Results 1 - 30 of 55
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.
AR Sneaker Experience Sid Lee (Metaio, Adidas) 2010 desktop, graphic image recognition, marker logo's, generated animation, single-user, small field of view, reactive to object position, first-person shooter game, conscious choice about narrative, in front of any computer with webcam, ARvertising, game, mARketing, fashion
adidas Originals is launching the first Augmented Reality experience in footwear. The adidas Originals AR Game Pack is a set of 5 shoes, each printed with an AR code on the tongue. When you hold the code in front of your webcam, you'll gain access to a virtual version of the adidas Originals Neighborhood. Each month between February and April, we'll launch a new interactive game within the Neighborhood and your shoe will be the game controller.
AR+RFID Lab at the Kröller-Müller Museum Yolande Kolstee, Wim van Eck, Melissa Coleman, Pawel Pokutycki (AR+RFID LAB) 2009 headmounted, graphic image recognition, marker logo's, still, single-user, 360 choice of perspective, large field of view, reactive to head position, laptop on wheels, still, space-specific, sculpture, garden, Kröller-Müller Museum
On July 11 our Lab presented a large Augmented Reality installation at the Sweet Summer Night: ILLUSION in the sculpture garden of the Kröller-Müller Museum. The Lab collaborated in this project with students from different departments of the Royal Academy of Art (KABK) in The Hague
ARflashmob Sander Veenhof / SNDRV 2010 flashmob, event, Smartphone, shape recognition, marker, 3d still, multi-user, 360 small field of view, statue, Amsterdam, reactive to hand position, no narrative, Dam square
Every square in every major city in the world knows the 'human statue' phenomenon. On the Dam square in Amsterdam we've the following set of characters: a Darth Vader, a superman, a gladiator and some undecipherable sort of gothic characters. Even though they have nothing to do with the city of Amsterdam, people go and have their picture taken with them on and off. But not on the 24th of April! Then, the majority of people will be photographing the empty space beside Darth. Because that space will be occupied by virtual 'human sculptures', brought alive by Augmented Reality applications on iPhones and Android devices!
ARhrrrr Augmented Environments Lab (GVU) 2009 handheld phone, graphic image recognition, image, map, generative animation, sound, single-user, 360 choice of perspective, small field of view, reactive to hand position, physical objects, first person shootergame, conscious choice about narrative, phisical objects trigger events, any surface, anywhere, quick setup, skittles, game, zombies
ARhrrrr is an augmented reality shooter for mobile camera-phones. The phone provides a window into a 3d town overrun with zombies. Point the camera at our special game map to mix virtual and real world content. Civilians are trapped in the town, and must escape before the zombies eat them! From your vantage point in a helicopter overhead, you must shoot the zombies to clear the path for the civilians to get out. You can use Skittles as tangible inputs to the game, placing one on the board and shooting it to trigger an explosion.
Audio Space Theo Watson 2005 headphones, microphone, voice sound, deformed sound, single-user, reactive to head position, filles the whole room, unconscious choice of narrative by movement, anywhere indoors, environment, sound, sonic
Audio Space is a 3D augmented aural space. A user wearing a headset can leave messages at any point within the room and hear all the sounds left by everyone before them spatialised as if the people were really still there. It has been exhibited at ICHIM 05 in Paris, the 2006 Eyebeam Summer Exhibition in New York, Netherlands Institute for Media Art Amsterdam 2007 and TAG The Hague 2008. Later version transform the voice into sonic structures that create a rich and layered sonic environment.
Augmented Reality Theater Jurjen Caarls, Wim van Eck, Pawel Pokutycki, Marina de Haas (AR+RFID LAB) 2007 headmounted, graphic image recognition, data glove, marker logo's, animation, single-user, 360 choice of perspective, large field of view, reactive to head position, narrative triggered by data glove, on any surface, puppet, theater, UnDeaf, V2_
The new interactive installation of the AR+RFID Lab - Augmented Reality Theater - has been presented for the first time to the interrnational audience of unDEAF, April 10-15, satellite event of the Dutch Electronic Art Festival (DEAF) 2007 in Rotterdam. After unDEAF, the AR+RFID Lab team has been also invited to participate in the unDEAF Ex_posed event at V2_, organization hosting and curating the festival.
