Results 1 - 24 of 24
Project Persons Year Tags
Ar Magic System Martín Nadal, Damien Stewart, Javier Lloret, Blanca Rego, Julio Lucio y Jordi Puig (Lalalab) 2007 big screen, face recognition, video, video, multi-user, 180 large field of view, no narrative, anywhere, Medialab Prado, Openframework, face
Interactive system inspired in the magic tricks of Deli magician that were later reproduced by the famous David Copperfield. This tricks consisted in cutting the head of a duch and a chicken, interchange them and later place them again in their correspondant bodies.
Augmented Sculpture Series Pablo Valbuena 2007 spacial Projection, videomapping, sculpture, animation, sound, multi-user, 180 large field of view, natural eye movement, linear narrative, space-specific for sculpture, ars electronica, projection mapping
This project is focused on the temporary quality of space, investigating space-time not only as a three dimensional environment, but as space in transformation. For this purpose two layers are produced that explore different aspects of the space-time reality. On the one hand the physical layer, which controls the real space and shapes the volumetric base that serves as support for the next level. The second level is a virtual projected layer that allows controlling the transformation and sequentiality of space-time. These ideas come to life in an abstract and geometric envelope, enhanced with synesthetic audio elements and establishing a dialogue with the observer.
Augmented Shadow Joon Moon 2010 Table screen, shape recognition, markers, generative animation, multi-user, 180 large field of view, interactive non-linear narrative, anywhere, shadows, openframeworks, ISMAR, table
Augmented Shadow is a design experiment producing an artificial shadow effect through the use of tangible objects, blocks, on a displayable tabletop interface. Its goal is to offer a new type of user-experience. The project plays on the fact that shadows present distorted silhouettes depending on the light.
Curious Displays Julia Yu Tsao 2010 Spacial Projection, video mapping, model livingroom, animation, sound, multi-user, 180 large field of view, linear narrative, model of living room could be placed anywhere, concept video, projection mapping, research, science-fiction
Curious Displays functions simultaneously as a form of design research and as a proposal for a new product, a future display technology. The project explores our relationship with devices and technology by examining the multi-dimensionality of communication and the complexity of social behavior and interaction. In its essence, the project functions as a piece of design fiction, considering the fluctuating nature of our present engagement with media technology and providing futurist imaginings of other ways of being.
De Pong Game Arjan Westerdiep, Benjamin Gaulon (Recyclism) 2005 projection, projectionmapping, architecture, generative animation, sound, multi-user, 180 large field of view, interactive non linear narrative, on any building, long setup, Ososphere festival, Art Rock festival, Hansaflux festival, Superflux festiva, DEAF festival Dublin, Lightwave festival
This project is exploring the concept of Augmented Reality by using and interacting with urban architectures [buildings] as background for the game. Thus the game is projected on a building and the limits of that building are becoming the limits of the game area. The ball projected on the building bounces along the limits of the walls. The software is also using the windows as an obstacles for the game. So the ball is limited to frame of the building. As you touch the ball with the slider, its speed increases and because the ball bounces on all the obstacles of the architecture it becomes more and more difficult to play.
Epizentrum Martin Zeplichal 2005 projection, videomapping, architecture, reactive animation, multi-user, 180 large field of view, no narrative, anywhere indoors, long setup, projectionmapping, audio reactive, energy, edges
The sensitive reciprocity between visitor and space is visualized by interactively animating the existing architectural geometry. Seismographic oscillations produced by the visitor of the space get amplified and every step causes striking movements of the ambient itself. This map of oscillation gets amplified and transferred into a visible real-time animation that projects the animated edges of the building geometry on itself. The space visibly moves and becomes both interactive toy and interface.
Extension Series Pablo Valbuena 2009 spacial Projection, videomapping, indoors architecture, animation, sound, multi-user, 180 large field of view, natural eye movement, linear narrative, space-specific, vooruit, projection mapping, almost cinema
The result is a game of light and dark. On and off. Present and absent. Virtual and real. A binary system made to measure for the digital age. The age where light does not mean anything without the reference to dark, and ‘on’ does not mean anything without ‘off’. Where the present always refers to the absent. Where you cannot see what is virtual without reality. Together they form one reality: the space, the map, the plan in which we are.
Film Museum - Augmented Sand Sculpture Theo Watson, Emily Gobeille (Film Museum Amsterdam) 2009 spacial projection, videomapping, sand sculpture, animation, sound, multi-user, 180 large field of view, natural eye movement, linear 2 minute animation, space-specific, projection mapping, sculpture, architecture
For the groundbreaking of the new Film Museum site in Amsterdam Overhoek I was asked by Wieden + Kennedy to develop an augmented projection to dynamically unveil a five meter long sand sculpture of the future building. Working with Emily Gobeille we developed a two minute animation that unveiled the building in a series of stages that highlighted both the architectural elements of the building as well as giving a preview of what people would experience inside.
