There are three movies in this directory, named original.mov, random.mov and computer.mov. The suffix means that the movies are in QuickTime format. They were made by David Epstein and Will Casey, working collaboratively. We first downloaded from the Internet some public domain mocap (Motion Capture) files. The hardest part was decyphering the BVH format often used in the mocap industry. We were unable to find a formal description of BVH: there was a vague description, with crucial details missing. This industry seems to define the format through the C-code that manipulates it, rather than by a mathematical description. Using perl, Matlab and Mathematica, we obtained from the public domain BVH files data that enabled us to animate a stick figure (see original.mov). The individual frames were put together into a movie using Quicktime Pro. Two figures are shown in each frame. The left-hand figure represents the view from a fixed camera. The right-hand figure represents the view from a camera travelling with the figure, at a constant distance. We then randomized the frames, getting the movie random.mov. Finally, we applied our snapshots-to-movies algorithm to the randomized frames and obtained the movie computer.mov. Our algorithm uses a minimum spanning tree (MST). More precisely, the stick figure in the movie is specified by the 3d coordinates of around 30 joints. So we are working in a 90-dimensional space, where the Curse of Dimension comes strongly into play. To compute the MST, one needs to know, given one of the points, what the nearest point is. Naively, this takes time O(N^2 d) where N is the number of points and d is the dimension, and it would have taken a long time with our data. Using clever algorithms (all of them standard) we cut down to an O(N.log(N).d) algorithm---this took about 10 minutes on a standard desktop. Once the MST is constructed, there is a linear algorithm to find the two points in the MST that are furthest apart, where distance is measured along the tree. The movie computer.mov was constructed by using the frames that were indicated by following this path. THERE WAS NO HUMAN INTERVENTION. There is a 50% chance of reconstructing the path in the wrong direction, and, by chance, this happened in the construction of computer.mov from random.mov.