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Deakin helps your body become the controller with its Motion Lab

Live motion capture suits, PhD's in dance choreography and using your body as the controller is all no big deal at Deakin's Motion Lab

Chris Smith | Oct 30, 2015 at 9:01 pm CDT (1 min, 31 secs time to read)

PAX Australia 2015 - Aiming to bring virtual reality and motion capture up to another level, Deakin's Motion Capture lab serves as a dual purpose facility to offer education and research towards betterment of games and movies alike.

Deakin helps your body become the controller with its Motion Lab 01 |

With its Friday showing at PAX Australia involving a short virtual reality space demo in which you can control limb movement and rotations with your body as the controller, Saturday was an even more impressive experience - hosting a live model testing out a full body motion capture suit.

Deakin Motion Labs director, Professor Kim Vincs, discussed the advancements in the VR and motion capture industries, pinpointing how her facilities help provide a hands-on experience for students. Unfortunately, due to hustle and bustle at PAX, with the added stress of them being next to the extremely loud Twitch booth, further discussion on the future of development was near impossible. Not wanting to disappoint, expect a full feature article from TweakTown as we aim to attend the motion lab early in November.

Deakin helps your body become the controller with its Motion Lab 02 |

Do you have any questions or queries for the experts? Let us know on the TweakTown Facebook page and we will ask Deakin's team of students, professionals and professors for you.

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Last updated: Apr 6, 2020 at 08:31 pm CDT

Chris Smith


I'm a competitive gamer and was an eSports employee. Recent changes have seen me hang up the mouse and move over to the technology world, covering all news for TweakTown, ranging from gaming news to opinion articles and the latest tech releases. Expect to see a few different articles on international eSports news and competitive game releases, as well as audio and mobile device content.

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