Results 1 - 14 of 14
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.
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.
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.
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.
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.
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/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…
ScavengAR (Porter Noveilli, Metaio) 2010 smart phone, gprs geo tag, compass, graphic image recognition, graphic markers, animation, multi-user, walk trough the city, multi-player hunt game, points can be earned, pictures and texts can be placed, space specific in the city of Austin, game, quest, twitter
Players open up the junaio application available on the iPhone App Store and tune into the ScavengAR channel. Player's camera is on live view. This view will display a range of pre-set geo/AR tags created for the game within about 30 feet. Tags first appear as question marks. When close enough to the tags, players click question mark Geo/AR marker to collect the clue and score points.
Second Life visits The Hague Sander Veenhof / SNDRV (TAG) 2008 Laptop, GPS, audio, location user, audio, virtual location, avatar, multi-user, 360 small field of view, reactive to phisical position, interactive non linear narrative, city of The Hague, second life, game, citywalk, TAG
Using a virtual to real-world conversion mechanism, the location of Second Life avatars is converted to locations on the map of The Hague.
Tag und Nacht Till Botterweck, Nagehan Kurali (Urbanscreen) 2009 spacial projection, videomapping, Schürstabhaus, animation, sound, multi-user, large field of view, linear narrative, space-specific, projection mapping, performence, video
"Tag und Nacht" is an architectural projection on the Schürstabhaus in the historic center of Nuremberg. It was performed in May 2009 at the "Blaue Nacht" festival. Tag und Nacht basically was inspired by the astronomer Nicolaus Copernicus, who published his main work in Nuremberg in the 15th century. We used videomapping technique to establish the facade as an active player, marking the boundarys between heliocentric system and copernican system.
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.
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.
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In this narrative by Saskia De Coster the central themes are regression, dementia and the loss of self. Equiped with videogoggles and headphones, the protagonist walks out of the memory of himself...