Enterprise AI Analysis
Animated Threads: Digital Cloth Applications as a Creative Tool in Choreography and Costume Design
This research explores the transformative potential of digital cloth simulation, motion capture, and extended reality (XR) as a generative and collaborative tool for choreography and costume design. It proposes an ideation-driven approach where virtual garments inspire choreographic thinking, expanding aesthetic possibilities and interdisciplinary collaboration in contemporary dance.
Executive Impact
Unlocking new creative workflows and sustainable design practices in performance arts.
Deep Analysis & Enterprise Applications
Select a topic to dive deeper, then explore the specific findings from the research, rebuilt as interactive, enterprise-focused modules.
Introduction: Reshaping Choreography and Costume Design with Digital Cloth
This work centers on the concept of digital costume and its embodied dimension within digital environments. It aims to explore the intersection of choreography and costume design through the lens of emerging technologies—specifically digital cloth simulation, motion capture, and extended reality (XR).
The central objective is to examine how digital cloth animation can function not merely as a visualization aid, but as a generative, collaborative tool in performance-making. This study is grounded in the context of contemporary dance practices and unfolds through a discussion of the rationale, related work, research questions, methodology, and current progress.
Costume and choreography are intrinsically linked disciplines. Garments do more than simply dress the body—they influence movement, shape visual storytelling, and inform audience perception [2, 3, 6]. Traditionally, costume design has developed through tactile and physical processes such as fabric draping, fittings, and rehearsals [7], while choreography often arises from improvisation, spatial exploration, and embodied intuition [1]. This research challenges those established workflows by introducing digital cloth simulation as a dynamic and integrated component in early-stage ideation and collaborative design.
Tools such as Marvelous Designer, Blender, CLO3D, and Houdini offer highly responsive and visually rich simulations of fabric behavior in virtual environments [5, 7]. Although widely adopted in industries like fashion, film, and gaming, these tools remain underutilized in live performance contexts—particularly as drivers of choreographic and costume design processes [2, 3]. Digital cloth simulation presents a sustainable, iterative, and immersive method for exploring the relationship between costume and movement well before any physical fabrication occurs.
When combined with motion capture technologies, these simulations allow choreographers to visualize movement within virtual fabrics and test how garments interact with the body in real time. This digital feedback loop enhances decision-making around materiality, color, silhouette, and wearability, as demonstrated in recent studies [7].
Further, immersive environments and XR technologies expand the possibilities for choreography and costume exploration, offering a spatial and embodied platform for ideation at scale. These tools enable artists to investigate movement and material interaction in three-dimensional space, enriching the creative process through real-time, embodied experimentation.
Concepts such as body transformation and imagery can be also grounded through movement frameworks and practices like Skinner Releasing Technique for example [2]. The Skinner Releasing Technique (SRT) is a somatic movement method that uses imagery, touch, and improvisation to help dancers release tension and access more fluid, embodied movement. Central to SRT is the idea of orienting—developing awareness of the body in relation to gravity, space, and others. This connects directly with digital costumes, which can shape perception, affect movement, and act as extensions of the body.
This project proposes that digital cloth should not be confined to post-production or mere visual representation. Instead, it can actively shape creative decision-making and foster novel relationships between movement and material.
More specifically, two primary pathways can be identified:
- Production-oriented path – where digital cloth simulation assists in the design and prototyping of physical costumes.
- Ideation-driven path – where digital garments serve purely as visual or conceptual stimuli to inspire movement and choreographic thinking, even when no physical costume is ultimately constructed.
Both paths offer transformative potential for how choreography and costume design intersect, though they differ in intent, process, and outcome. This PhD project may investigate both trajectories or focus in depth on one.
Related Work: Contextualizing Digital Cloth in Performance
This section briefly presents some works related to cloth simulation and digital practices, specifically examining applications targeted on choreography and costume design, and visual representations that guide choreography or invoke movement experimentation in digital environments.
