Audience: For performing arts venues, producers, artistic groups
Core technologies: VR streaming technologies. Motion capture based on external cameras or sensor suits, streaming of motion capture data from multiple remote users in a shared virtual environment, streaming to multiple devices (multiplayer technology from connected networks), face tracking, avatars creation (3D modelling, rigging and animation), 3D scene modelling and editing.
Application: Bodies interacting in a virtual environment – Synchronised streaming of performers for knowledge transmission, co-creation and interactive choreography