Results 1 - 30 of 58
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 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.
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 Lichtfront, Grosse8 2010 Spacial Projection, video mapping
Augmented Sculpture is a physical installation made by LICHTFRONT and GROSSE8 for Passagen 2010.The installation consists of geometrical forms located in an interior space with projection mapping cycling through various textures highlighting sharp physical elements, sometime one at the time.The argument still remains, why distort a solid when you can manipulate and ever change somethings perceived form through augmentation? Is augmentation going to be the downfall of our constructive creativity, supplemented purely for productivity?
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.
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.
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.
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.
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.
Dead Leaves and the Dirty Ground Michel Gondry (White Stripes) 2002 recorded projection, filmed video-mapping, film, video, multi/single user, small field of view, linear story, played on any computer, music video, projection mapping
The music video for this song, directed by Michel Gondry, depicts Jack White coming back to his trashed house and surveying reckless destruction. While he goes from room to room, sepia video of the party events that led to the decimation (and of his and Meg's relationship before he left) is superimposed over the scene, until in the final scene she leaves him.
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.
Epizentrum Martin Zeplichal 2005 projection, videomapping, architecture, reactive animation, multi-user, 180 large field of view, no narrative, anywhere indoors, long setup, projectionmapping, audio reactive, energy, edges
The sensitive reciprocity between visitor and space is visualized by interactively animating the existing architectural geometry. Seismographic oscillations produced by the visitor of the space get amplified and every step causes striking movements of the ambient itself. This map of oscillation gets amplified and transferred into a visible real-time animation that projects the animated edges of the building geometry on itself. The space visibly moves and becomes both interactive toy and interface.
Exercise in Immersion 4 Marnix de Nijs (V2_) 2007 head-mounted display, sensors, microphone, video, sound, video, generative abstract animation, sound, single-user, 360 choice of perspective, large field of view, reactive to head position, game with unknown goal, unconscious choices about narrative, indoors, anywhere, long setup, game, art-game, Deaf 07, crash suit
The headset is equipped with a sensor system that can couple the exact position of the user in reality with previously designed imagery. On the display built into the headset, a combination between the real world and the virtual-constructed world becomes visible.The virtual world corresponds with the existing environment through a number of clearly marked reference points, such as walls, pillars and doors. Without movement, the player remains in reality and there is no possibility to take part in the game. Movement and game progression results in the manipulation of the existing space that in the long run will transform into a virtual environment. In the most extreme case, the representation of the existing space will be completely replaced with a new and unknown world.
Expression of Joy (Inition, Dare) 2009 desktop, shape recognition, marker, generative animation, single-user, flat small field of view, reacts to marker position, no narrative, any computer with webcam, ARtvertising, car, bmw, customize
BMW initiated an online augmented reality campaign to promote the launch of the BMW Z4. Inition worked with Dare to create a unique interactive online brand experience supporting the TV campaign in which a roadster is steered across a blank canvas with the tires providing paint trails and colourful ‘expressions of joy’. Powered by Inition’s augmented reality technology MagicSymbol, users can now create their own ‘expression of joy’ online. Users can test drive a virtual 3D Z4 and record their paint trails via the webcam and upload videos of their creations to YouTube. The augmented reality application is complemented by content on Facebook and YouTube
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.
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.
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.
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.
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?
Heartbreak Warfare Blitz (Adobe) 2009 desktop, image recognition, marker logo, animation, sound, single-user, small field of view, reactive to object position, linear videoclip, in front of any computer with webcam, videpclip. john mayer
The real world and 3D world collide in the interactive clip that features a Mayer hologram performing the song — guitar in hand — in a virtual living room. Viewers using the AR technology can choose the way they want to see the video. Zoom in close so John’s lamp comes on, spin the room around, or take a look from afar so you can see where the floorboards end. It’s a new wave of technology Mayer is excited to introduce to music fans.
ibutterfly DentsuLondon 2010 Smartphone, X Motion Sensor X GPS X Coupon, video, gerative animation, single-user, small field of view, reactive to hand position and movement, interactive, no narrative, anywhere, game, iphone, fun, collaborative
"iButterfly" is an entertaining iPhone application using AR, motion sensor, and GPS functions to collect coupons. Through the iButterfly, we will deliver not only coupons but also diverse information and contents as well.
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.
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.
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.
Market Hall Rotterdam Layar (NAI) 2009 Smartphone, Motion Sensor, GPS, video, still, single user, 360 small field of view, reactive to hand position, still, specific for the markthal construction site, architecture, NAI, informational, future
A 3-dimensional model of the Market Hall ("Markthal") in Rotterdam, The Netherlands, displayed on top of its construction site, through the Layar Reality browser. Rotterdam is the Dutch capital of modern architecture. The latest eyecatching project by Provast is the construction of the Market hall, a U-shaped building designed by renowned architects MVRDV. Completion is planned for 2014, but visitors and inhabitants can already see how the Market Hall looks like, simply by pointing their phone at its construction site. The 3D model enables the visitor to walk around the building and look inside - as if it was already there.
Night Lights Joel Gethin Lewis, Zach Lieberman, Pete Hellicar, Kyle McDonald, Todd Vanderlin w/ Daito (The Electric Canvas, YesYesNo, Inside Out, The Church ) 2009 spacial projection, projection mapping, motion tracking, building, live video feed of people, generative video, multi-user, 180 large field of view, uses body outlines, generative non-linear narrative, mapped on the ferry building, projectionmapping, phone, movement, openframeworks
In this installation YesYesNo teamed up with The Church, Inside Out Productions and Electric Canvas to turn the Auckland Ferry Building into an interactive playground. Our job was to create an installation that would go beyond merely projection on buildings and allow viewers to become performers, by taking their body movements and amplifying them 5 stories tall