Unreal Metahumans

For those of us in the 3D graphics world, the release of Epic Games’ Metahumans has been super exciting for a lot of reasons. The software indicates a future in which creating realistic humans for game engines is going to continually get easier and easier. Video games are going to be more realistic. Visual effects in movies and television are going to continue to improve. … Continue reading Unreal Metahumans

XR Concerts

During the insanity of COVID-19, live streaming seems to be growing in popularity at a faster rate than ever before. Last night, my girlfriend, who works as a content developer for Twitch, helped orchestrate a live stream concert for popular DJ, Diplo. Throughout the live stream, there were consistently 15,000 unique viewers tuning in. The concert took place in Diplo’s living room, where he had … Continue reading XR Concerts

Is Motion Capture Art?

Now that I’m doing a lot of work using motion capture, I’ve become somewhat tuned in to one of the primary debates surrounding the technology: whether or not it is truly animation. The following article will do a far better job than I could at explaining the debate: http://web.mit.edu/m-i-t/articles/index_furniss.html Personally, I struggle to take seriously the critics of the technology. Throughout the history of entertainment … Continue reading Is Motion Capture Art?

Deconstructing the Male Gaze through XR

INTRODUCTION Back in 1975, Laura Mulvey published her watershed article, “Visual Pleasure and Narrative Cinema.” There are numerous reasons why this article was so significant; however, it is best known for establishing the term, “the male gaze,” the idea that narrative cinema and other art forms view the world from a male perspective. Because of the male gaze, women in film are represented as sexualized … Continue reading Deconstructing the Male Gaze through XR