By coding computer simulations with biologically modeled nervous systems, Torsten Reil and his company NaturalMotion breathe life into the animated characters inhabiting the most eye-poppingly realistic games and movies around.
http://www.ted.com/talks/torsten_reil_studies_biology_to_make_animation.html
Showing posts with label VR. Show all posts
Showing posts with label VR. Show all posts
Saturday, August 29, 2009
Wednesday, March 11, 2009
Panoscope 360 by Luc Courchesne

http://panoscope360.com/
http://tot.sat.qc.ca/dispositifs_panoscopes.html
http://www.lamic.ulaval.ca/recherche/lieux_de_recherche/laboratoire_de_visualisatio
http://www.pfoac.com/zOLDSITE/artists/lc-english.htm
http://www.pfoac.com/index_FR.html#VIEW
http://www.din.umontreal.ca/courchesne/
Labels:
art,
distinct,
interactive multimedia,
new media,
performance,
research,
stage design,
theatre,
VR
Wednesday, January 28, 2009
Jennifer Steinkamp
A visual artist who crafts computer-animated projections for site-specific spaces, Jennifer Steinkamp uses her work to explore new means of producing and experiencing art. Employing virtual-reality software like a painter wields a brush, Steinkamp constructs lifelike installations of nature in motion, derived entirely from code.
The artwork is interactive. Steinkamp builds her pieces in relation to their site's architecture, and sets the projectors at a low level so the viewer's shadow disrupts the imagery, provoking a playful point of immersion.
http://jsteinkamp.com/
Loom consisted of two overlapping video projections; one contained a horizontal pattern, while the other vertical. When combined, the two created a weave. Because there were two projections at angles, the viewer created two shadows that disrupted the projection; one shadow revealed the vertical lines while the other was filled with horizontal lines. The image formed a cube that matched the perspective of the space, which was a deep tunnel. The lines warped with a water like pattern.
The artwork is interactive. Steinkamp builds her pieces in relation to their site's architecture, and sets the projectors at a low level so the viewer's shadow disrupts the imagery, provoking a playful point of immersion.
http://jsteinkamp.com/
Loom consisted of two overlapping video projections; one contained a horizontal pattern, while the other vertical. When combined, the two created a weave. Because there were two projections at angles, the viewer created two shadows that disrupted the projection; one shadow revealed the vertical lines while the other was filled with horizontal lines. The image formed a cube that matched the perspective of the space, which was a deep tunnel. The lines warped with a water like pattern.
Labels:
art,
big screen,
mixed reality,
new media,
video,
VR
Monday, December 29, 2008
Augmented Reality
Augmented Reality Page
http://www.se.rit.edu/~jrv/research/ar/index.html
This page is a resource for Augmented Reality information. You will find an introduction to augmented reality and links to some augmented reality work on the web.
Levelhead
http://selectparks.net/
http://julianoliver.com/levelhead
http://selectparks.net/~julian/levelhead/install.html
levelHead is known to build on Ubuntu 7.10/7.04 and Debian Etch systems against the following external dependencies. It's adviseable you adhere to these versions if you want to avoid going spontaneously mad:
· cal3d 0.11 https://gna.org/projects/cal3d/
· osgcal 0.1.44 http://download.gna.org/underware/
· openscenegraph 1.2 http://www.openscenegraph.org/projects/osg/wiki/Downloads/PreviousReleases
· gstreamer (any) http://www.gstreamer.net/
· bakefile (any) http://www.bakefile.org/
· ARToolkit 2.72.1 http://www.hitl.washington.edu/artoolkit/download/
· ARToolkitPlus 2.1.1 http://studierstube.icg.tu-graz.ac.at/handheld_ar/artoolkitplus.php Optional:
· linux-uvc revision 228 http://linux-uvc.berlios.de/
· libwebcam revision 22 http://www.quickcamteam.net/software/libwebcam
HIT Lab
The Human Interface Technology Laboratory New Zealand (HIT Lab NZ) is developing and commercializing technology that improves human computer interaction and by doing so unlocks the power of human intelligence.The HIT Lab NZ conducts research with new emerging technologies such as Augmented Reality, Next Generation Video Conferencing, Immersive Visualization and Perceptual User Interfaces. Interaction Design techniques are used to adapt these technologies to the needs of end users and solve real world problems.
