Hi Xtheremin,
To me, mechanical construction is a dark art! But this is the kind of thing that could probably do the job: (if correctly drawn / sized and built ;-)
One would want the 'body' to be at the centre of the motor, and the 'hand' to go from this position forwards about 60cm, some sort of mechanism to restrict the arm to horizontal axis, and be able to just rotate the motor and vary its speed.
getting more sophisticated, one would want an output monitoring horizontal position quite accurately, and ideally feed this back to an analogue controller so that the motor drive would be in a closed loop to keep motion linear.
But this is becoming a hijack! ;-) and I am utterly incompetent on these matters, so this is where I stop on this matter! ;-)
Any such test kit, IMO, needs to cover 3 things - Linearity, latency, and field irregularities / "sticky" pitches - The real use would be for development and comparison purposes - players can assess the linearity approximately, and developers can get a 'feel' for this without mechanical aids, but to do actual comparisons one would need a repeatable process in a fixed environment (one would need a 'clean room' for the kit, a room where nothing changed the capacitive environment, and where humans were excluded or shielded while tests were running ;-)
Fred
"what do you need as a simple "dummy-load", to compensate a body/arm/hand?" - Xteremin
LOL ;-) .. For a "dummy load" all you need is a variable capacitor! .. Forget mechanics, slap a bunch of varicap diodes and simple circuit where the antenna should be, drive this electronically .. Not simple, but a jell of a lot simpler than driving some mechanical monstrosity!
The only reason I can see for going mechanical is to simulate how a player interacts with the antenna - I see absolutely no point in robots or mechanical junk being controlled by electronics to 'play' the theremin, to me this is utterly pointless.