WEBVTT 1 00:00:27.660 --> 00:00:30.840 For this lecture we will take a look at some motion capture videos 2 00:00:30.840 --> 00:00:33.759 to see how to install a motion capture, 3 00:00:33.759 --> 00:00:35.279 how it is filmed 4 00:00:35.279 --> 00:00:37.480 and the developing 5 00:00:37.480 --> 00:00:40.400 technology flows 6 00:00:40.400 --> 00:00:42.360 We will also look at how to 7 00:00:42.360 --> 00:00:46.799 work together with other equipments or other fields 8 00:00:46.799 --> 00:00:49.480 while shooting motion capture 9 00:00:49.480 --> 00:00:51.880 Also we will look into how contents are 10 00:00:51.880 --> 00:00:54.480 being expanded and used these days 11 00:00:54.480 --> 00:00:57.960 Progress of Motion Capture Technology 12 00:00:58.400 --> 00:01:00.799 This video is about the Magnetic system 13 00:01:00.799 --> 00:01:04.040 Nowadays, there are lots of equipment 14 00:01:04.040 --> 00:01:06.080 using gyro sensors 15 00:01:06.080 --> 00:01:09.680 Gyro sensors can measure not only 16 00:01:09.680 --> 00:01:13.199 rotation data, but also speed and acceleration 17 00:01:13.199 --> 00:01:15.160 It's also wallet-friendly 18 00:01:15.160 --> 00:01:17.360 So it is trending as of now 19 00:01:17.360 --> 00:01:19.239 The video you are about to see is 20 00:01:19.239 --> 00:01:22.480 a magnetic system using gyro sensors 21 00:01:22.480 --> 00:01:26.279 You can see it utilizes a large space 22 00:01:26.279 --> 00:01:28.519 I will explain after the video 23 00:01:29.745 --> 00:02:08.139 Magnetic System - Xsens MVN 24 00:02:08.880 --> 00:02:10.880 Magnetic sensors in the past was 25 00:02:10.880 --> 00:02:14.320 vulnerable to high voltage currents and rebar material 26 00:02:14.320 --> 00:02:16.080 Filming done in 27 00:02:16.080 --> 00:02:18.880 wooden buildings were not a 28 00:02:18.880 --> 00:02:20.880 big problem 29 00:02:20.880 --> 00:02:23.919 However it was very difficult 30 00:02:23.919 --> 00:02:26.380 to film near concrete buildings with rebar 31 00:02:26.400 --> 00:02:30.039 to use the magnetic system 32 00:02:30.039 --> 00:02:34.160 Many of these issues have been 33 00:02:34.160 --> 00:02:37.020 resolved by using the gyro sensor 34 00:02:37.020 --> 00:02:42.199 but we still have to deal with some data errors 35 00:02:42.199 --> 00:02:45.220 regarding current flow and reinforcing bar material 36 00:02:45.220 --> 00:02:49.839 However, as software resolves these issues 37 00:02:49.839 --> 00:02:53.100 the frequency of use is increasing 38 00:02:53.100 --> 00:02:54.880 In the video 39 00:02:54.880 --> 00:02:59.039 you saw that we were able to use a large space freely 40 00:02:59.039 --> 00:03:03.299 And the data comes out seemlessly 41 00:03:03.299 --> 00:03:06.080 even though there are steel material all around the set 42 00:03:06.814 --> 00:03:39.444 Magnetic System - Xsens MVN 43 00:03:40.740 --> 00:03:44.000 Here you can see that the data for 44 00:03:44.000 --> 00:03:46.240 driving a car and riding a bike 45 00:03:46.240 --> 00:03:49.580 have been extracted well 46 00:03:49.580 --> 00:03:52.099 Like this, the magnetic system's data 47 00:03:52.099 --> 00:03:55.140 have been greatly improved by the use of gyro sensors 48 00:03:55.140 --> 00:03:57.819 and we can use it with less difficulties 49 00:03:57.819 --> 00:04:00.039 There are still some areas where 50 00:04:00.039 --> 00:04:02.139 the legs are blurred and the hands are out of sync 51 00:04:02.139 --> 00:04:05.319 while shooting in real time 52 00:04:05.319 --> 00:04:09.000 but it is still widely used in SNS content using 53 00:04:09.000 --> 00:04:12.240 virtual humans and games and animation production 54 00:04:12.240 --> 00:04:15.939 that can extract a large amount of data in smaller amounts of time 55 00:04:15.939 --> 00:04:18.620 Games, for example 56 00:04:18.620 --> 