ARToolKit from HIT Lab NZ http://www.hitl.washington.edu/artoolkit/
Development for the ARToolKit library (originally design by Hirokazu Kato and Mark Billinghurst). It's a low-level AR Library for the tracking and the visual integration of real and virtual content. Widely used internationally by the community (GPL Licence), the software is now available commercially from ARToolWorks.
OSGART From HIT Lab NZ http://www.artoolworks.com/community/osgart/index.html
OSGART is a library that simplifies the development of Augmented Reality or Mixed Reality applications by combining the well-known ARToolKit tracking library with OpenSceneGraph. But rather than acting just as a simple nodekit, the library offers 3 main functionalities: high level integration of video input (video object, shaders), spatial registration (marker-based, multiple trackers), and photometric registration (occlusion, shadow).
With OSGART, users gain the benefit of all the features of OpenSceneGraph (high quality renderer, multiple file type loaders, community nodekits like osgAL, etc.) directly in their augmented reality (AR), mixed reality (MR) or mediated reality applications. As with the standard ARToolKit, the user can thus develop and prototype interactive applications that can use tangible interaction (in C++, Python, Lua, Ruby etc.).
AR-media™ Plugin v1.0 for Google SkecthUp™
With ARplug-in, Google Sketch-Up users are allowed to visualize their 3D models directly in the real physical space which sorrounds them. In a very precise sense, through ARplug-in, Sketch-Up 3D models can be visualized out of the digital workspace directly on users' desktop, by connecting a simple webcam and by printing a suitable code. The Plug-in provides users with an advanced visualization functionality which serves two main purposes:
Study and analize scaled virtual prototypes in real environments
Communicate 3D projects immersively and astonishingly
All you need to make ARplug-in work is a personal computer, a webcam and a printed code attached to the software. For optimal functioning, a Dual-core PC with a standard graphic card for 3D videogames are recommended. The price of a one seat License amounts to 99 eur.
Augmented reality on your desktop, thanks to Sketchup
Augmented Reality is a new technology that is starting to spread. Basically, it consists on mixing 3D model with live footage in real time. This concept has been applied to futuristic interfaces, and it can be very helpful for architects as it allows you to take 3D Models a step further, placed on the real world and show it to your clients.
Thanks to the AR-media Plugin for Sketchup, you can start playing with Augmented Reality. This plugin allows you to place the 3D Model over live video from your webcam, and move it around as you can see on the above video. The plugin calculates the planes on the live footage thanks to a sheet you need to print out, which allows the software to calculate the distance and inclination.
http://www.se.rit.edu/~jrv/research/ar/index.html
This page is a resource for Augmented Reality information. You will find an introduction to augmented reality and links to some augmented reality work on the web.
Levelhead
http://selectparks.net/
http://julianoliver.com/levelhead
http://selectparks.net/~julian/levelhead/install.html
levelHead is known to build on Ubuntu 7.10/7.04 and Debian Etch systems against the following external dependencies. It's adviseable you adhere to these versions if you want to avoid going spontaneously mad:
· cal3d 0.11 https://gna.org/projects/cal3d/
· osgcal 0.1.44 http://download.gna.org/underware/
· openscenegraph 1.2 http://www.openscenegraph.org/projects/osg/wiki/Downloads/PreviousReleases
· gstreamer (any) http://www.gstreamer.net/
· bakefile (any) http://www.bakefile.org/
· ARToolkit 2.72.1 http://www.hitl.washington.edu/artoolkit/download/
· ARToolkitPlus 2.1.1 http://studierstube.icg.tu-graz.ac.at/handheld_ar/artoolkitplus.php Optional:
· linux-uvc revision 228 http://linux-uvc.berlios.de/
· libwebcam revision 22 http://www.quickcamteam.net/software/libwebcam
HIT Lab
The Human Interface Technology Laboratory New Zealand (HIT Lab NZ) is developing and commercializing technology that improves human computer interaction and by doing so unlocks the power of human intelligence.The HIT Lab NZ conducts research with new emerging technologies such as Augmented Reality, Next Generation Video Conferencing, Immersive Visualization and Perceptual User Interfaces. Interaction Design techniques are used to adapt these technologies to the needs of end users and solve real world problems.
