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Game Catcher: Visualising and Preserving Ephemeral Movement for Research and Analysis

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Electronic Visualisation in Arts and Culture

Part of the book series: Springer Series on Cultural Computing ((SSCC))

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Abstract

This chapter discusses the design and development of the Game Catcher, a low-cost markerless motion tracking research tool and computer game, built using open source software (Processing) and hacked games hardware (Kinect and Wiimotes), that allows the recording, playback, visualisation and analysis of movement in 3D. This fully-functional proof of concept, using children’s clapping games as an example, provides researchers in the Arts and Humanities with a new and innovative way of preserving, visualising, and analysing gestures and movement, and opens up possibilities for other applications in movement, music and the performing arts.

This chapter is an updated and extended version of the following paper, published here with kind permission of the Chartered Institute for IT (BCS) and of EVA London Conferences: G. Mitchell and A. Clarke, “Capturing and visualizing playground games and performance: A Wii and Kinect based motion capture system.” In S. Dunn, J. P. Bowen, and K. Ng (eds.). EVA London 2011 Conference Proceedings. Electronic Workshops in Computing (eWiC), British Computer Society, 2011. http://www.bcs.org/ewic/eva2011 (accessed 26 May 2013).

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References

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Correspondence to Grethe Mitchell .

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Mitchell, G., Clarke, A. (2013). Game Catcher: Visualising and Preserving Ephemeral Movement for Research and Analysis. In: Bowen, J., Keene, S., Ng, K. (eds) Electronic Visualisation in Arts and Culture. Springer Series on Cultural Computing. Springer, London. https://doi.org/10.1007/978-1-4471-5406-8_10

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  • DOI: https://doi.org/10.1007/978-1-4471-5406-8_10

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