Cloth simulation in choreography and costume design
Insights from both choreographers and costume designers while using 3D Cloth modelling software (CLO 3D) for costume development are described in the work by Porterfield and Oliver [7], where they highlight software's role as a collaborative tool. They emphasize how digital cloth simulations enhance design communication, allowing dancers to provide feedback on garment designs. The research indicates that these simulations influence creative processes by clarifying silhouette and surface design intentions, ultimately shaping costume design and choreographic decisions. It is very interesting to note that choreographers were more enthusiastic using cloth simulation as a tool compared to costume designers who were initially skeptical. This integration of technology fosters a deeper understanding of movement and material in performance contexts.
Innovative costume fitting and choreography through cloth simulation is also studied by Ilic et al. [5]. In their work they explore the integration of digital cloth simulation in theatrical costume design and highlight how tools like Marvelous Designer and motion-tracking enhance the creative process, allowing for innovative costume fitting and choreography. This approach not only informs design decisions, but also shapes aesthetic outcomes in performance, suggesting that digital cloth environments can significantly influence perceptions of movement and material in live performances.
Visualizations and body augmentation
Ting et al. [14] examine how audiences perceive the same choreography—The Triadic Ballet—across live, screen-based, and virtual formats. Their study highlights how costume, movement, and spatial dynamics shift depending on the medium, offering valuable parallels to this research. While their focus is on audience perception, the work underscores how digital environments transform the relationship between body, costume, and space. This work is much related with the idea central to this PhD: that virtual garments can act not only as visualizations but also as tools for choreographic exploration and conceptual movement development.
A similar direction is described in [11], where the object is an extensive analysis of how mental imagery and movement metaphors—commonly used in dance and somatic practices—can be translated into interactive digital environments. This work supports the idea that visualizing imagined bodily states (e.g., weight, rigidity, fluidity) can enhance creative movement generation. By categorizing types of metaphors and demonstrating how digital tools like avatars and augmented visuals impact dancers' perception this paper aligns with this project's exploration of digital cloth as a non-physical, visual cue for movement ideation.
Similarly, Raheb et al., [9] introduces The Choreomorphy system that exemplifies how digital avatars and visual metaphors can drive dance improvisation and support creative learning. Their research demonstrates how viewing oneself as a transformed avatar—for example bulky or abstract—triggers different movement qualities and emotional responses.
Research Problem & Questions: Bridging Digital Innovation and Performance Art
Designing and prototyping physical costumes is often a costly, time-intensive endeavor, limiting experimentation and constraining the creative freedom of designers and choreographers alike. These constraints may delay the exploration of how garments behave in motion until late in the production process, potentially compromising the integration between costume and choreography. Moreover, costume designers often have limited opportunities to observe performers' movements. Creating a costume suited to specific motions typically requires multiple trials. Motion capture offers a powerful solution, enabling designers to repeatedly test how a design responds to movement without requiring dancers to perform each time.
Beyond the primary benefits of incorporating movement-responsive costumes early in the design process, the combination of digital cloth simulation and motion capture technology may also address challenges and open new creative avenues for choreographers. While choreography increasingly explores technologies like motion capture and extended reality (XR) [8, 15], digital cloth animation remains relatively underexplored. Yet, there is no doubt that costume and choreography are deeply interconnected—two sides of the same coin in the physical performance space [2].
Therefore, digital cloth simulation, combined with motion capture technology in which dancer movement can be captured and reproduced through digital characters, provides three promising research directions:
- For physical production, it serves as a sustainable, iterative method to adopt early stage costumes and test and refine garments before fabrication, optimizing material choices, fit, and interaction with the moving body.
- For movement ideation, it offers an imaginative space where digital garments—sometimes impossible or impractical in real life—can act as metaphorical or aesthetic prompts for choreography. For instance, visualizing how a dancer moves while digitally seeing and draped in rigid metal, airy tulle, or exaggerated silhouettes can elicit entirely new movement vocabularies.
- For practicing and understanding movement qualities through cloth animation. Previous work [12] as well as literature studies [4] suggest that certain visualizations can inspire dancers to move with certain movement qualities.
Further exploration of this areas might involve the following Research Questions:
- How can cloth simulation inspire choreographic decisions?
- In what ways can animated cloth prototypes shape costume design processes?
- What creative insights emerge from iterative workflows between digital cloth environments and physical movement?
- What models of collaboration between choreographers and costume designers are enhanced by virtual costume environments?
