Results 1 - 10 of 10
Project Persons Year Tags
AR Particle Beam James Alliban 2009 desktop, graphic image recognition, marker logo, animation, single-user, small field of view, reactive to marker position, linear narrative starts with marker recognition, in front of any computer with webcam, Papervision3D, particles
This is my winning entry for the Augmented reality competition on the Papervision3D forum. It was my first dip into FLARToolkit and Papervision. 3D lighting techniques and physics are used here to create an augmented reality in which a beam of light shines out of the pattern. Strange celestial light particles circulate and trail around the beam.
AR Slotmachine (Total Immersion, Nike) 2008 desktop, graphic shape recognition, marker logo's, generative animation, single user, small field of view, reactive to marker position, linear slot machine game, in front of any computer with webcam, ARvertising, slot-machine, game, gamble, nike, prizes
Nike 6.0 utilized an augmented reality slot machine game as a way to distribute prizes to event goers at various extreme sporting events. At the US Open of Surfing, over 10,000 players spun for their chance to win. Over a period of 3 days, people waited in lines that wrapped around the Nike booth to hold their scratcher tickets up to a webcam where a virtual slot machine would pop up and reveal whether or not their card was a winner.
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.
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.
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.
LearnAR James Alliban 2010 desktop, image recognition, markers, generated stills, single-user, small field of view, reactive to marker position, informational, no narrative, in front of any computer with webcam, informational, learning, school, quiz
LearnAR is a new learning tool that brings investigative, interactive and independent learning to life using Augmented Reality. It is a pack of ten curriculum resources for teachers and students to explore by combining the real world with virtual content using a web cam. The resource pack consists of interactive learning activities across English, maths, science, RE, physical education and languages that bring a wow-factor to the curriculum.
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.
Rockpaperscissors t-shirt (T-Post,Moment 77 ) 2009 desktop, graphic image recognition, marker logo, generated animation, single-user, small field of view, reactive to object position, non-linear game, in front of any computer with webcam, t-shirt, fashion
Once you have your shirt on, stand in front of your web camera and play a game of Rock, Paper, Scissors against a computer-generated arm that extends from the shirt itself.
The Haunted Book Camille Scherrer (EPFL CVLab) 2009 desktop, graphic image recognition, graphic images, animation, multi/single user, small field of view, reactive to object position, linear narrative, user can turn the page and start animation, in front of any computer with webcam, poetry, book, student work, markerless
Diploma project by an ECAL Media & Interaction Design student with the EPFL CVLab. An artwork that relies on recent Computer Vision and Augmented Reality techniques to animate the illustrations of a poetry book. Because we don't need markers, we can achieve seamless integration of real and virtual elements to create the desired atmosphere. The visualization is done on a computer screen to avoid cumbersome Head-Mounted Displays. The camera is hidden into a desk lamp for easing even more the spectator immersion.