Results 1 - 13 of 13
Project Persons Year Tags
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.
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.
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.
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.
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.
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.
Tetra Tennis Fred Viktor, Benoit REBUS, MANGANELLI (FFT) 2008 Spacial Projection, video mapping, tennis court, animation, multi-user, 360 large field of view, linear narrative, space-specific, sports, tennis
For the Paris Bercy Masters, the French Tennis Federation asked us to submit a project that would stage the entrance of the tennis players on the court.TETRA Tennis was our answer. It is video-mapping set-up, projected directly on the tennis court. Once the lights dim out, the show consists of redrawing the lines of the court in interaction with the music.Controlled with a joystick, the visual sequences can be remodeled live : the lines can vibrate, be deformed, tremble, rotate, create depth…
The Amazing Cinemagician Helen Papagiannis 2009 spacial projection, graphic image recognition, paying cards, animation on fogscreen, multi-user, 360 large field of view, natural eye movement, non-linear narrative triggered by user, anywhere indoors, Georges Méliès, fog, spacial
The project “The Amazing Cinemagician” is based on a card-trick, using physical playing cards as an interface to interact with the FogScreen. RFID tags are hidden within each physical playing card. (Part of the magic and illusion of this project was to disguise the RFID tag as a normal object, out of the viewer’s sight.) Each of these tags corresponds to a short film clip by Méliès, which is projected on to the FogScreen once a selected card is placed atop the RFID tag reader.
The Whisper Deck Craig Kapp 2009 headmounted display, marker recognition, marker, generative animation, single-user, 360 large field of view, reacts to head position, non-linear informational narrative defined by user, any suface, Flicker, Google, search, informational, voice
The Whisper Deck is a voice-controlled augmented reality data visualization tool that immerses users within a fluid information ecosystem of their own design. Using an off the shelf Vuzix CamAR head mounted display, users can look around their local environment. A special symbol visible in the environment causes the 3D interface of the Whisper Deck to appear. Users can speak commands to the model to cause it to search the Internet and return relevant information, including spoken definitions from Wikipedia, images from Picasa, Flickr and Google Images, as well as search term comparisions from Google Trends.
TINMITH Wayne Piekarski (University of South Australia) 2006 head-mounted display, gloves, Markers, pinch gloves, videofeed, generative stills, single-user, 360 large field of view, generative non-liear narrative, could be programmed anywhere, Metro, geometry, outdoor
We have written a number of applications which use Tinmith technology in order to perform outdoor augmented reality tasks. The Tinmith-Metro application is our main application, demonstrating the capture and creation of 3D geometry outdoors in real time, leveraging the user's physical presence in the world. Tinmith-Metro is also capable of easily rendering existing 3D models such as VRML, 3DS, and DXF for visualisation purposes. The true power of our software is experienced when using the 3D modelling capability to make changes in the environment, which is the most advanced of its kind available.
U-Raging Standstill CREW 2007 head-mounted display and headphones, camera, performers, pre recorded and live videofeed and sound, videofeed and sound, single-user, 360 large field of view, linear narrative chosen by the performers, could be set up anywhere, long setup, theatre, choreography, video, performance
The visitor of'U'becomes the protagonist in his own story. A story where he partly loses himself and eventually finds himself almost physically.
? sculpture, animation, sound, multi-user, 360 large field of view, linear narrative, anywhere indoors, long set-up, synesthetic, abstract, Passagen
? video mapping, sculpture, animation, sound, multi-user, 360 large field of view, live set, non-linear narrative, any club, live, preformence, music, club