Results 1 - 6 of 6
Project Persons Year Tags
ARhrrrr Augmented Environments Lab (GVU) 2009 handheld phone, graphic image recognition, image, map, generative animation, sound, single-user, 360 choice of perspective, small field of view, reactive to hand position, physical objects, first person shootergame, conscious choice about narrative, phisical objects trigger events, any surface, anywhere, quick setup, skittles, game, zombies
ARhrrrr is an augmented reality shooter for mobile camera-phones. The phone provides a window into a 3d town overrun with zombies. Point the camera at our special game map to mix virtual and real world content. Civilians are trapped in the town, and must escape before the zombies eat them! From your vantage point in a helicopter overhead, you must shoot the zombies to clear the path for the civilians to get out. You can use Skittles as tangible inputs to the game, placing one on the board and shooting it to trigger an explosion.
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.
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.
Golden Calf Jeffrey Shaw 1994 handheld display, Tilt sensors, pedestal, still, single-user, 360 small field of view reacts to hand position, no narrative, space-specific, reflections of the venue, calf, window, reflections, shiny
This work is constituted by a white pedestal on which there stands an LCD colour monitor connected to computing machinery by a cable running through the pedestal. The viewer of this work picks up and holds this monitor in his hands. The screen shows a representation of the pedestal with a computer-generated image of a golden calf on top. By moving the monitor around the actual pedestal the viewer can examine this golden calf from above and below and all sides. Thus the monitor functions like a window that reveals a virtual body apparently located physically in the real space.
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.