Results 1 - 14 of 14
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.
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 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
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.
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.
Growth Christopher Manzione (The Virtual Public Art Project) 2010 smartphone, GPS, motion sensors, videofeed location, 3d still, single-user, 360 small field of view, reacts to hand position, no narrative, space-specific, layar, locative media, virtual statue
Growth is a virtual public sculpture composed of a multitude of fractal polygons that coalesce into an asymmetrical three-dimensional form. The virtual public sculpture originated as a physical form created by the artist by hand and was scanned into the digital world.
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.
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.
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…
RE: Bram Snijders, Carolien Teunisse (HKU) 2010 Spacial Projection, video mapping, projector, animation, multi-user, 360 large field of view, linear narrative, anywhere, long set-up, media, projector, reflection
3 mirrors and a projector has been used to project on itself. A virtual reality is updated by a confrontation with our everyday physical reality.
Solo-exhibition Michael Guidetti Michael Guidetti 2009 projection, video-mapping, painting, graphic animation, multi-user, 180 choice of perspective, large field of view, linear narrative, specific for that painting, painting, exhibition, museum, mixed media
Bounce Room 1 & 2 are 2 paintings by Michael Guidetti. They’re not just normal paintings, I would call them augmented paintings. Together with the paintings come projectors which add animation to the sceneries.
The Artvertiser Julian Oliver 2009 handheld binoculars, phone, graphic image recognition, image, advertisement, video, still image, single-user, 180 choice of perspective, large field of view, reactive to hand position, linear narrative, still image, dependent on input content, anywhere where a specific advertisement is, Transmediale 10, Linux
The Artvertiser is an urban, hand-held Improved Reality project that re-purposes street advertisements as a surface for exhibiting art. The project was initiated by Julian Oliver in February 2008 and is being developed in collaboration with Clara Boj, Diego Diaz and Damian Stewart.
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.
We The Citizens Paul Lincoln (Multimedia Art Asia Pacific) 2004 handheld display, desktop, shape recognition, Markers, animation, multi-user, 360 small field of view, reacts to hand position, linear narrative, space-specific, MAAP, conditioning, installation
A visual allegory for existence in Singapore, this installation thematically revolves around air conditioning, a physical condition noted for it's importance in Singapore's great economic development through the conditioning of ambient temperature. 'We the citizens' is about us, Singaporeans and endeavors to confront the audience with issues of our comfort and meanings of unity under the comfort of government. "We the citizens" utilises Mixed Reality Technology