Generative Graffiti Theo Watson (Eyebeam's Graffiti Research Lab) 2006 spacial projection, lit window recognition, Maritime Hotel, generative abstract animation, multi-user, 180 large field of view, natural eye movement, non-lineair animation reacts to the lit windows in the hotel, space- specific, outdoors, hotel, generative, graffiti, projection, architecture
In collaboration with Eyebeam's Graffiti Research Lab. A particle based drawing system that spawns particles from the lit up windows of the Maritime Hotel. The particles are attracted to one another but will repel away from the non-lit windows.
Grote Kerk Yannick Jacquet, Joanie Lemercier, Olivier Ratsi, Romain Tardi (AntiVJ) 2009 Spacial Projection, video mapping, organ, animation, sound, multi-user, 180 large field of view, linear narrative, space-specific, live performance, organ, music, projection mapping
AntiVJ has performed in the Cathedral of Breda. For this new creation the organ acts as a central part to both the projections and the music. Key events of the history of the cathedral will be explored in a metaphoric way.
HoloCubtile (Immersion, ANR) 2009 sculpture and mirror, motion and tactile sensors, human gestures, generative animation, multi-user, 180 large field of view, reacts to hand gestures, interactive non-linear narrative, could be placed anywhere indoors, long setup time required, tactile, cube, light, mirror, hologram, Laval Virtual
The HoloCubtile is an augmented reality device that makes use of a mirror to blend the visualization and interaction spaces. That way, the three-dimensional object really appears in the reflected user’s hands,
Laser Tag Theo Watson (Eyebeam's Graffiti Research Lab) 2007 spacial projection, laser, hand-drawn graphic, generative abstract graphics, multi-user, 180 large field of view, natural eye movement, non-linear graphics generated by the public, anywhere, quick setup, laser, outdoors, generative, graffiti, projection, architecture
During a cold week in February, armed with several high power lasers, two hardcore projectors and a camper van, the Graffiti Research Lab and I went about turning the back of a large office building in Rotterdam into a massive laser-tagable space. Writers from all over Europe came down to have a go at writing their tags 140 feet high. Kids, old people and random members of the public all enjoyed being able to write messages on a building which could be seen across the whole city.
Long Chair Palnoise, !COODI 2008 projection, videomapping, chair, animation, multi-user, 180 large field of view, linear narrative, the chair can be paced anywhere, design, interior design
This videoinstallation consist in a long chair video projected in a true scene, no manipulation recorded.
Memories of Certain Elements Jeffrey Shaw 1982 optical window, non, preformer, animation, single user, 180 large field of view, no narrative, anywhere, performance, Fabienne de Quasa Riera, De Lantaren
During the performance by Fabienne de Quasa Riera an augmented-reality projection technique was used. Looking through an optical window the audience saw a computer-animated swing superimposed over the performer, who was seated on a real swing.
Night Lights Joel Gethin Lewis, Zach Lieberman, Pete Hellicar, Kyle McDonald, Todd Vanderlin w/ Daito (The Electric Canvas, YesYesNo, Inside Out, The Church ) 2009 spacial projection, projection mapping, motion tracking, building, live video feed of people, generative video, multi-user, 180 large field of view, uses body outlines, generative non-linear narrative, mapped on the ferry building, projectionmapping, phone, movement, openframeworks
In this installation YesYesNo teamed up with The Church, Inside Out Productions and Electric Canvas to turn the Auckland Ferry Building into an interactive playground. Our job was to create an installation that would go beyond merely projection on buildings and allow viewers to become performers, by taking their body movements and amplifying them 5 stories tall
Nuits Sonores Yannick Jacquet, Joanie Lemercier, Olivier Ratsi, Romain Tardy (AntiVJ) 2009 Spacial Projection, video mapping, sculpture, animation, sound, multi-user, 180 large field of view, linear narrative, space-specific, Nuits Sonores festival, live performance, club, VJ, projection mapping
We've been asked to do the stage design for one room of the festival, so we combined ideas discovered in previous projects (Light sculptures and light painting) to do a minimal and geometric setup.This was the perfect opportunity to test the latest version of our mapping software in live condition, and it worked really well: it only took a few minutes to map the 3D dj booth, and then many visuals and loops were already ready to play, when it usually took a couple of hours to produce basic animations.Here are a few pictures and videos found on internet, and we'll do a video report shortly, with more visuals and details about the project.
Physics Distorter Jan van Nuenen spacial projection, videomapping, globe, NIMK building, abstract generative animation, multi/single user, 180 large field of view, natural eye movement, user can influence projection with globe interface, non-linear graphics influenced by the public, anywhere, long setup, arduinio, processing, projection mapping, architecture
Real-time computer simulation of falling and colliding objects projected onto a building. The audience can control the direction of the gravity and some of the properties of the objects with a wireless globe. Custom hard and software made with processing and arduino.