00:04:23.279 We apply a technique called Motion Matching 57 00:04:23.279 --> 00:04:25.440 This technique 58 00:04:25.440 --> 00:04:30.000 make the object run 20 to 30 meters 59 00:04:30.000 --> 00:04:32.880 and extracts the data 60 00:04:32.880 --> 00:04:36.480 for the required section 61 00:04:36.480 --> 00:04:40.880 When these techniques use Optical systems 62 00:04:40.880 --> 00:04:44.000 We need area for installation 63 00:04:44.000 --> 00:04:46.000 and it will take a lot of time 64 00:04:46.000 --> 00:04:49.200 But as for Gyro systems 65 00:04:49.200 --> 00:04:51.519 If we do not have an indoor area 66 00:04:51.519 --> 00:04:56.640 we can shoot at outdoor areas 67 00:04:56.640 --> 00:04:59.390 So the Gyro systems are 68 00:04:59.390 --> 00:05:01.119 preferred in the game scene 69 00:05:01.119 --> 00:05:04.239 Next we will look in to the Optical system 70 00:05:04.239 --> 00:05:08.720 This video shows the Optical systems 71 00:05:08.720 --> 00:05:11.820 default settings, software installations 72 00:05:11.820 --> 00:05:14.000 network settings and camera installations 73 00:05:14.000 --> 00:05:18.399 Also briefly shows the process of calibration 74 00:05:18.399 --> 00:05:23.040 attaching body and tool markers on the character 75 00:05:23.040 --> 00:05:25.519 and converting them to third-party tools 76 00:05:25.519 --> 00:05:30.320 Ultimately, you can see how it is implemented 77 00:05:30.320 --> 00:05:32.799 in Motion Builder, Unity, Unreal Engine, etc. 78 00:05:32.799 --> 00:05:35.359 Let's go ahead to the video 79 00:05:35.964 --> 00:06:13.128 Optical System - Optitrack 80 00:06:14.007 --> 00:06:19.208 Optical systems require the hassle of installing cameras 81 00:06:19.208 --> 00:06:22.575 because data must be created by the camera 82 00:06:22.575 --> 00:06:25.575 But once installed and calibrated 83 00:06:25.575 --> 00:06:29.255 you can produce optimal data, as long as you do not withdraw 84 00:06:29.255 --> 00:06:31.655 For most studios you can 85 00:06:31.655 --> 00:06:34.284 continue to use after the first installation 86 00:06:34.284 --> 00:06:38.657 But in the instance of overseas or large space shooting 87 00:06:38.677 --> 00:06:40.677 you would usually rent a large studio 88 00:06:40.677 --> 00:06:44.257 about 30 to 50 meters 89 00:06:44.271 --> 00:06:46.451 and use it for a month or two 90 00:06:46.451 --> 00:06:49.259 and move out 91 00:06:49.259 --> 00:06:51.760 Because it would be very costly 92 00:06:51.760 --> 00:06:54.239 to keep the space and equipment for longer 93 00:06:54.239 --> 00:06:57.839 These types of projects are 94 00:06:57.839 --> 00:07:00.480 gradually emerging in Korea as well 95 00:07:00.480 --> 00:07:02.239 The chart here shows 96 00:07:02.239 --> 00:07:06.799 the difference between Gyro and Optical systems 97 00:07:06.799 --> 00:07:10.160 the Gyro system does not have space limitations 98 00:07:10.160 --> 00:07:13.359 and can be used indoors 99 00:07:13.359 --> 00:07:16.880 so it has a big advantage in terms of location 100 00:07:16.880 --> 00:07:19.679 The optical system has space limitations 101 00:07:19.679 --> 00:07:21.679 it should be shot indoors 102 00:07:21.679 --> 00:07:24.239 and also needs time for installations 103 00:07:24.239 --> 00:07:27.839 gyro systems do not need post-edits 104 00:07:27.839 --> 00:07:30.799 It has the advantage of saving 105 00:07:30.799 --> 00:07:33.600 a lot of time and money 106 00:07:33.600 --> 00:07:36.640 Gyro systems have the disadvantage of 107 00:07:36.640 --> 00:07:39.760 lower data quality compared to optical systems 108 00:07:39.760 --> 00:07:41.679 due to low accuracy 109 00:07:41.679 --> 00:07:45.279 Optical systems need post-edits 110 00:07:45.279 --> 00:07:48.959 so it can cost you both time and money 111 00:07:48.959 --> 00:07:51.440 but compared