bingruitang – F15 54-498/54-798/60-446/60-746: Expanded Theater https://courses.ideate.cmu.edu/54-498/f2015 Carnegie Mellon University, IDEATE Fri, 18 Dec 2015 22:25:24 +0000 en-US hourly 1 https://wordpress.org/?v=4.5.31 “Augmented Reality Coloring Books” by Disney (2015) https://courses.ideate.cmu.edu/54-498/f2015/augmented-reality-coloring-books-by-disney-2015/ https://courses.ideate.cmu.edu/54-498/f2015/augmented-reality-coloring-books-by-disney-2015/#respond Sun, 11 Oct 2015 23:18:51 +0000 http://courses.ideate.cmu.edu/mediadesign/f15/54-498/?p=10896

YouTube / DisneyResearchHub – via Iframely

Disney Research has developed an interactive, augmented reality app that is able to track and capture real-time images from a mobile device’s camera, and then map them onto any 3D surface. Yep, this means that your drawing is transformed into a 3D object in real-time, so you can actually watch it getting colored on screen. It also retains the original artwork’s texture. Wow.

The video above gives a short explanation of how the app works (very simply, it copies pixels from your work and adapts them for use in other regions) and reminds us that traditional coloring books are soon to be a thing of the past. The example below shows an elephant whose pants are being colored in, and you can see how this app could potentially revolutionize the coloring book industry. The technology could even extend to all sorts of interactive gaming experiences.

This program isn’t available just yet as it’s still in the testing phase, but keep your eyes peeled for more updates in the near future. Man, imagine if this was your first coloring book experience. It will be for some lucky children, and they’re in for a special treat.

 

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Edition 01 by Pixellerie Fine (2011) https://courses.ideate.cmu.edu/54-498/f2015/edition-01-by-pixellerie-fine/ https://courses.ideate.cmu.edu/54-498/f2015/edition-01-by-pixellerie-fine/#respond Tue, 06 Oct 2015 05:23:28 +0000 http://courses.ideate.cmu.edu/mediadesign/f15/54-498/?p=10875

Vimeo / Cellules – via Iframely

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“T-shirt Maker” by Marco Heleno (2011) https://courses.ideate.cmu.edu/54-498/f2015/t-shirt-maker-by-marco-heleno-2011/ https://courses.ideate.cmu.edu/54-498/f2015/t-shirt-maker-by-marco-heleno-2011/#respond Tue, 06 Oct 2015 05:16:46 +0000 http://courses.ideate.cmu.edu/mediadesign/f15/54-498/?p=10872

Vimeo / Marco Heleno – via Iframely

The concept of “make your own t-shirt” could be, for the brand represented an investment and an opportunity to promote their brand and products.

Software:
_Processing (Java);
_Arduino;
_Augmented Reality.

Hardware:
_Furniture;
_Arduino;
_3 Physical Buttons;
_1 Potentiometer;
_1 Infrared Sensor;
_Macbook Pro;
_Sony Eye PS3;
_Multimedia Projector.

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“Second Interface” by Fluid Interfaces (2012) https://courses.ideate.cmu.edu/54-498/f2015/second-interface-by-fluid-interfaces-2012/ https://courses.ideate.cmu.edu/54-498/f2015/second-interface-by-fluid-interfaces-2012/#respond Tue, 06 Oct 2015 05:12:43 +0000 http://courses.ideate.cmu.edu/mediadesign/f15/54-498/?p=10869

Vimeo / Fluid Interfaces – via Iframely

An environment for creative collaboration is significant for enhancing human communication and expressive activities, and many researchers have explored different collaborative spatial interaction technologies. However, most of these systems require special equipment and cannot adapt to everyday environment. We introduce Second Surface, a novel multi-user Augmented reality system that fosters a real-time interaction for user-generated contents on top of the physical environment. This interaction takes place in the physical surroundings of everyday objects such as trees or houses. Our system allows users to place three dimensional drawings, texts, and photos relative to such objects and share this expression with any other person who uses the same software at the same spot. Second Surface explores a vision that integrates collaborative virtual spaces into the physical space. Our system can provide an alternate reality that generates a playful and natural interaction in an everyday setup.

 

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“Microscopic Leaps” by MRK – Markos Kay (2015) https://courses.ideate.cmu.edu/54-498/f2015/microscopic-leaps-by-mrk-markos-kay-2015/ https://courses.ideate.cmu.edu/54-498/f2015/microscopic-leaps-by-mrk-markos-kay-2015/#respond Tue, 06 Oct 2015 05:06:16 +0000 http://courses.ideate.cmu.edu/mediadesign/f15/54-498/?p=10866

Vimeo / MRK – via Iframely

Conceptual visualisations based on Eric Betzig’s Nobel-winning work for the development of super-resolved fluorescence microscopy. This tomographic technique uses light-sheets to provide a highly detailed, three-dimensional, animated view of the microscopic world revealing a groundbreaking picture of complex cellular processes and forms. The recordings of biological processes using this technique were artistically reinterpreted and recreated as 3d simulations which were then used to extract final images for print. The full film “Microscopic Leaps” exclusive to Sedition was created out of these simulation experiments.t.co/LGC8nDmumD

