Xsens in education: Best practices from Georgia State University
Main Speaker
James Martin
Professor of Practice (Creative Media Industries Institute, Georgia State University)
Learn about:
Xsens in education: Best practices from Georgia State University
Discover how Georgia State University integrates Xsens technology into education, and learn how the Xsens Academic Program can empower your students with industry-standard mocap skills.
Motion capture is no longer limited to big studios. It is now transforming the way students and educators teach, learn, and create. In this exclusive webinar, Georgia State University lecturer James Martin will share how Xsens is used in their academic programs to prepare students for careers in games, animation, and virtual production.
By joining, you will also learn how the Xsens Academic Program makes this possible for institutions worldwide. With 100 free Record licenses for students, flexible classroom seat counts using a single key, and scalable network licensing tied to your school, educators can easily expand access beyond the lab. Programs can choose 1, 3, or 5-year terms to fit different curricula, ensuring students gain hands-on experience with professional-grade mocap throughout their studies.
You will walk away with actionable insights on setting up mocap in an academic environment, integrating it with other tools, and empowering students to graduate with industry-ready skills.
What you’ll see in the session:
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Best practices for teaching with Xsens mocap
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How to integrate Xsens into academic pipelines and student projects
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Insights into preparing students for their professional careers
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Live Q&A with James Martin and Anthony Romero (Xsens)
Reserve your spot now and join us live.
🗓 November 5, 2025
🕙 10:00 AM ET / 04:00 PM CET
Meet the speaker
James Martin
Professor of Practice at Creative Media Industries Institute, Georgia State University
View bio >
Professor of Practice, Motion Capture & Virtual Production
Founder, Actor Capture Studios
About
James C. Martin is a motion capture professional, educator, and technical director specializing in real-time performance capture and virtual production. As a Professor of Practice at the Creative Media Industries Institute (CMII) at Georgia State University, Martin bridges the gap between artistry and technology—training the next generation of animators, filmmakers, and immersive media specialists.
He is also the founder and technical director of Actor Capture, an Atlanta-based motion capture studio that provides professional capture and visualization services for film, television, games, and research projects.
Professional Background
Martin’s career in animation and digital performance began in the late 1990s, where he quickly became an early adopter of real-time animation tools. In 2005, he became the first U.S.-certified trainer for Reallusion’s iClone Studio, leading workshops and training programs across the country.
Over the past two decades, he has expanded his expertise into inertial and optical motion capture systems such as Xsens and OptiTrack, integrating these technologies with Unreal Engine, Unity, and other real-time pipelines for virtual production, gaming, and XR experiences.
Industry Work
Through Actor Capture, Martin has contributed to numerous high-profile film and television productions, including The Electric State, Lyle, Lyle, Crocodile, The Suicide Squad, Creed III, and Replicas (starring Keanu Reeves).
He has also worked on upcoming unreleased projects slated for 2026–2027, continuing to expand his studio’s impact across live-action, animation, and hybrid virtual production environments.
His work and consulting contributions extend to major entertainment studios such as Netflix, Sony Pictures, Disney, DC, BBC, and Warner Bros, among others.
Martin’s expertise in real-time performance pipelines and motion capture direction has made him a sought-after collaborator for both feature productions and emerging media technologies.
Teaching & Research
At Georgia State University, Martin teaches courses in motion capture performance, technical integration, and real-time visualization—using tools such as Xsens, Reallusion Character Creator, and Unreal Engine.
His teaching philosophy emphasizes hands-on production, interdisciplinary collaboration, and creative innovation through technology.
Martin is recognized as one of the first instructors in the U.S. to deliver certified training in Reallusion-based real-time performance pipelines integrated with virtual production environments.
Philosophy
James C. Martin believes motion capture is not merely a technical tool but a performance medium—a way to extend human expression into digital worlds. His work focuses on merging technology and storytelling, empowering artists to create dynamic, emotionally resonant performances in real time.
Connect
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Website: Actor Capture
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Faculty Profile: Georgia State University — CMII
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LinkedIn: linkedin.com/in/jamescmartin
With over twenty years of motion capture experience, Anthony has built a career at the forefront of performance capture for film, television, and video games.
He began his journey in 2004 at THQ Games, later joining Blur Studio in 2008 as a Motion Capture Supervisor. During his ten years with Blur, Anthony collaborated with directors and clients across the Los Angeles mocap community, helping to shape performances for a wide variety of projects. In 2018, he relocated to Iowa, where he launched his own business and continued working with new clients and creative teams on diverse productions.
Throughout his career, Anthony has contributed to major film, TV, and game titles, including Deadpool, She-Hulk, Love, Death & Robots, Thor: The Dark World, Alter Ego, Dance Monsters, Word Party, Starfield, Jedi Survivor, Star Wars: The Old Republic, Halo 2, and Halo Wars 2.