to the gyro it has 112 00:07:51.440 --> 00:07:53.440 the upper-hand in data quality 113 00:07:53.440 --> 00:07:56.320 with the 0.1mm accuracy 114 00:07:56.320 --> 00:07:59.359 Therefore it is suitable for works requiring 115 00:07:59.359 --> 00:08:02.860 quick movements, detailed acting and accurate measurements 116 00:08:03.600 --> 00:08:08.079 The video about to be played uses motion capture 117 00:08:08.079 --> 00:08:11.279 it is a 2014 film called Big Match 118 00:08:11.279 --> 00:08:13.839 It was used as a previs 119 00:08:13.839 --> 00:08:18.619 This was probably the first time in Korean cinema 120 00:08:18.619 --> 00:08:20.799 that motion capture has been used from previs 121 00:08:20.799 --> 00:08:23.040 Let's watch the video first 122 00:08:23.618 --> 00:08:32.919 Previs and Motion Capture used in 'Big Match' 123 00:08:32.919 --> 00:08:36.559 I took the role in this film for 124 00:08:36.559 --> 00:08:40.400 the martial arts, special effects, CG, etc. 125 00:08:40.400 --> 00:08:44.880 to be more intensely and elaborately 126 00:08:44.880 --> 00:08:46.880 designed into the film 127 00:08:46.880 --> 00:08:50.719 I attempted to add precision to the movements by 128 00:08:50.719 --> 00:08:55.919 motion-capturing the action sequences in advance 129 00:08:55.919 --> 00:08:59.599 those techniques were used for things like Ikho's digital character 130 00:08:59.599 --> 00:09:01.099 At the police station scene 131 00:09:01.099 --> 00:09:04.400 Ik-ho was simply curious about his brother 132 00:09:04.400 --> 00:09:06.719 and he had to do as Ace told him to do so 133 00:09:06.719 --> 00:09:09.359 and get out without harming the police 134 00:09:09.359 --> 00:09:11.609 I think this can be 135 00:09:11.609 --> 00:09:12.694 the mission and fun of this movie 136 00:09:12.714 --> 00:09:14.894 Perfected by 3D Mission Game in the Middle of the City 137 00:09:14.894 --> 00:09:19.244 The setting with most excitement and CG effert 138 00:09:19.244 --> 00:09:20.799 is of course the Sangam Stadium 139 00:09:20.799 --> 00:09:23.840 Because we were trying to use the entire stadium 140 00:09:24.380 --> 00:09:28.960 previs and motion capture technology was incorporated 141 00:09:28.960 --> 00:09:34.320 to design each sequence more accurately 142 00:09:34.320 --> 00:09:38.239 including the precision of movements, actors' routes 143 00:09:38.239 --> 00:09:39.939 and camera angles for the main character 144 00:09:39.939 --> 00:09:42.640 Ik-ho's action scenes 145 00:09:42.640 --> 00:09:44.340 At the time, the concept of 146 00:09:44.340 --> 00:09:47.359 previs was not well known in Korea 147 00:09:47.359 --> 00:09:51.039 So this might be the very first Korean film to 148 00:09:51.039 --> 00:09:54.239 try Previs using motion capture 149 00:09:54.239 --> 00:09:58.460 In other countries, previs technology 150 00:09:58.460 --> 00:10:01.560 has been used for over 20 years 151 00:10:01.560 --> 00:10:03.610 Previs is gradually earning its 152 00:10:03.610 --> 00:10:06.520 popularity recently 153 00:10:06.520 --> 00:10:08.420 Motion capture technology also 154 00:10:08.420 --> 00:10:12.420 is being used more and more 155 00:10:12.420 --> 00:10:15.500 The next video is a Korean video 156 00:10:15.500 --> 00:10:17.700 The children in the first scene 157 00:10:17.700 --> 00:10:21.020 are digital characters made by motion capture 158 00:10:21.020 --> 00:10:24.620 The setting is impossible to find in real life 159 00:10:24.620 --> 00:10:27.320 and even if found, it would be too dangerous 160 00:10:27.320 --> 00:10:29.860 to bring the children there to shoot 161 00:10:29.860 --> 00:10:32.520 Hence it was made digital 162 00:10:32.520 --> 00:10:36.040 This probably made in the early 2000 163 00:10:36.040 --> 00:10:37.860 Motion capture technology would be necessary 164 00:10:37.860 --> 00:10:41.540 in order to create videos where characters 165 00:10:41.540 --> 00:10:44.040 must move in a background that is not real 166 00:10:44.040 --> 00:10:46.340 Next is an edited video of the 167 00:10:46.340 --> 00:10:49.840 digital characters in a Korean drama 168 00:10:49.840 --> 00:10:53.040 Digital characters are being used efficiently 169 00:10:53.040 --> 00:10:55.240 in the large crowd scene 170 00:10:55.240 --> 00:10:57.119 Let's watch the video 171 00:10:57.156 --> 00:12:23.179 Motion Capture Uses in Korea 172 00:12:24.310 --> 00:12:27.940 For the drama, digital characters were created first 173 00:12:27.940 --> 00:12:30.419 then the movements were made with motion capture 174 00:12:30.419 --> 00:12:33.419 and then it was turned into 175 00:12:33.419 --> 00:12:35.619 Database for use 176 00:12:35.619 --> 00:12:40.580 The first scene is an action scene from the drama ‘Gu Family Book’ 177 00:12:40.580 --> 00:12:44.179 Enemies would turn in to ash when defeated 178 00:12:44.179 --> 00:12:48.179 so all of them had to be made from digital characters 179 00:12:48.179 --> 00:12:51.539 and motion capture was used for more realistic movements 180 00:12:51.539 --> 00:12:56.259 Also in dramas like ‘The Moon Embracing the Sun’ 181 00:12:56.259 --> 00:13:00.100 ‘The King's Doctor’, and ‘The God of War’ 182 00:13:00.100 --> 00:13:03.300 the smaller characters at the outer angle 183 00:13:03.300 --> 00:13:07.059 are made with digital characters in means of 184 00:13:07.059 --> 00:13:10.179 reducing costs efficiently 185 00:13:10.179 --> 00:13:15.059 Like for the performance scene in 'Light and Shadow' 186 00:13:15.059 --> 00:13:19.300 Supporting cast were placed in the front of the audience 187 00:13:19.300 --> 00:13:21.460 and for the back 188 00:13:21.460 --> 00:13:24.419 digital characters were used 189 00:13:24.419 --> 00:13:29.059 We collected about 10 cheering gestures during the motion capture 190 00:13:29.059 --> 00:13:31.619 ran a crowd simulation 191 00:13:31.619 --> 00:13:34.518 to create an audience over 1,000 people 192 00:13:34.518 --> 00:13:38.118 Collaboration and Application with Other Fields 193 00:13:38.660 --> 00:13:41.779 Let's move on to the next case 194 00:13:41.779 --> 00:13:45.059 This is a 2007 american film called Beowulf 195 00:13:45.059 --> 00:13:47.139 It is almost 17 years old 196 00:13:47.139 --> 00:13:51.539 but had already incorporated today's hi-technology 197 00:13:51.539 --> 00:13:54.259 It used 240 cameras 198 00:13:54.259 --> 00:13:58.339 There were about 200 of markers 199 00:13:58.339 --> 00:14:01.300 per person on the body, face, fingers and etc. 200 00:14:01.300 --> 00:14:03.940 It filmed 10 people simultaneously 201 00:14:03.940 --> 00:14:07.539 It also used various of different structures 202 00:14:07.539 --> 00:14:10.100 and also did motion capture on horses 203 00:14:10.100 --> 00:14:13.139 You can also spot that 204 00:14:13.139 --> 00:14:16.660 virtual camera was used 205 00:14:16.660 --> 00:14:18.705 Let's watch the video 206 00:14:18.755 --> 00:14:47.816 Motion Capture used in 'Beowulf' 207 00:14:48.363 --> 00:14:52.403 This movie has left many records at the time of production 208 00:14:52.403 --> 00:14:56.443 For example, filming was completed in 30 days 209 00:14:56.443 --> 00:15:00.563 It is very unusual to finish shooting 210 00:15:00.563 --> 00:15:02.883 a movie in 30 days 211 00:15:02.883 --> 00:15:05.162 It usually takes 3 to 6 months 212 00:15:05.162 --> 00:15:08.322 but this one only took 30 days 213 00:15:08.322 --> 00:15:11.242 Another one is that the main cast 214 00:15:11.242 --> 00:15:13.963 lived in a trailer next to the set during his shoot 215 00:15:13.964 --> 00:15:17.364 He also limited the scene transitions to 216 00:15:17.364 --> 00:15:18.899 15 minutes 217 