ARToolKit from HIT Lab NZ http://www.hitl.washington.edu/artoolkit/
Development for the ARToolKit library (originally design by Hirokazu Kato and Mark Billinghurst). It's a low-level AR Library for the tracking and the visual integration of real and virtual content. Widely used internationally by the community (GPL Licence), the software is now available commercially from ARToolWorks.
OSGART From HIT Lab NZ http://www.artoolworks.com/community/osgart/index.html
OSGART is a library that simplifies the development of Augmented Reality or Mixed Reality applications by combining the well-known ARToolKit tracking library with OpenSceneGraph. But rather than acting just as a simple nodekit, the library offers 3 main functionalities: high level integration of video input (video object, shaders), spatial registration (marker-based, multiple trackers), and photometric registration (occlusion, shadow).
With OSGART, users gain the benefit of all the features of OpenSceneGraph (high quality renderer, multiple file type loaders, community nodekits like osgAL, etc.) directly in their augmented reality (AR), mixed reality (MR) or mediated reality applications. As with the standard ARToolKit, the user can thus develop and prototype interactive applications that can use tangible interaction (in C++, Python, Lua, Ruby etc.).
AR-media™ Plugin v1.0 for Google SkecthUp™
With ARplug-in, Google Sketch-Up users are allowed to visualize their 3D models directly in the real physical space which sorrounds them. In a very precise sense, through ARplug-in, Sketch-Up 3D models can be visualized out of the digital workspace directly on users' desktop, by connecting a simple webcam and by printing a suitable code. The Plug-in provides users with an advanced visualization functionality which serves two main purposes:
Study and analize scaled virtual prototypes in real environments
Communicate 3D projects immersively and astonishingly
All you need to make ARplug-in work is a personal computer, a webcam and a printed code attached to the software. For optimal functioning, a Dual-core PC with a standard graphic card for 3D videogames are recommended. The price of a one seat License amounts to 99 eur.
Augmented reality on your desktop, thanks to Sketchup
Augmented Reality is a new technology that is starting to spread. Basically, it consists on mixing 3D model with live footage in real time. This concept has been applied to futuristic interfaces, and it can be very helpful for architects as it allows you to take 3D Models a step further, placed on the real world and show it to your clients.
Thanks to the AR-media Plugin for Sketchup, you can start playing with Augmented Reality. This plugin allows you to place the 3D Model over live video from your webcam, and move it around as you can see on the above video. The plugin calculates the planes on the live footage thanks to a sheet you need to print out, which allows the software to calculate the distance and inclination.
Labels:
art,
edu,
games,
interactive multimedia,
mixed reality,
new media,
perception,
performance,
research,
software,
space,
stage design,
video,
VR
Sunday, November 23, 2008
Automatic Projector Calibration
This callibration solution is a collaboration between people from Carnegie-Mellon, Mitsubishi Electric Research Lab and Stanford. Watch the video demonstration.
You can find more here (pdf) and here
You can find more here (pdf) and here
Labels:
art,
article,
big screen,
edu,
new media,
performance,
research,
science,
software,
stage design,
video,
VR
Wednesday, November 19, 2008
Media-Space Journal Inaugural Issue
http://media-space.org.au/journal/issue1.html
In this inaugural issue of Media-Space Journal, is included ten papers from the 7th International Digital Arts and Culture Conference (perthDAC 2007). Digital Arts and Culture (DAC) is the leading cross-disciplinary research conference series for the analysis of developments in the broad field of digital and new media. In September 2007, DAC was hosted as the key international conference in the public program of the Biennale of Electronic Arts Perth (BEAP) in Perth, Australia. BEAP showcases and critiques artworks that engage with new and novel technologies. The theme of perthDAC 2007 was The Future of Digital Media Culture.
In this inaugural issue of Media-Space Journal, is included ten papers from the 7th International Digital Arts and Culture Conference (perthDAC 2007). Digital Arts and Culture (DAC) is the leading cross-disciplinary research conference series for the analysis of developments in the broad field of digital and new media. In September 2007, DAC was hosted as the key international conference in the public program of the Biennale of Electronic Arts Perth (BEAP) in Perth, Australia. BEAP showcases and critiques artworks that engage with new and novel technologies. The theme of perthDAC 2007 was The Future of Digital Media Culture.
