Showing posts with label Augmented Reality. Show all posts
Showing posts with label Augmented Reality. Show all posts

Tuesday, July 26, 2011

mesh modeller that uses KINECTs depth perception and homemade data gloves

 

a simple mesh modeller that uses KINECTs depth perception and homemade data gloves for a more real world oriented user interaction in virtual 3d space.
realized only with open source software

Monday, July 25, 2011

SixthSense

sixthsense

 

system.jpghand_phone.jpgvideo_paper.jpg
SixthSense: How It Works: A webcam captures video, including specific hand signals that the laptop reads as commands. A mini-projector then displays the relevant content — e-mail, stock charts, photos — on the nearest surface  Bland Designs
Imagine a wearable device that lets you physically interact with interfaces that appear in front of you on any surface, where and when you want them. You can watch a video on your newspaper's front page, navigate through a map on your dining table, and flick through photos on any wall. The "Sixth Sense" system from Patti Maes' Fluid Interfaces Group at the MIT Media Lab does all this through a prototype built from $300 worth of off the shelf components. You can even take a photograph by simply holding your hand in the air and making a framing gesture.

 

SixthSense is a wearable gestural interface device developed by Pranav Mistry,

SixthSense - Wikipedia, the free encyclopedia

SixthSense is a wearable gestural interface device developed by Pranav Mistry, a PhD student in the Fluid Interfaces Group at the MIT Media Lab. It is similar to Telepointer, a neckworn projector/camera system developed by Media Lab student Steve Mann[1] (which Mann originally referred to as "Synthetic Synesthesia of the Sixth Sense").[2]

The SixthSense prototype comprises a pocket projector, a mirror and a camera contained in a pendant like, wearable device. Both the projector and the camera are connected to a mobile computing device in the user’s pocket. The projector projects visual information enabling surfaces, walls and physical objects around us to be used as interfaces; while the camera recognizes and tracks user's hand gestures and physical objects using computer-vision based techniques.[3] The software program processes the video stream data captured by the camera and tracks the locations of the colored markers (visual tracking fiducials) at the tips of the user’s fingers. The movements and arrangements of these fiducials are interpreted into gestures that act as interaction instructions for the projected application interfaces. SixthSense supports multi-touch and multi-user interaction.

Monday, June 27, 2011

Using The Kinect To Make Any Surface Multi-Touch - 3point calibration

 




Today in the Department of Kinect Hacks, we’ve got an official-looking hack showing off how you can use the Kinect (and its open-source drivers, of course) to turn any flat surface into a multi-touch trackpad or projected Surface.

It’s pretty straightforward, really. The Kinect looks at the scene in 3D, you establish a plane and boundaries for the interaction area, and boom, multi-touch.

This little demo was put together by a seasoned interactive surface team, Patten Studio, from whom I hope we can expect to see an open demo app of this thing.

[via Reddit, where they're getting good at catching these little experiments]

Friday, June 10, 2011

Sweatshoppe – Video Painting « Urban Projection

 

Sweatshoppe – Video Painting

Got a mail to a fantastic project going on in New York. I just post the mail here :

Multimedia performers Sweatshoppe have been wheat pasting buildings

with moving images all over New York. Mapping video projections to

LED-lit paint rollers, Sweatshoppe lay their projections on a surface,

paint-stroke by paint stroke. They call new digital performance style

“Video Painting” and have demonstrated the end result here:


SWEATSHOPPE, 4spots, the landing extras from SWEATSHOPPE on Vimeo.

How it works: The software controlling the video was written in Max.

The paint roller does not use any sort of paint, it simply contains

green LEDs. The software tracks the color green and outputs the x y

position which are sent to drawing commands and the strokes are

textured with video.

Sweatshoppe is video artists Bruno Levy and Blake Shaw. They plan on

eventually releasing the software, but only after it is much more

refined, buffed up with features and is user-friendly.

