Results 1 - 30 of 54
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 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 Scratching Todd Vanderlin 2009 shape recognition, image recognition, marker, sound and image, single-user, 180 small field of view, reactive to marker position, generative non-linear narrative, used on any desktop computer with webcam, music, vinyl, openframeworks
I was playing around with some AR markers the other day and came up with this idea. taking just a plain old vinyl record and attaching an AR marker to the label you can track the record in 3D space. The next question was, can you scratch the record?
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 Sorin Volcu (Spienza Universita di Roma) 2008 output free video, video edit, library, mixed-media video, multi-user, to watch on a screen, linear narrative, watchable anywhere, concept video, research, science-fiction
A sience fiction video about a augmented future of education
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.
Augmented Trashcan Eric Paulos, Tom Jenkins 2005 spacial projection, fotographs, street, animated images of trash, multi user, small field of view, no perspective control, non-linear narrative, could be placed on any trashcan, trash, environment
a visualization projection of trashcan contents. the device senses trash events, logs the time, measures the weight & displays the contents in a dynamic, weight-dependent representation. pedestrians participate & become aware of a city's everyday physicality.
Bamzooki Jason Garbett, Rupert Harris (BBC) 2010 television, 'Free-D' marker recognition, video, marker, generative animation, sound, multi-user, small field of view, game show, linear narrative, on any television, television, game, show, entertainment
Children's entertainment show in which teams of kids design creatures called zooks which are put to the test against each other. The BBC’s Virtual Studiotechnology was used to enable realtime composition of the 3D rendered graphics with live camera feeds. Each studio camera has a dedicated render PC to render the virtual scene from that camera’s perspective. To know what a studio camera’s perspective is, each camera is fitted with a second ‘Free-D’ camera which points towards the ceiling. On the ceiling are reflective, circular bar codes. The 3-D camera data is fed to a computer system that identifies the targets on the ceiling and calculates that camera’s position and orientation, 50 times a second.
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.
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.
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.
Displacements Michael Naimark 2005 spacial projection, filmed video-mapping, white room, people, video, multi/single user, small field of view, linear narrative, specific for that white room, projection mapping, installation
Displacements is an immersive film installation. An archetypal Americana living room was installed in an exhibition space. Then two performers were filmed in the space using a 16mm motion picture camera on a slowly rotating turntable in the room’s center. After filming, the camera was replaced with a film loop projector and the entire contents of the room were spray-painted white. The reason was to make a projection screen the right shape for projecting everything back onto itself. The result was that everything appears strikingly 3D, except for the people, who of course weren’t spray-paint white, and consequently appeared very ghostlike and unreal.
Domestic Robocop Keiichi Matsuda 2010 output free video, video edit, kitchen, mixed-media video, multi-user, to watch on a screen, linear narrative, watchable anywhere, concept video, research, science-fiction
The latter half of the 20th century saw the built environment merged with media space, and architecture taking on new roles related to branding, image and consumerism. Augmented reality may recontextualise the functions of consumerism and architecture, and change in the way in which we operate within it. A film produced for my final year Masters in Architecture, part of a larger project about the social and architectural consequences of new media and augmented reality.
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.
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.
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.
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,
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.
Its my time Fabrica (Benetton Group) 2010 Desktop, shape recognition, marker, Video, videofeed, single-user, small field of view, reactive to marker position, linear narrative, any desktop, ARvertizement, fashion, casting, competition
IT'S MY TIME is a worldwide search for fresh faces and new styles for Benetton's 2010 campaign. Augmented Reality or AR enhances the printed page by layering a virtual image over real paper and ink.
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.
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.