Labels:
academy,
art,
article,
edu,
infomatics,
interactive multimedia,
mixed reality,
new media,
non-linear narration,
perception,
performance,
space,
video,
VR
Tuesday, November 4, 2008
Immersive Sight Within the Third Space: Augmentation and Spatial Interface in exhibition space
by Jeremy Hight
Our field of vision is a continual, multi-tiered number crunching. Bicameral sight is always being processed , interpreted, reacted to, adjusted for focus, comparisons made. It simply is always running as an immersive, multi layered interaction of information and movement in a space.
http://neme.org/main/645/immersive-sight
http://neme.org/main/880/immersive-event-time
http://www.xcp.bfn.org/hight.html
Our field of vision is a continual, multi-tiered number crunching. Bicameral sight is always being processed , interpreted, reacted to, adjusted for focus, comparisons made. It simply is always running as an immersive, multi layered interaction of information and movement in a space.
http://neme.org/main/645/immersive-sight
http://neme.org/main/880/immersive-event-time
http://www.xcp.bfn.org/hight.html
Labels:
art,
article,
interactive multimedia,
locative media,
mixed reality,
new media,
perception,
research,
space,
stage design,
video,
VR
Thursday, April 24, 2008
SwanQuake - the user manual by Igloo
SwanQuake - the user manual, is a collection of essays regarding a major interactive virtual installation art project by igloo (Ruth Gibson & Bruno Martelli) and their collaborators. SwanQuake is, as its name suggests, a meeting of computer game technology and dance. It consists of a series of interactive virtual environments built using the Unreal Engine 3D game system and populated by characters animated using motion capture techniques.
SwanQuake is a unique project involving the ongoing making of an interactive artwork comprising 3-D computer graphic environments and motion-capture driven characters created from a variety of materials and methods by an interdisciplinary team gathered together and led by igloo.
In each of the pieces, using a game controller, the viewer navigates freely throughout the 3D computer graphic environments.
The spaces are comprised of both exterior and interior landscapes, each thematically, visually & sonically distinct where users can interact with avatars to create new performances / performance spaces.
However, despite the title 'mashup' of computer game Quake and traditional ballet Swan Lake, there are no targets, health points, wins or dying swans here......
http://www.swanquake.com/
http://www.furtherfield.org/displayreview.php?review_id=300
SwanQuake is a unique project involving the ongoing making of an interactive artwork comprising 3-D computer graphic environments and motion-capture driven characters created from a variety of materials and methods by an interdisciplinary team gathered together and led by igloo.
In each of the pieces, using a game controller, the viewer navigates freely throughout the 3D computer graphic environments.
The spaces are comprised of both exterior and interior landscapes, each thematically, visually & sonically distinct where users can interact with avatars to create new performances / performance spaces.
However, despite the title 'mashup' of computer game Quake and traditional ballet Swan Lake, there are no targets, health points, wins or dying swans here......
http://www.swanquake.com/
http://www.furtherfield.org/displayreview.php?review_id=300
Tuesday, February 26, 2008
SensoramaLab
Sensoramalab is the virtual reality experimentation laboratory at Aalborg University Esbjerg
Our research activities target the development of original interactive systems for rehabilitation applications.
There are a relatively small team of researchers whose expertises covers both human and technological aspects of interactive systems.
Our research activities target the development of original interactive systems for rehabilitation applications.
There are a relatively small team of researchers whose expertises covers both human and technological aspects of interactive systems.
Tuesday, January 8, 2008
Sunday, December 16, 2007
NOEMALAB: Drama, Performance and Digital Multimedia
Here the panellists will talk about different topics: new dance and new media, the theatre and virtual reality, the simulation of space and time in virtual representation, the interactive stage and costumes. All of these are topics that deserve a full length discussion, and certainly this is just a start, and I invite whoever is interested to come and join us at tomorrow morning workshop, at 11 am, here at Supreme Council for Culture, for further details.
See also:
Subscribe to:
Posts (Atom)