00:15:18.899 --> 00:15:22.500 So all scene transitions were done in 15 minutes 218 00:15:22.500 --> 00:15:24.900 Which is probably why the whole shoot 219 00:15:24.900 --> 00:15:26.118 was able to be completed in 30 days 220 00:15:26.118 --> 00:16:08.288 Virtual Camera used in 'Beowulf' 221 00:16:09.059 --> 00:16:13.619 you could see an example of using a virtual camera 222 00:16:13.619 --> 00:16:17.369 In the past, virtual cameras were used 223 00:16:17.369 --> 00:16:19.859 while watching the action in the post studio 224 00:16:19.859 --> 00:16:24.209 But now we can apply motion capture 225 00:16:24.209 --> 00:16:27.700 in real time during the actual filming 226 00:16:27.700 --> 00:16:31.940 I will explain this part later in a different video 227 00:16:31.940 --> 00:16:33.640 The movie 'Beowulf' 228 00:16:33.640 --> 00:16:36.820 used yet another hi-technology 229 00:16:36.820 --> 00:16:40.870 Which is tracking the movement of the pupil using a sensor 230 00:16:40.870 --> 00:16:43.820 This is called a EGO sensor 231 00:16:43.820 --> 00:16:47.940 and it tracks the muscles around the pupil and generates a data 232 00:16:47.940 --> 00:16:50.390 This is a medical sensor 233 00:16:50.390 --> 00:16:53.220 but was applied in movie making 234 00:16:53.220 --> 00:16:55.970 So you can see the slightest shakings 235 00:16:55.970 --> 00:16:57.859 just like real pupils 236 00:16:57.859 --> 00:17:00.079 Let's watch the video 237 00:17:00.115 --> 00:17:36.717 EOG Sensor Used in 'Beowulf' 238 00:17:37.299 --> 00:17:40.820 Next is a 2009 film, 'Avatar' 239 00:17:40.820 --> 00:17:45.619 160 motion capture cameras were used in this movie 240 00:17:45.619 --> 00:17:48.579 The facial captures were filmed 241 00:17:48.579 --> 00:17:52.500 using camera tracking rather than a marker method 242 00:17:52.500 --> 00:17:55.859 It used virtual cameras in real time 243 00:17:55.859 --> 00:17:59.009 and also used a fusion camera that 244 00:17:59.009 --> 00:18:00.660 produces 3D images 245 00:18:00.660 --> 00:18:03.859 'Avatar' not only uses motion capture 246 00:18:03.859 --> 00:18:09.380 but also used Simulcam in real time which is 247 00:18:09.459 --> 00:18:15.140 the combination of virtual and 3D cameras 248 00:18:15.140 --> 00:18:17.025 Let's watch the video 249 00:18:17.025 --> 00:20:15.826 Motion Capture Application Example 'Avatar' 250 00:20:17.380 --> 00:20:20.900 When 'Avatar' was released 251 00:20:20.900 --> 00:20:24.580 there was a huge boom of 3D movies 252 00:20:24.580 --> 00:20:27.940 There was also a lot of recognition of motion captures 253 00:20:27.940 --> 00:20:32.099 Before then it was not too popular in Korea 254 00:20:32.099 --> 00:20:35.059 but the movie 'Avatar' played a big role in its popularity 255 00:20:35.059 --> 00:20:38.260 Interest in Face has increased as well 256 00:20:38.260 --> 00:20:42.659 The marker method had good quality data 257 00:20:42.659 --> 00:20:44.739 but it was very difficult to 258 00:20:44.739 --> 00:20:46.739 apply to a digital face 259 00:20:46.739 --> 00:20:50.900 this was resolved using the camera tracking equipment 260 00:20:50.900 --> 00:20:54.979 In fact, the face camera is 261 00:20:54.979 --> 00:20:58.179 more outdated than the marker method 262 00:20:58.179 --> 00:21:02.500 But its quality has been verified through the 'Avatar' 263 00:21:02.500 --> 00:21:06.419 and it was also easier to apply to digital characters 264 00:21:06.419 --> 00:21:09.140 Hence we use this more and more 265 00:21:09.140 --> 00:21:12.500 and has become established through continuous technological advancement 266 00:21:12.500 --> 00:21:15.380 So now the marker method is gone 267 00:21:15.380 --> 00:21:18.500 as the camera tracking methods develop 268 00:21:18.500 --> 00:21:20.099 now it has evolved into 4D capture method 269 00:21:20.099 --> 00:21:23.859 using multiple cameras 270 00:21:23.859 --> 00:21:27.700 The 4D capture method uses 4 or more cameras 271 00:21:27.700 --> 00:21:31.299 to track the facial expressions 272 00:21:31.299 --> 00:21:33.380 This allows to extract modeling data 273 00:21:33.380 --> 00:21:35.859 of the facial expressions 274 00:21:35.859 --> 00:21:37.140 I will touch on 4D captures 275 00:21:37.140 --> 00:21:40.020 later once again 276 00:21:40.020 --> 00:21:44.099 This video shows the latest 277 00:21:44.099 --> 00:21:45.539 motion capture shooting methods 278 00:21:45.539 --> 00:21:49.539 You will be able to see optical system 279 00:21:49.539 --> 00:21:52.020 and face captures using markers 280 00:21:52.020 --> 00:21:54.340 and making high quality games 281 00:21:54.340 --> 00:21:55.619 using various of structures 282 00:21:55.619 --> 00:21:57.469 Let's watch the video 283 00:21:58.020 --> 00:23:57.070 Performance Capture 'Goodbye Kansas Studio' 284 00:23:57.859 --> 00:24:00.659 In the next video you will see a good example of 285 00:24:00.659 --> 00:24:03.259 virtual production and motion capture usage 286 00:24:03.259 --> 00:24:07.109 This will be a comprehensive collection of technologies that are currently in use 287 00:24:07.109 --> 00:24:09.709 Let's continue after the video 288 00:24:09.762 --> 00:25:27.535 Case of Virtual Production and Motion Capture 'ABBA Virtual Concert' 289 00:25:28.460 --> 00:25:32.690 This is a 4D capture method that reproduced the youthful appearances 290 00:25:32.690 --> 00:25:35.790 and expressions of members over 70 years old 291 00:25:35.790 --> 00:25:38.690 It shapes up natural gestures and movements 292 00:25:38.690 --> 00:25:41.440 using motion capture technology 293 00:25:41.440 --> 00:25:44.790 And it used LED and holograms 294 00:25:44.790 --> 00:25:48.490 to build a virtual production for this performance 295 00:25:48.490 --> 00:25:52.340 So we moved away from the old method of 296 00:25:52.340 --> 00:25:54.990 production content through post-editing 297 00:25:54.990 --> 00:25:59.340 to a real-time filming with the advancement in technology 298 00:25:59.340 --> 00:26:02.340 In addition, by incorporating various technologies 299 00:26:02.340 --> 00:26:05.940 it is changing into an efficient production method 300 00:26:05.940 --> 00:26:07.540 called virtual production 301 00:26:07.540 --> 00:26:10.090 The key point of virtual productions is 302 00:26:10.090 --> 00:26:12.440 to minimize location shooting 303 00:26:12.440 --> 00:26:15.340 and to do all shooting in real time 304 00:26:15.340 --> 00:26:20.540 making efficient use of time and reducing costs 305 00:26:20.540 --> 00:26:24.590 This concludes the motion capture lecture 306 00:26:24.618 --> 00:26:27.518 Magnetic system Gyro sensor can measure rotation data, speed and acceleration Gyro sensors are inexpensive and can be used efficiently 307 00:26:27.568 --> 00:26:29.915 In Korea, most concrete building had rebar, which was difficult to use magnetic System Recent software solves those problems, resulting in increased usage 308 00:26:29.915 --> 00:26:32.582 Optical System Can continuously produce data once installed One-off Optical system projects are trending 309 00:26:32.582 --> 00:26:34.682 Collaboration and Application with Other Fields 'Beowulf': used 240 cameras, 200 markers per person 310 00:26:34.682 --> 00:26:36.782 Able to track eye movements and even small tremors with EOG sensors 311 00:26:36.782 --> 00:26:38.583 'Avatar' Case 160 motion capture cameras used, face capture using marker camera tracking Virtual cameras used in real time, incorporated fusion camera that produces 3D images 312 00:26:38.633 --> 00:26:40.633 Real-time production using a method called Simul Cam through collaboration between virtual camera and 3D Fusion Camera