Augmented Sculpture Lichtfront, Grosse8 2010 Spacial Projection, video mapping
Augmented Sculpture is a physical installation made by LICHTFRONT and GROSSE8 for Passagen 2010.The installation consists of geometrical forms located in an interior space with projection mapping cycling through various textures highlighting sharp physical elements, sometime one at the time.The argument still remains, why distort a solid when you can manipulate and ever change somethings perceived form through augmentation? Is augmentation going to be the downfall of our constructive creativity, supplemented purely for productivity?
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.
BMW Augmented Reality (BMW) 2009 head-mounted display, fake, concept, fake, concept, animation, single-user, 360 large field of view, linear interactive narrative, car specific, concept video, car, research
Research in the field of augmented reality is paving the way for a number of new applications in BMW Service. BMW Augmented Reality techniques provide ideal support in maintenance work on complex technical innovations in the vehicle. Using special data goggles and wireless access to a powerful computer, BMW mechanics have all the information at their disposal, precisely where they need it: in the workshop, at the vehicle.
Bricks 3D Fabian Gronbach 2010 desktop, shape recognition, markers, generative animation, single-user, 180 small field of view, interactive non-linear narrative, used on any desktop computer with webcam, Tetris, game, papervision 3D
A short augmented reality experiment using AS3. I used papervision3d and FLAR toolkit to bring a classic arcade game in to the real world.
Cashback Camille Scherrer, Vincent Jacquier (EPFL CVLab) 2009 desktop, graphic image recognition, graphic images, banknotes, animation, multi/single user, small field of view, reactive to object position, linear narrative, in front of any computer with webcam, money, banknotes, provocative, markerless
Your banknotes will come to life, taking a new shade, spelling desire and temptation. Banknotes will take on a whole new meaning for you; you just won't look at them the same way as before! "Cashback" will work with 5, 10, 20, 50 and 100 Euro banknotes, gradually making the animations more and more suggestive.
Coraline Interactive Store Front (Total Immersion, Inwindow Outdoor) 2008 screen, shape recognition, video, still, multi-user, small field of view, reactive to head position, non-linear, any shopping window, ARvertising, movie, hologram, shopping window
These “Storescapes” ran for a month in fourteen locations across seven major US markets featured holographic images of ghost children. Other displays incorporated augmented reality which superimposed images onto pedestrians. Onlookers could see their reflections in a screen with animations including button eyes covering their real eyes. In other locations, there were elements that responded to human gestures such as clearing away frost to reveal parents pleading for help.
Dead Leaves and the Dirty Ground Michel Gondry (White Stripes) 2002 recorded projection, filmed video-mapping, film, video, multi/single user, small field of view, linear story, played on any computer, music video, projection mapping
The music video for this song, directed by Michel Gondry, depicts Jack White coming back to his trashed house and surveying reckless destruction. While he goes from room to room, sepia video of the party events that led to the decimation (and of his and Meg's relationship before he left) is superimposed over the scene, until in the final scene she leaves him.
Doritos sweet chilly (Cubocc) 2009 desktop, shape recognition, marker, animation, single-user, flat small field of view, reacts to marker position, linear narrative, any computer with webcam, ARtvertising, packaging
The initiative launched in Brazil to promote Doritos Sweet Chili is a good example of a augmented reality moving in the right direction. The idea is simple: on each package of the snack consumer find and augmented reality symbol, a code that can be activated at www.doritos.com.br, releasing a Doritos Lover, a 3D toy-art-inspired-monster. The Lovers should then be freed and added to their owners profiles at Orkut, the most popular social network in Brasil, as a special app. It is also possible to take pictures, create birth certificates or leave the monsters out for adoption, in case the owner is not very fond of his new "baby". Already 23.000 lovers have been released among the 18.000.000.000.000 possible combinations of Doritos Lovers.
