Artanim is a leading research center in motion capture and virtual reality technologies. The non-profit foundation was founded in 2011 by three motion capture specialists: Caecilia Charbonnier, Clementine Lo and Sylvain Chagué.
The foundation conducts three types of activities linked to motion capture. It carries out research activities in the field of Computer Graphics according to two strategic axes of research: medical research and virtual/augmented reality applications. Artanim also develops award-winning interactive installations that can exploit the potential of virtual and augmented reality, user performance and interactive control to provide new ways of experiencing digital content. Finally, the team collaborates with professional schools and universities to add motion capture courses or workshops to their educational program.
Unfortunately small production companies have limited access to motion capture. As one of the largest motion capture centers in Switzerland, Artanim hopes to make this technology more accessible and encourage its use in various audiovisual content. The foundation also develops cultural events where motion capture can be used to create new expression and interaction modes.
Thanks to an interdisciplinary profile and a good understanding of the industry and its challenges, Artanim has become over the years a partner of choice. Notably, being more corporate or application-oriented than just focused on fundamental research, the foundation has acquired a unique expertise in mastering the challenges of transforming technology into products. For instance, Artanim is behind the VR technology driving Dreamscape Immersive, which is the product of 6-years of R&D to create the ultimate immersive experience for their worldwide location-based VR entertainment centers, as well as their innovative educational and training programs.
Founder, President, Research Director
Founder, Technology Director
Olivier has 25 years of experience in Computer Animation. He works as a creative director on 3D productions.
As a generalist artist, Michelle is experienced in the delivery of visual content for real time rendering engines.
Lead R&D Engineer
Mickaël is a generalist CG artist. He creates visual content for immersive and interactive applications.
Joan is a VR engineer working at the intersection of Immersive Virtual Reality and Cognitive Sciences.
Matteo is a biological engineer with experience in motion capture technologies. He works on VR rehabilitation solutions.
Pierre is an engineer specialized in Machine Learning and Computer Vision. He works on ML-based tracking and animation techniques.
Yves Schmid Dornbierer
Real Time 3D Programmer
Yves is engineer specialized in Real Time Computing and 3D Graphics. He works on the R&D of real time applications.