would not necessarily be designed to hurt, but to reinforce the overall authenticity of the experience.
Already some boffins in a shed in the US armed with little more than a cunning plan of Baldrick’s proportions and a few nifty pieces of kit, have devised an exoskeleton which is attached via strapping to the body. This hydraulic suit is designed to help mobility, reduce fatigue and boost strength of the user but with a few modifications, this suit could be used to monitor movements and also provide the wearer with a very unique and ultra-realistic experience. For example, running and slamming into a wall would not just look sudden on screen, but you would feel the resistance through the suit, which would effect the interaction with the game itself at that particular point in time.
Driving games are another fine example and suitable candidate for the home motion capture treatment. Many of us are familiar with Mario Kart and Gran Tourismo, with the Wii controller being used as a steering wheel, it could be possible for the more imminent future to see us being involved in a very realistic race. With 3D technology already available (see article on this for more info), it could be possible to see adults and children battling for pole position and having themselves caught on camera for all to see.
Alternatively, sports are another prime example of gaming experience which could be incarnated to the home motion capture gaming console of tomorrow. With the likes of tennis and football equally popular (and tricky to master), it may just be the perfect way to raise your game through playing others from around the world online and doing more than what can be achieved by flailing a controller from side to side in a vain attempt to be the next Pete Sampras or Ronaldo – just don’t forget to keep the half-time oranges and magic sponge close at hand.
As all the equipment, if not careful, could soon mount up to being quite a bit more than your weekly pocket money could allow, it would be conceivable to have games come with the necessary kit needed to play it (as we do for some titles today). Rather than simply having a camera and controller, you may get the motion capture suit, tent, seat or balance board, controller adaptors and so on as different extras to modify and develop your experience through. Something like a shooting game could be then made to be more realistic i.e. when changing a weapon, you physically have to do so rather than press a button to swap – this would offer a different dimension to the game as those who can ‘draw’ quickest will have a distinct advantage.
The progression of the web as an interactive and evolving tool could develop into an even more engaging and powerful version of what we currently see in online communities like Second Life. The next generation or incarnation of this virtual world could mean that no longer would you be viewing this world through a screen but be located within the world itself. With motion capture, you could appear as a fantasy figure of your choice and offer realistic expressions through the movements captured. This would make the game and overall experience appear far less like The Sims, and more like the kind of characters we see in movies and on some of the more detailed games. Quite simply put, your imagination is the only limitation!
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