Motion capture technology is increasingly being used across a
range of digital moving image practice, from 3D animation,
digital visual effects and gaming, to digitally augmented live
performance and dance.
Keeping abreast of developing and cutting edge moving image
production technologies is often a constant challenge in digital
moving image-related teaching programmes, as is the
requirement to create curriculum that delivers both a strong
foundational technical skill-base, but which is also addresses the
meaningful application of the technology to a range of
communicative and/or aesthetic principles and outcomes. In
addition, there is the importance of sustaining a robust teachingresearch
nexus within an academic context.