- How can digital garments—never intended for physical construction—generate meaningful choreographic material?
Methodology: An Iterative and Interdisciplinary Approach
A preliminary stage of the research will involve tracing current collaboration models between choreographers and costume designers through interviews and case studies. Key questions include: How do choreographers and costume designers typically communicate during the production cycle? Do they adopt parallel workflows or co-creation practices? How do factors such as team size, budget, or institutional structure affect collaborative practices? This investigation will allow the project to develop a typology of collaboration models (e.g., sequential, parallel, co-creative) that can be used to structure future workshops and analyze outcomes.
Moreover, we shall proceed with studying theoretical frameworks that examine digital cloth and movement. Theories like New Materialism [10] which include concepts like Material Agency and Entanglement of Bodies and Textiles or Digital Dramaturgy [13] might offer a solid theoretical background to base our experiments. Furthermore, Skinner Releasing Technique [2], will be examined as a possible framework for developing experiments.
In this research experiments with qualitative and quantitative results will be carried out, testing developed prototypes and methodologies. Employed technologies will include cloth simulation, Game Engines, XR environments, digital character creation design and motion capture systems, whereas Artificial Intelligence tools could be also explored.
The target group/users of this project will consist of choreographers, costume designers and performers that will collaborate in both real-time and asynchronous formats, engaging in embodied experimentation with digital garments, using screen-based and immersive interfaces, in the form of workshops and iterative design sessions. Moreover, a dance studio based in Athens, which designs costumes and develops choreographies, will serve as a first use case scenario for hosting workshops and experimental sessions.
A feedback loop will be established between virtual simulations and physical trials, allowing for iterative development of both movement and garment design. The process will be thoroughly documented and research methods like interviews, focus groups, and observation will be obtained to reach qualitative and quantitative outcomes.
Current Progress: Foundations and Ongoing Research
This project has cloth simulation and embodiment as a core element. Below we present some implemented works that aim to tangle this subject through various directions.
Previously, we mentioned understanding movement through digital clothing. In one of our past works, we examined how digital costumes and avatars influence dance learning in Virtual Reality. We investigated how different visual representations—avatar type and costume—impact users' ability to mimic dance moves, focusing on step accuracy, rhythm, and overall movement quality. A user study with 19 participants explored 12 animated character visualizations, combining two dance routines (easy, hard), two avatar types (realistic female, abstract dummy), and two costumes (cloak, skirt-top), including clothing-only visualizations without avatars (Figure 1). Developed in Unity and experienced via Oculus Quest 2, the VR environment guided users through routines, followed by expert evaluations, questionnaires, and observation. Results showed that abstract avatars like the dummy doll improved clarity and rhythm replication, while flowing costumes often reduced accuracy, especially in harder routines. However, experienced dancers valued moving clothes for expressing movement qualities. Quantitative analysis confirmed significant performance differences based on avatar and costume type. Minimalist designs enhanced precision, while dynamic clothing supported expressive exploration. These insights inform future digital dance system design. We plan to integrate real-time motion capture and cloth simulation to further explore these interactions. The full paper of this process can be found here [12].
The integration of emerging technologies like XR and AI specifically for ethnic costumes is also explored in another survey study. Although this work has the safeguarding of ethnic costume as its main subject, special attention is paid to dance costumes and their embodiment and movement parameters. The work highlights key gaps in motion-aware, interactive costume simulation—particularly in dance contexts. It emphasizes the need to move from static digitization to embodied, performative representations of garments. This aligns with the argument that cloth is not just as a visual artifact, but a dynamic, responsive element in choreographic and design processes. Moreover, the paper identifies simulation, AI-based generation, and virtual try-on systems as emerging tools, reinforcing the potential of digital cloth workflows in both artistic and archival contexts.
In another ongoing work, we examine how costumes function as active scenographic agents that shape both physical and virtual performance spaces. Drawing on Marshall's concept of the scenographic costume [6], We explore the dual role of costume as both an element of spectacle and a means of restricting or expanding movement, particularly in digital and XR-enhanced environments. By analyzing examples from historical (e.g., Lamentation by Martha Graham¹) and hybrid techno-performances (e.g., Asphyxia²), the study will identify two key functions of costume: visual augmentation and the tension between movement freedom and restriction. We plan on expand on these ideas through case studies and conceptual frameworks such as the "lost in fabrics" paradigm—where fabric becomes a medium for altering kinosphere, narrative, and movement quality.
