In a move that connects academia and the entertainment industry, University Libraries unveiled a game-changing addition to its Virtual Environments Studio — the latest face-tracking technology from Faceware, an industry-leading company in facial animation and motion capture.

The same technology that helps create realistic characters in video games and blockbuster films is now at the fingertips of the Hokie community, opening up a world of creative possibilities. 

A new era of digital storytelling

This sophisticated face tracking system captures and translates human facial expressions onto digital avatars with accuracy and realism. 

“This Faceware helmet offers a unique take on how facial motion capture is done,” said Jonathan Bradley, assistant director of learning environments and innovative technologies at University Libraries. “This technology is an extension of some of the other things that we’re trying to do here, which is to provide a full suite of software and hardware related to immersive environments, research, and development to Virginia Tech.”

Conner Cosimano is on the left hand side of the screen with a face tracking headset on. On the right side of the screen is his avatar with the same facial expression as Cosimano.
Student Conner Cosimano experiments with the face tracking software in the studio. Photo by Chase Parker for Virginia Tech.

From Hollywood to Hokie Nation

Faceware’s technology contributed to the creation of lifelike characters in popular video games such as Legacy, Spider-Man 2, and Mortal Kombat. It has also been used in movies like "Doctor Strange," "Godzilla," "Kong," and "Star Trek Beyond."

“We wanted our students and faculty to have access to the same technology that they would most likely use in a professional context,” Bradley said. 

Students across various disciplines – from computer science and engineering to art and cinema – will have the opportunity to work with tools that are actively shaping the entertainment industry. This experience with professional-grade technology will give Virginia Tech students an edge as they prepare to enter the workforce.

“Making all of this available gives students like me a leg up over graduates from other universities that don’t have access to this type of technology. I can tell potential employers that I have experience with the same equipment that major studios are using,” said Varshita Usem, a graduate student studying computer science. 

Research potential

The potential of this technology reaches far beyond the entertainment industry. Researchers at Virginia Tech can use this equipment to research areas such as of psychology, micro-expressions, communication disorders, and speech patterns. 

“There’s a lot going on with the face that communicates some things that cannot be said verbally. Any kind of study about speech pathology or facial cues could benefit from this Faceware helmet. This technology also can help anyone who wants to do research in virtual reality or augmented reality,” Bradley said.  

Looking ahead

As Virginia Tech continues to invest in new technology, the University Libraries’ Virtual Environments Studio is becoming a hub for digital innovation on campus. The addition of Faceware’s face-capturing technology will support students dreaming of careers in animation, game development, or visual effects. And for those looking to push the boundaries of what’s possible with digital human representation, the tools to bring those visions to life are now just a library visit away. 

Virginia Tech community members interested in exploring this technology can book an appointment through bookings.lib.vt.edu.

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