Results 1 - 30 of 32
Project Persons Year Tags
3D experience cereal box Dassault Systemes (nesquick) 2009 interactive non-linear narrative, reacts to box position, flat small field of view, single-user, generative animation, videofeed, marker, shape recognition, desktop, any computer with webcam, ARvertising, cereal, kids, game
A new online experience by Dassault Systemes around the new movie Arthur and the revenge of Maltazard. Transform your cereal box into a 3D augmented reality videogame.
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.
Art of Defense Augmented Environments Lab (Georgia Institute of Technology) 2009 Smartphone, shape recognition, tilt sensor, graphic playing board, generative animation, multi-user, 360 small field of view, reactive to hand position, interactive linear narrative, on any suface, game, novel, phone
Art of Defense (AoD) is a novel AR game for a commodity phone (the Nokia N95). The goal of Art Of Defense is to explore game design and interaction techniques that are well suited to mobile AR on a small screen device. One principle guiding AoD is to uses the phones limitations as part of the game itself; in this case, designing assuming the player has a limited view of a larger game space.
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 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.
Body Paint Mehmet Akten 2009 spacial projection, motion tracking, bodies, generative animation, multi-user, large field of view, human live performance, interaction with public, live, generative, non-linear narrative, any stage, live, dance, motion tracking, real-time
“Body Paint” by Mehmet Akten is an interactive installation and performance allowing users to paint on a virtual canvas with their body, interpreting gestures and dance into evolving compositions. The installation is designed to work with any number of people and is scalable to cover small or large areas. The interaction is very simple - movement creates paint. Hidden in the simplicity, are many layers of subtle details. Different aspects of the motion - size, speed, acceleration, curvature, distance all have an effect on the outcome - strokes, splashes, drips, spirals - and is left up to the users to play and discover.
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.
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.
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.
Digital Box (Metaio, LEGO) 2008 desktop, image recognition, Lego Box, still, single-user, smaal field of view, reacts to box position, no narrative, the kiosk can be placed in any store, ARvertising, LEGO, toys
the Danish toy manufacturer will test launch its “DIGITAL BOX” in selected toyshops and LEGO stores worldwide. This interactive terminal will utilize innovative technology supplied by metaio in the form of a software program specially-developed for the LEGO Group by the Munich-based experts in
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.
Eurocopter Exhibition (Total Immersion, ) 2008 handheld binoculars, shape recognition, inside cockpit, animation, single user, 360 large field of view, linear narrative, choice of what to reveal, specific for that cockpit, helicopter, exhibition
During the HAI Show (Helicopter Association International), Eurocopter featured 3 augmented reality demonstrations: Magic kiosk with interactive brochure, augmented reality cockpit with goggles and a special animation on the booth in which a virtual helicopter flew over the public.
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
Eye pet Nicolas Doucet (playstation) 2009 tv screen, motion detection, user, generative animation, multi-user, flat small field of view, non-linear interactive narrative, any tv with playstation, playstation3, game, kids
The game uses the PlayStation Eye camera to allow a virtual pet to interact with people and objects in the real world. Using augmented reality, the simian, gremlin-like creature appears to be aware of its environment and surroundings and reacts to them accordingly. The player can place objects in front of the animal and the game will interpret what the object is and respond to it.[
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.
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,
ibutterfly DentsuLondon 2010 Smartphone, X Motion Sensor X GPS X Coupon, video, gerative animation, single-user, small field of view, reactive to hand position and movement, interactive, no narrative, anywhere, game, iphone, fun, collaborative
"iButterfly" is an entertaining iPhone application using AR, motion sensor, and GPS functions to collect coupons. Through the iButterfly, we will deliver not only coupons but also diverse information and contents as well.
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.
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.
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.
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.
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
Pacer Tutors: Jouke Verlinden, Gerwin de Haan (TU Delft) 2010 Spacial Projection, Shape recognition, attributes and hands, generative animation, single-user, small field of view, reactive to attributes and hands, interactive, no narrative, on any suface, communication tool, engineering simulation, design
PACER is a tool currently under development at TU Delft Faculty of Industrial Design Engineering.
Put a spell Ogmento (arballoon_ we ar) 2010 Smartphone, Shape recognition, graphic image, video, generative animation, single-user, small field of view, reactive to hand position, screen touch and images, interactive, no narrative, on any surface, children, education, informational, game, Iphone
Ogmento is hard at work reinventing reality. We are currently focused on developing mobile augmented reality games and applications for the iPhone. Put A Spell Features Dubi Panda a 3D hologram on your iPhone, Will challenge your child to spell, Grab real cards and drop in blank spaces, Recognizes and pronounces letters, Designed with literacy experts
Ride my Star (Devilfish, Blacionica, Zerofractal) 2009 desktop, shape recognition, marker, animation, single-user, flat small field of view, reacts to marker position, linear narrative, any computer with webcam, Videoclip, music video
Perretta’s clip is the first one to be directed entirely in 3-D. It creates an interesting and interactive experience for viewers with a webcam, as it allows them to watch the video while "holding" the virtual book with their own hands in front of their computer. The excellence of the graphics and the direction make it an enjoyable experience. Julien Perretta is showing himself to be a pioneer of sorts in the musical domain, as the industry is late in comparison to the evolution of the web. He is part of the group of artists that undeniably outdo the practices of major labels.
Second Life visits The Hague Sander Veenhof / SNDRV (TAG) 2008 Laptop, GPS, audio, location user, audio, virtual location, avatar, multi-user, 360 small field of view, reactive to phisical position, interactive non linear narrative, city of The Hague, second life, game, citywalk, TAG
Using a virtual to real-world conversion mechanism, the location of Second Life avatars is converted to locations on the map of The Hague.
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.