Results 1 - 30 of 51
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+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
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 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.
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.
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.
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.
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.
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.
GRrrrrridWAVE EXYZ, Boris Edelstein,1024 2006 Spacial Projection, video mapping, Metavilla installation, animation, multi-user, 360 large field of view, linear narrative, space-specific, Architecture Biennale, installation
A live building? Enhanced architecture? For one week, GrrrrrridWave gave the METAVILLA installation, in the French Pavilion of the 10th International Architecture Biennale in Venice, a new virtual skin. The Metavilla structure was entirely remapped in 3d.
Hand From Above Chris O’Shea (Abandon Normal Devices, Liverpool City Council, BBC) 2009 moving billboard, video tracking, people on the square, video and animation, multi-user, large field of view, reacts on human presence, non-linear narrative, any square, Leicester Comedy Festival
Hand From Above encourages us to question our normal routine when we often find ourselves rushing from one destination to another. Inspired by Land of the Giants and Goliath, we are reminded of mythical stories by mischievously unleashing a giant hand from the BBC Big Screen. Passers by will be playfully transformed. What if humans weren’t on top of the food chain?
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.
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.
Livingroom2 Jan Torpus, Roderick Galantay, Bennet Uk (Swiss National Science Foundation,, 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.
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.
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.
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.
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
OUT/IN Nikita Tsymbal, Anna Abalikhina, Sergei Komarov, Maria Smirnova (Asymmetrique Answer performance group) 2009 spacial projection, motion tracking, body dancer, generative animation, multi-user, large field of view, human live performance, live, generative, non-linear narrative, any stage, live, dance, motion tracking, real-time
Our project is a reaction to the surrounding reality. Not a confrontation and a protest, but an action positive and creative.This is interdisciplinary high tech project which includes choreography, design, fashion, programming and media art. It’s the union of technology and actual art…
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.