SWEATSHOPPE Video Painting

 

SWEATSHOPPE Video Painting @ DIS-PATCH Festival Belgrade from SWEATSHOPPE on Vimeo.

Wednesday, June 8, 2011

The Works of Silke Hilsing: Impress & Virtual Gravity | Designerscouch #thecritiquenetwork

 

The Works of Silke Hilsing: Impress & Virtual Gravity

Virtual gravity is an interface between digital and analog world. With the aid of analog carriers, virtual terms can be taken up and transported from a loading screen to an analog scale. The importance and popularity of these terms, outputted as a virtual weight, can be weighed physically and be compared. Therefore impalpable, digital data get an actual physical existence and become a sensually tangible experience.

 

Virtual Gravity [Processing]: Weight of digital data / project by Silke Hilsing | CreativeApplications.Net

virtualgravity00

Tuesday, June 7, 2011

Martin Wattenberg & Marek Walczak - Apartment

Database Aesthetics » Martin Wattenberg & Marek Walczak - Apartment

 

Saturday, 9 Feb 2008

Martin Wattenberg & Marek Walczak - Apartment

Martin Wattenberg & Marek Walczak - Apartment

In Wattenberg and Marek’s Apartment, “viewers are confronted with a blinking cursor. As they type, rooms begin to take shape in the form of a two-dimensional plan, similar to a blueprint. The architecture is based on a semantic analysis of the viewer’s words, reorganizing them to reflect the underlying themes they express. The apartments are then clustered into buildings and cities according to their linguistic relationships.

Each apartment is translated into a navigable three-dimensional dwelling, so contrasting between abstract plans/texts and experiential images/sounds.

Apartment is inspired by the idea of the memory palace. In a mnemonic technique from a pre-Post-It era, Cicero imagined inscribing the themes of a speech on a suite of rooms in a villa, and then reciting that speech by mentally walking from space to space. Establishing an equivalence between language and space, Apartment connects the written word with different forms of spatial configurations.”

Experience the project here.

Martin Wattenberg: Apartment

Martin Wattenberg: Apartment

 

 

Viewers are confronted with a blinking cursor. As they type, rooms begin to take shape in the form of a two-dimensional plan, similar to a blueprint. The architecture is based on a semantic analysis of the viewer’s words, reorganizing them to reflect the underlying themes they express. The apartments are then clustered into buildings and cities according to their linguistic relationships.


Apartment is inspired by memory palaces. In a mnemonic technique from a pre-Post-It era, Cicero imagined inscribing the themes of a speech on a suite of rooms in a villa, and then reciting that speech by mentally walking from space to space. Establishing an equivalence between language and space, Apartment connects the written word with different forms of spatial configurations.

In some versions the computer constructs a 3D as well as 2D structure. In a few later installations, viewers can collaborate, with two people able to merge their apartments into
a combined structure.

Monday, June 6, 2011

projected onto the floor of the gallery that allows the visitor to walk ‘through’ it

Group exhibition, Ljubljana and Ribnica/Slovenia: You Own Me Now Until You Forget About Me. | CONT3XT.NET

 

Apartment (2001), by Martin Wattenberg & Marek Walczak

Martin Wattenberg and Marek Walczak

(with additional programming by Jonathan Feinberg)

Apartment (2001-2004) | Website, projection

In Apartment Martin Wattenberg and Marek Walczak were inspired by Cicero’s mnemonic technique of a memory palace. The user establishes an equivalence between language and space by typing words and phrases into the computer. After being automatically processed, language takes the form of a two-dimensional blueprint projected onto the floor of the gallery that allows the visitor to walk ‘through’ it. The semantic relationships of the written words are connected to spatial and contextual configurations and at the same time cause their architectural re-organisation.

http://www.turbulence.org/Works/apartment/#

The Method of Loci - The Mental Walk

Method of loci - Wikipedia, the free encyclopedia

'the method of loci', an imaginal technique known to the ancient Greeks and Romans and described by Yates (1966) in her book The Art of Memory as well as by Luria (1969). In this technique the subject memorizes the layout of some building, or the arrangement of shops on a street, or any geographical entity which is composed of a number of discrete loci. When desiring to remember a set of items the subject literally 'walks' through these loci and commits an item to each one by forming an image between the item and any distinguishing feature of that locus. Retrieval of items is achieved by 'walking' through the loci, allowing the latter to activate the desired items.

