"Becoming My Own Audience": How Dancers React to Avatars Unlike Themselves in Motion Capture-Supported Live Improvisational Performance.

Identity & Avatars in XRDance & Body Movement ComputingDancers & Performing Artists

Research Background and Issues

  • What problems or challenges did the authors identify?
    This study explores how motion capture (MoCap) technology can empower dancers to express body forms and characteristics different from their own in a digital format during the transition to digital stages. However, there is insufficient research on how dancers modify their movements and perceptions during virtualization. Additionally, issues such as how identity expression, diversity, and creativity on digital stages are constrained by technical limitations (e.g., motion capture failures and virtual character design) remain unresolved.

  • Why is this issue important?
    Dance, as an essential form of bodily artistic expression, not only holds potential for technological applications but also serves as an experimental field for exploring gender roles, identities of individuals with disabilities, and non-standard bodies in society. Particularly when both stage and digital environments exhibit implicit or explicit biases toward body forms, studying how interactions between dancers and virtual characters can challenge traditional dance performance methods is of significant importance.

  • Research Motivation and Related Work
    Inspired by the widespread application of MoCap technology (in gaming, film, and virtual reality), the authors aim to apply it to dance to break dancers' habitual movement patterns and stimulate creativity. Furthermore, related literature suggests that the visualization of virtual characters (avatars) can help dancers observe their movements from new perspectives and experiment with new physical constraints and gender expressions, providing a foundation for this research.


Solutions

  • What methods or solutions did the authors propose?
    The authors designed five types of virtual characters with distinct characteristics, including gender-opposite, weight-increased, and physically disabled characters (wheelchair-bound and armless avatars). They invited 15 professional dancers to engage in improvisational performances and interactions with these characters. The study utilized motion capture systems, immersive 360-degree spaces, computer vision analysis, semi-structured interviews, and questionnaires.

  • What is innovative about this solution?
    This research is the first to introduce virtual characters representing underrepresented body types (e.g., heavyset, gender-opposite, physically disabled) to explore changes in dancers' movements, perceptual impacts, and identity reflections during improvisational performances. This body-mediated experimental approach enables dancers to shift from habitual movements to new creative expressions while investigating how technology can assist in self-observation.

  • What are the implementation steps and key technologies used?

    1. Character Design and Experimental Scene: Virtual characters and scenes were developed on the Unity platform based on specific research needs, including a real-time motion capture system for dancer interaction with on-screen characters.
    2. Experimental Procedure: Dancers first familiarized themselves briefly with a single character, then donned motion capture equipment to practice and perform with five different virtual characters. During the performance phase, the virtual environment became more dynamic and narrative-driven.
    3. Data Collection Methods: Computer vision was used for movement analysis, questionnaires quantified dancers' bodily perceptions of the characters, and interviews explored psychological and sensory responses during improvisational performances.

Research Findings

  • What specific results were achieved?

    1. Movement Changes and Creativity Enhancement: Dancers broke free from habitual movement patterns through the physical constraints of the characters (e.g., wheelchair-bound or armless states) and developed new dynamic movements under these limitations. Some dancers explored gender identity and stereotypes through gender-reversed virtual characters.
    2. Technical Limitations and Expressive Opportunities: Dancers noted that technical limitations of the motion capture system (e.g., sensor slippage causing character distortion) sometimes restricted the expression of fine movements but also unexpectedly inspired new creative explorations.
  • What advantages does it have compared to existing solutions?
    This study not only supports dance performances through motion capture technology but also provides an opportunity for dancers to examine their movements from new perspectives. By combining creative constraints with technological capabilities, it offers scientific support for exploring human body diversity in dance artistic expression.

  • What were the experimental or evaluation results?

    1. Perception of Characters: Dancers interacting with the armless virtual character clearly perceived a reduction in bodily freedom, which led them to focus more on leg and torso movements. The wheelchair character was perceived as misaligned with the dancers' own bodies, limiting their range of motion. Gender-opposite characters prompted dancers to reflect on gender identity.
    2. Questionnaire Results: Significant differences were observed among virtual characters in terms of "bodily perception," "sense of control," and "movement impact," with the wheelchair character being perceived as more challenging to control.
    3. Motion Visual Analysis: The physical constraints of the virtual characters led dancers to lower their center of gravity under the heavyset character and consciously limit upper limb movements with the armless character.
  • Limitations and Future Directions

    1. Limitations: The virtual character designs did not sufficiently address non-binary gender identities or invisible disabilities; the demographic characteristics of participants limited the generalizability of the results (e.g., fewer male and non-binary dancers).
    2. Future Directions: Future research should explore a broader range of character designs (e.g., racial and physical diversity) and the long-term impact of experiments on dancers' movement styles. Additionally, studies could investigate audience reactions to virtual character stage performances.

In summary, by integrating motion capture technology with virtual characters, the authors creatively intervened in habitual movements and identity expression in dance improvisation, offering new opportunities for inclusivity and creative support in digital art practices.

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https://hci.top/en/papers/chi/189663/2025

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DOI: https://dl.acm.org/doi/10.1145/3706598.3713390
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CHI
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2025
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Identity & Avatars in XR, Dance & Body Movement Computing
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Dancers & Performing Artists
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