Exercise in Immersion 4 Marnix de Nijs (V2_) 2007 head-mounted display, sensors, microphone, video, sound, video, generative abstract animation, sound, single-user, 360 choice of perspective, large field of view, reactive to head position, game with unknown goal, unconscious choices about narrative, indoors, anywhere, long setup, game, art-game, Deaf 07, crash suit
The headset is equipped with a sensor system that can couple the exact position of the user in reality with previously designed imagery. On the display built into the headset, a combination between the real world and the virtual-constructed world becomes visible.The virtual world corresponds with the existing environment through a number of clearly marked reference points, such as walls, pillars and doors. Without movement, the player remains in reality and there is no possibility to take part in the game. Movement and game progression results in the manipulation of the existing space that in the long run will transform into a virtual environment. In the most extreme case, the representation of the existing space will be completely replaced with a new and unknown world.
Expression of Joy (Inition, Dare) 2009 desktop, shape recognition, marker, generative animation, single-user, flat small field of view, reacts to marker position, no narrative, any computer with webcam, ARtvertising, car, bmw, customize
BMW initiated an online augmented reality campaign to promote the launch of the BMW Z4. Inition worked with Dare to create a unique interactive online brand experience supporting the TV campaign in which a roadster is steered across a blank canvas with the tires providing paint trails and colourful ‘expressions of joy’. Powered by Inition’s augmented reality technology MagicSymbol, users can now create their own ‘expression of joy’ online. Users can test drive a virtual 3D Z4 and record their paint trails via the webcam and upload videos of their creations to YouTube. The augmented reality application is complemented by content on Facebook and YouTube
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.
Heartbreak Warfare Blitz (Adobe) 2009 desktop, image recognition, marker logo, animation, sound, single-user, small field of view, reactive to object position, linear videoclip, in front of any computer with webcam, videpclip. john mayer
The real world and 3D world collide in the interactive clip that features a Mayer hologram performing the song — guitar in hand — in a virtual living room. Viewers using the AR technology can choose the way they want to see the video. Zoom in close so John’s lamp comes on, spin the room around, or take a look from afar so you can see where the floorboards end. It’s a new wave of technology Mayer is excited to introduce to music fans.
Horizon Zero AR Bridge Anita Fontaine, Geoff Lillemon, Aaron Meyers (Champagne Valentine) 2010 desktop, graphic image recognition, marker logo's, generative animation, sound, single-user, small field of view, reactive to marker position, generative, non-linear narrative, in front of any computer with webcam, code1, oscillator, DIY
Part virtual sculpture, part instrument, the piece responds to the theme of bridges by creating a virtual version which is fully responsive to physical movement. Ignis, fatuus, tacnode connects an abstract 3D accordion through using ambient oscillating sound design and enticing graphics for a playful and radical experience.
In-place 3D Sketching Nate Hagbi, Oriel Bergig, Jihad El-Sana, Mark Billinghurst (VisualMediaLab, HitLabNZ) 2009 desktop, shape recognition, drawings and graphic image, generative animation, single-user, 180 small field of view, reactive to drawing type and position, interactive, no narrative, any desktop, drawing, markerless, research
Hand sketching is used here as a natural way for creating Augmented Reality mechanical experiments.
Les Animaux du Futur (Total Immersion) 2008 handheld binoculars, sensor bracelet, sensor bracelet, video, video, decor, interactive animation, multi-user, 180 choice of perspective, large field of view, reactive to head and hand position, interactive linear narrative, space-specific, futuroscope, the future is wild, amusement park
Futoroscope, a French amusement park, recently introduced Total Immersion's technology in their new dark ride « The Future is Wild ». The goal was to insert Computer Graphics animals that will be living in millions of years from now, into different envionmental sets. In addition each scenario is enhanced with several interactions between the audience and the animals occuring in real time.
LevelHead Julian Oliver 2008 desktop, graphic image recognition, markers, generative video, single-user, small field of view, reactive to object position, memory game, conscious choice about narrative, in front of any computer with webcam, Laval Virtual 09, Prix Ars Electronica '08, Technical Innovation award, Japan Media Arts Festival '08, Linux
levelHead uses a hand-held solid-plastic cube as its only interface. On-screen it appears each face of the cube contains a little room, each of which are logically connected by doors. In one of these rooms is a character. By tilting the cube the player directs this character from room to room in an effort to find the exit.