The method of loci is also commonly called the mental walk.

In basic terms, it is a method of memory enhancement which uses visualization to organize and recall information. Many memory contest champions claim to use this technique in order to recall faces, digits, and lists of words.

more to do with their technique of using regions of their brain that have to do with spatial learning

 

It is generally applied to encoding the key ideas of a subject. Two approaches are:

1. Link the key ideas of a subject and then deep-learn those key ideas in relation to each other, and;

2. Think through the key ideas of a subject in depth, re-arrange the ideas in relation to an argument, then link the ideas to loci in good order.

It has been found that teaching such techniques as pure memorization methods often leads students towards surface learning only. Therefore, it has been recommended that the method of loci should be integrated thoroughly with deeper learning approaches.

Example:

During the mental walk, people remember lists of words by mentally walking a familiar route and associating these objects with specific landmarks on their route. An example of this would be to remember your grocery shopping list in a mental walk from your bedroom to kitchen in your house. Let's say the first item on your list was bread; then mentally you can place a loaf of bread on your bed. As you continue mentally walking you can place the next item, assume it is eggs, on your dresser. The mental walk continues like this as you place consecutive items along a familiar route that you walk. So when you are at the grocery store, you can then think about this walk and “see” what you placed at each location. In your head you will remember bread being on your bed, and eggs being on the dresser. This can continue for as many items as you want to place on your path as long as the route continues. The more dramatic the images, the more vivid the memory. For instance: instead of "bread", try to visualize a giant loaf of bread; instead of "eggs", imagine broken eggs all over the place.

Memory - linking landmarks -the roman path

Academictips.org - Memory Techniques, Memorization Tips - The Roman Room Technique

The Roman Room technique is an ancient and effective way of remembering
unstructured information where the relationship of items of information to
other items of information is not important.

It functions by imagining a room (e.g. your sitting room or bedroom). Within that room are objects. The technique works by associating images with those objects.

To recall information,
simply take a tour around the room in your mind, visualising the known objects and their associated images.

Expanding the Roman Room System

The technique can be expanded in one way, by going into more detail, and
keying images to smaller objects. Alternatively you can open doors from the
room you are using into other rooms, and use their objects to expand the
volume of information stored. When you have more experience you may find
that you can build extensions to your rooms in your imagination, and populate
them with objects that would logically be there.

Other rooms can be used to store other categories of information.

Moreover, there is no need to restrict this information to rooms: you could
use a view or a town you know well, and populate it with memory images.

Summary

The Roman Room technique is similar to the Journey method, in that it works
by pegging images coding for information to known images, in this case to
objects in a room or several rooms.

The Roman Room technique is most effective for storing lists of unlinked
information, whereas the journey method is most effective for storing lists
of related items.

Wednesday, June 1, 2011

Sony's "SmartAR" Augmented Reality Tech Demo

Sony's "SmartAR" Augmented Reality Tech Demo - Core77

 

Posted by hipstomp | 30 May 2011

 | 
Comments (1)

Sony might have lost the portable music player and smartphone war, but it's too soon to count them out of the product design space. What they need is a hit or a killer app to put them back in the game, and since they've lost points on hardware, perhaps they'll make it back in software. Take a look at "SmartAR," the augmented reality technology they've been messing around with in their skunkworks:

 

Needless to say, the ability to photograph barcode-less items in the real world and get instant information on them could be huge, a sort of away-from-a-home-computer Google. What remains to be seen is if Sony can bring it to the masses in a palatable format and, of course, what Google will counteroffer if SmartAR takes off.