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394 Real Time Motion Capture
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394 Real Time Motion Capture

This course guides learners through a practical, project-based pathway for real time motion capture. Learners build a visible outcome, test it, improve it, and present their work in a professional learning format.

0. Educational Rationale and Ultimate Goal

The goal is to move learners from simple tool use to independent creation. Students learn the core concepts, practice with real software, and complete a portfolio-ready practical project outcome that can be demonstrated and improved.

Private Academy Style Learning Flow

  • Project-first training modeled on paid creative technology bootcamps.
  • Short demonstrations followed by hands-on production, testing, and revision.
  • Tool fluency, design thinking, troubleshooting, and presentation are integrated into one cycle.
  • Every learner leaves with a completed artifact and a record of feedback-based improvement.
Day 1 · Core Concepts and Tool Setup · 2 Hours

Day 1 · Core Concepts and Tool Setup

Students understand the production environment and create their first working draft.

TypeDetailed ContentPractical Training Methods
Goal 1Understand the structure and purpose of Real Time Motion Capture
The instructor demonstrates the main interface, project files, menus, and workflow using professional creative AI and digital production tools.
Learners follow a guided setup checklist and create a small starter project to confirm that all tools are working correctly.
Goal 2Build basic production habits
Students organize assets, name files consistently, and document decisions in a short project log.
They compare a poor example and a well-structured example, then revise their own work based on the checklist.
PlatformsRokoko Video 선택, Move.ai 선택, DeepMotion 선택, VSeeFace, VRoid Studio, OBS Studio, Blender 선택
Instructor RequirementsExperience in project-based digital education, practical tool training, learner coaching, troubleshooting, and portfolio assessment.
Target LearnersUpper elementary, middle school, high school, youth learners, or beginner adults interested in practical digital creation.
DurationTotal 6 hours · 3 days · 2 hours per day
MaterialsLaptop or desktop computer, stable internet connection, required software accounts, browser, mouse, project planning sheet, and presentation template.
OutputPractical project outcome, production record, test feedback, and final presentation material.
AssessmentCompletion quality 35%, core function implementation 30%, testing and revision 20%, presentation and collaboration 15%.
Day 2 · Applied Production and Problem Solving · 2 Hours

Day 2 · Applied Production and Problem Solving

Students expand the first draft into a more complete project through guided practice.

TypeDetailed ContentPractical Training Methods
Goal 1Apply the key functions to a real task
Learners use the main features of professional creative AI and digital production tools to add structure, interaction, automation, or visual elements to their project.
The class completes a checkpoint review where each student explains what was added and why it improves the result.
Goal 2Test, debug, and improve the result
Students run a practical test using a checklist for usability, errors, clarity, and completion quality.
They identify one technical issue and one design issue, then revise the project and record the before-and-after changes.
PlatformsRokoko Video 선택, Move.ai 선택, DeepMotion 선택, VSeeFace, VRoid Studio, OBS Studio, Blender 선택
Instructor RequirementsExperience in project-based digital education, practical tool training, learner coaching, troubleshooting, and portfolio assessment.
Target LearnersUpper elementary, middle school, high school, youth learners, or beginner adults interested in practical digital creation.
DurationTotal 6 hours · 3 days · 2 hours per day
MaterialsLaptop or desktop computer, stable internet connection, required software accounts, browser, mouse, project planning sheet, and presentation template.
OutputPractical project outcome, production record, test feedback, and final presentation material.
AssessmentCompletion quality 35%, core function implementation 30%, testing and revision 20%, presentation and collaboration 15%.
Day 3 · Final Output and Presentation · 2 Hours

Day 3 · Final Output and Presentation

Students finalize the project, prepare evidence, and present the learning outcome.

TypeDetailed ContentPractical Training Methods
Goal 1Complete a portfolio-ready output
Learners polish the final practical project outcome and prepare screenshots, links, code notes, or workflow diagrams as evidence.
They complete a final quality checklist covering function, design, originality, safety, and documentation.
Goal 2Present and reflect on the project
Students deliver a short demo explaining the goal, tools used, key decisions, and remaining improvements.
Peer feedback is collected, and each learner writes a short improvement plan for the next version.
PlatformsRokoko Video 선택, Move.ai 선택, DeepMotion 선택, VSeeFace, VRoid Studio, OBS Studio, Blender 선택
Instructor RequirementsExperience in project-based digital education, practical tool training, learner coaching, troubleshooting, and portfolio assessment.
Target LearnersUpper elementary, middle school, high school, youth learners, or beginner adults interested in practical digital creation.
DurationTotal 6 hours · 3 days · 2 hours per day
MaterialsLaptop or desktop computer, stable internet connection, required software accounts, browser, mouse, project planning sheet, and presentation template.
OutputPractical project outcome, production record, test feedback, and final presentation material.
AssessmentCompletion quality 35%, core function implementation 30%, testing and revision 20%, presentation and collaboration 15%.