Living Sasquatch (Carmichael Lynch, Jack Link's) 2009 desktop, shape recognition, marker, generative animation, single-user, flat small field of view, reacts to marker position, interactive non-linear narrative, any computer with webcam, ARtvertising, brand
You can choose from 35 different Sasquatch animations and add them to a timeline and record your interaction with the Sasquatch through an intuitive and easy to use drag and drop interface.
Livingroom2 Jan Torpus, Roderick Galantay, Bennet Uk (Swiss National Science Foundation, plug.in, iart) 2007 headmounted display, tracking sensors, videofeed, animation, single-user, 360 large field of view, reactive to head position, interactive non-linear narrative, anywhere indoors, long setup, science-fiction, design, decoration
The room is approached as an illusionary space, a simulation of a possible future experience of daily life instead of a tool for content development. In ‘living-room2’ the space itself becomes the object of transformation. In the virtual layer, the room can be visually transformed, reconstructed, extended, etc. Thus, the user becomes part of an immersive environment. By giving the visitor the possibility to “change the space”, living-room2 offers new opportunities for applications in the fields of Architecture, Scenography, Tourism, Museology and Education.
MagicBook Mark Billinghurst , Raphael Grasset , Julian Looser , Hartmut Seichter , Andreas Duenser (HITlabNZ) 2008 handheld glaces, shape recognition, marker, animation, multi-user, 360 large field of view, reactive to hand, marker position, linear narrative, on any surface, books, collaboration
The MagicBook explores seamless transition between reality and virtual reality. When users look at the pages of a real book through a hand held display they can see virtual content superimposed over the real pages. When they see an Augmented Reality (AR) scene they like, the user can fly into the scene and experience it as an immersive virutal environment. In addition the book serves as a focus for collaboration. When several users look at the same book page they can see the AR image from their own viewpoint and when one flys into the virtual model, the other users see her as a virtual character in the scene.
Market Hall Rotterdam Layar (NAI) 2009 Smartphone, Motion Sensor, GPS, video, still, single user, 360 small field of view, reactive to hand position, still, specific for the markthal construction site, architecture, NAI, informational, future
A 3-dimensional model of the Market Hall ("Markthal") in Rotterdam, The Netherlands, displayed on top of its construction site, through the Layar Reality browser. Rotterdam is the Dutch capital of modern architecture. The latest eyecatching project by Provast is the construction of the Market hall, a U-shaped building designed by renowned architects MVRDV. Completion is planned for 2014, but visitors and inhabitants can already see how the Market Hall looks like, simply by pointing their phone at its construction site. The 3D model enables the visitor to walk around the building and look inside - as if it was already there.
N Building Teradadesign+Qosmo 2009 handheld display, phone, graphic image recognition, marker facade, twitter feed, animation, multi-user, 180 small field of view, reactive to hand position, non-linear real-time metadata, space-specific, informational, see trough, building, twitter
N Building is a commercial structure located near Tachikawa station amidst a shopping district. Being a commercial building signs or billboards are typically attached to its facade which we feel undermines the structures' identity. As a solution we thought to use a QR Code as the facade itself. By reading the QR Code with your mobile device you will be taken to a site which includes up to date shop information. In this manner we envision a cityscape unhindered by ubiquitous signage and also an improvement to the quality and accuracy of the information itself.
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.
Out of the Blue Marina de Haas, Wim van Eck and Alwin de Rooij (AR+RFID LAB) 2007 headmounted, graphic image recognition, marker logo's, animation, sound, single-user, 360 choice of perspective, large field of view, reactive to head position, looped linear narrative, anywhere indoors, Today's art, balls
AR+RFID Lab artist in residence Marina de Haas together with Wim van Eck, Jan Willem Brandenburg, Jurjen Caarls and Alwin van Rooij created a unique audio-visual AR environment made of round objects leading back to the basics of all organic shapes on earth. The ellipse shapes come out of the walls and find their way into the exhibition space. When you wear the Augmented Reality headset you are bound to stay in a circle of 1.50 meter from the table, which is set