Psycho52 Geoffrey Alan Rhodes 2009 desktop, shape recognition, markers, video, multi-user, 180 large field of view, reacts to marker position, no narrative, used on any desktop computer with webcam, SnapDragonAR, MaxMsp, ISEA, RIT
The 52 Card Cinema project is an exemplar of the unique architecture of cinematic pieces mapped on to the real world, made possible by AR technology. The medium of the animated image, in its wedding with the real world, loses the privileged linearity of the screen, and gives the opportunity to re-perceive cinema as the juxtaposition of its parts.
Sculpture Jeffrey Shaw 1981 mounted display, non, real space, different stills, single-user, 180 large field of view, no narrative, anywhere, simple, geometric, Melkweg
For this installation an augmented-reality apparatus was made where the viewer could rotate and tilt an optical system attached to a monitor, so that various simple computer-generated objects could be seen floating in different locations in the real space.
Songdo Yannick Jacquet, Joanie, Lemercier, Olivier Ratsi (AntiVJ) 2009 Spacial Projection, video mapping, architecture, animation, sound, multi-user, 180 large field of view, linear narrative, space-specific, Songdo City, modern architecture
The importance of technology, the coexistence of the ancient and the new and the presence of the sea as both a calming and menacing elements seem to be the fundamental ideas to the creation and development of this model-city. The city of Songdo is a challenge to human’s ability to plan a large scale construction work and, most of all, it will reflect on how urban society can be organized for people to interconnect, network and live with each other in such controlled and optimized environment. AntiVJ’s will present a visual+sonic piece exploring these ideas.
The Hague City Hall Pablo Valbuena 2008 spacial Projection, videomapping, City Hall, animation, multi-user, 180 large field of view, natural eye movement, linear narrative, space-specific, today's art, projection mapping, architectural space
In the past Pablo Valbuena has worked for several international videogame and film studios investigating spatial concepts applied to virtual environments and digital architecture as a concept designer. This project focuses on the temporary quality of space, investigating space-time not only as a three dimensional environment, but as space in transformation. By using geometric forms and light, Valbuena alters multiple dimensions of space-time, creating an astounding visual experience.
Unmakeablelove Sarah Kenderdine, Jeffrey Shaw (Museum Victoria, UNSW iCinema Centre, EPIDEMIC.) 2008 round screen, infrared light, the viewers, filmed and virtual imagery, multi-user, 180 large field of view, no narrative, anywhere, long set up, torch, flash-light
To explicitly articulate the conjunction between the real and virtual spaces in this work, the viewer’s virtual torch beams penetrate through the container and illuminate other viewers who are standing opposite them on other sides of the installation. This augmented reality is achieved using infra-red cameras that are positioned on each screen pointing at its respective torch operators, and the video images are rendered in real time onto each viewer’s screen so as to create the semblance of illuminating the persons opposite them. The resulting ambiguity experienced between the actual and rendered reality of the viewers’ presences in this installation, reinforce the perceptual and psychological tensions between ‘self’ and ‘other’.
Watershed Augmented Reality Mural Dan Cohen, Gabe Shaughnessy, Travis McCann 2009 Projection, videomapping, painting, animation and sound, multi-user, 180 large field of view, interactive live generated narrative, specific for that painting, mural, painting, installation
his is the documentation of an interactive art installation at Symbiosis Gathering 2009, held in Camp Mather, California, Adjacent to Yosemite National Park.The installation was a mural that participants used a custom built midi controller. The mural uses augmented reality, a technique where digital information is projected onto a real world surface, in this case a painting. The painting is colored with projected light, and using photoshop, vdmx ad particle illusion software, the mural becomes interactive.
Wie is er bang voor rood groen en geel? Moniek Merkx (HKU, Tweetakt festival) 2010 spacial projection, projectionmapping, decor, video, multi-user, 180 large field of view, linear narrative, decor could be placed in any theatre, theatre, mappingprojection
3 studenten DVTG, twee afgestudeerde vormgevers, 6 derdejaars acteurs en Moniek Merkx zijn bezig gehouden met de voorstelling “Wie is er bang voor Rood, Blauw en Geel”. Deze voorstelling voor 6+ gaat over een meisje (Kort-Jakje) dat op zoek gaat naar de zon en in haar zoektocht talloze verwonderlijke avonturen beleeft. Onze rol hierin was het onmogelijke mogelijk maken. De voorstelling voorzien van speciale effecten en immersive, geometrie wegblazende projecties die de bezoeker meetrekt in de droomwereld van Kort-Jakje en Moniek.