Conclusion: Redefining Costume as an Active Agent in Performance
This research positions digital cloth simulation not simply as a tool for visualization, but as a generative and collaborative medium at the intersection of choreography and costume design. By bridging motion capture, immersive technologies, and embodied experimentation, it aims to redefine how costumes are conceptualized, designed, and integrated into the creative process. The dual approach—supporting both production and ideation—offers fertile ground for rethinking traditional workflows and unlocking new creative potentials in performance-making.
Through interdisciplinary case studies, user-centered experimentation, and theoretical grounding in digital movement practices and material agency, the project will explore how garments can become active participants in shaping movement, space, and narrative. As digital costumes begin to influence not only how we move but how we imagine moving, this work aspires to shape new practices in both artistic creation and collaborative design processes.
Acknowledgments
This PhD is under the supervision of Assistant Professor Spyros Vosinakis, University of the Aegean.
References
The full list of references can be found in the original publication.
Digital Cloth Applications: Two Creative Pathways
| Production-Oriented Path | Ideation-Driven Path | |
|---|---|---|
| Purpose | Assists in design & prototyping of physical costumes. | Serves as visual/conceptual stimuli to inspire movement. |
| Outcome | Optimized physical costume fabrication, material choices, fit. | New movement vocabularies, choreographic thinking without physical realization. |
| Tools/Approach | Digital cloth simulation, motion capture, early stage testing. | Virtual garments, metaphorical prompts, aesthetic inspiration. |
| Goal | Sustainable, iterative refinement for physical production. | Expand aesthetic possibilities, foster collaborative practices. |
Enterprise Process Flow: Research Methodology
Case Study: Digital Costumes in VR Dance Learning
One past work investigated how digital costumes and avatars influence dance learning in Virtual Reality. A user study with 19 participants explored 12 animated character visualizations, combining two dance routines, two avatar types (realistic female, abstract dummy), and two costumes (cloak, skirt-top).
The VR environment was developed in Unity and experienced via Oculus Quest 2, guiding users through routines. Expert evaluations, questionnaires, and observation provided key insights.
Key Takeaways:
- Abstract avatars (dummy doll) improved clarity and rhythm replication.
- Flowing costumes often reduced accuracy, especially in harder routines.
- Experienced dancers valued dynamic clothes for expressive movement qualities.
- Minimalist designs enhanced precision, while dynamic clothing supported expressive exploration.
- This informs future digital dance system design, integrating real-time motion capture and cloth simulation for further interaction exploration.
Reference: Marina Stergiou and Spyros Vosinakis. 2022. Exploring costume-avatar interaction in digital dance experiences. In Proceedings of the 8th International Conference on Movement and Computing. 1-6. [12]
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Your Implementation Roadmap
A structured approach to integrating digital cloth simulation into your creative workflows.
Phase 1: Discovery & Strategy
Conduct interviews and workshops with your design and choreographic teams to understand current workflows, pain points, and creative goals. Define specific objectives for integrating digital cloth simulation and XR technologies.
Phase 2: Tooling & Integration Setup
Select and configure appropriate digital cloth simulation software (e.g., Marvelous Designer, CLO3D), motion capture systems, and XR platforms. Establish initial pipelines for data exchange and virtual environment creation.
Phase 3: Pilot Project & Training
Run a pilot project with a small team, applying the new digital workflow to a specific choreography or costume design. Provide hands-on training for artists and designers on using the new tools and collaborative practices.
Phase 4: Iterative Development & Expansion
Gather feedback from the pilot, iterate on workflows, and refine the tools based on user experience. Gradually expand the integration across more projects and teams, leveraging the ideation-driven and production-oriented paths.
Phase 5: Performance & Impact Measurement
Document and analyze the impact of digital cloth on creative outcomes, efficiency, and collaboration. Use insights to continually optimize the process and explore new artistic possibilities, fostering a sustainable innovation cycle.
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