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“Smarter Objects” by Fluid Interfaces (2013) https://courses.ideate.cmu.edu/54-498/f2015/smarter-objects-by-fluid-interfaces-2013/ https://courses.ideate.cmu.edu/54-498/f2015/smarter-objects-by-fluid-interfaces-2013/#respond Tue, 06 Oct 2015 04:56:49 +0000 http://courses.ideate.cmu.edu/mediadesign/f15/54-498/?p=10863

Vimeo / Fluid Interfaces – via Iframely

 

The Smarter Objects system explores a new method for interaction with everyday objects. The system associates a virtual object with every physical object to support an easy means of modifying the interface and the behavior of that physical object as well as its interactions with other “smarter objects”. As a user points a smart phone or tablet at a physical object, an augmented reality (AR) application recognizes the object and offers an intuitive graphical interface to program the object’s behavior and interactions with other objects. Once reprogrammed, the Smarter Object can then be operated with a simple tangible interface (such as knobs, buttons, etc). As such Smarter Objects combine the adaptability of digital objects with the simple tangible interface of a physical object. We have implemented several Smarter Objects and usage scenarios demonstrating the potential of this approach.

 

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“in Paris” from Okio Studio (2014) https://courses.ideate.cmu.edu/54-498/f2015/in-paris-from-okio-studio-2014/ https://courses.ideate.cmu.edu/54-498/f2015/in-paris-from-okio-studio-2014/#respond Thu, 01 Oct 2015 16:03:59 +0000 http://courses.ideate.cmu.edu/mediadesign/f15/54-498/?p=10832

Vimeo / OKIO STUDIO – via Iframely

Movie made for the Oculus Rift and other kind of virtual reality masks.

Some views and experiences on a day in Paris : a museum, a car on a circuit, a roller-coaster, a countryside, a concert and the Eiffel Tower from a bridge.
All shoot on live action.

 

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“Swing” by Christin Marczinzik (2015) https://courses.ideate.cmu.edu/54-498/f2015/swing-by-christin-marczinzik-2015/ https://courses.ideate.cmu.edu/54-498/f2015/swing-by-christin-marczinzik-2015/#respond Thu, 01 Oct 2015 15:39:13 +0000 http://courses.ideate.cmu.edu/mediadesign/f15/54-498/?p=10782

Vimeo / Christin Marczinzik – via Iframely

“Swing” is a playful VR-installation with Oculus Rift DK2 and Kinect SDK 2.0. It uses a swing as a physical input device. This innovative combination offers the gamer a very immersive experience.

The way swinging influences people is still a mystery. But one thing is certain: the rhytmic motion has positive impacts on the psyche and wellbeing. We want to use and intensify this sensual effects to let the gamer fall into dreams and expand his mind.

“Swing” makes a dream come true: the dream of flying.

The prototype was originated within the project „Digital Spectacle“ at the Burg Giebichenstein University of Art and Design Halle in wintersemester 2014/15. It was developed by Christin Marczinzik and Thi Binh Minh Nguyen, Multimedia Design Master students, supervised by Prof. Bernd Hanisch.

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Marling: Game of Spectators https://courses.ideate.cmu.edu/54-498/f2015/marling-game-of-spectators/ https://courses.ideate.cmu.edu/54-498/f2015/marling-game-of-spectators/#respond Thu, 17 Sep 2015 13:06:51 +0000 http://courses.ideate.cmu.edu/mediadesign/f15/54-498/?p=10679  

Vimeo / haque d+r – via Iframely

Osman Haque first showed his mass-participation interactive spectacle on a public square in Eindhoven, Netherlands. As described on its official Youtube post, “Your voice creates the space around you, reverberates in many ways long after you have stopped speaking. In Marling the voices of citizens are given form through spectacular effects that hang in the air above the crowd, forming a delicate, intricate ceiling of animated color. People become players on the urban stage, together bringing the space to life through their actions and sounds, and building a shared public memory of collaboration that, hopefully, will last long after the event. “

With watching the movie, you can see people trying to develop sounds with different paces, volumn and rhythm via different medium (footstep, shout, sing etc.) Haze machine enables moving image to be shown in the air – people can see how shapes and forms interact with their own sound.

More and more people gathered, they keep testing different sounds and the visual transformation they got as reward. They keep doing experiment with it, making other pass-bys involved as well.

The video doesn’t really show how this spectator work begins, so we cannot make sure how the first group of people get engaged into this kind of public art piece. Since it is a show, the first group of people should be organized or informed to go there. However, we could predict that even if there is no sign, just this beautiful floating ceiling hanged in air, people will finally gather at that public place.

## Involving people

There is a very famous psychological experiment, or say, tricky game, that people love to play again and again. Imagine you and some of your friends are on the way to campus. You guys decided to try treat other passing buys. You all stopped, standing and looking at somewhere into the sky. Keep doing this for several minutes, people who passed by will quickly join in your group, looking into the sky.

Sometimes one of them may ask: So what on earth do you guys looking for? While “honest” people would say:”well, I don’t know either”, there must be another smart guy:”Oh, they said they just saw UFO.”

Even if there is nothing happened, people are willing to spend time watching or waiting as the previous people. A group of people creates reliable and valuable atmosphere that makes passing-bys believe there is something deserve a try.

## Gaming or Learning

How do people find this moving image follows sound? Answer is obvious: They show interactive responses. Though the video is not really in high resolution and a little bit shaky, we can see that moving image varies its wave and shape in order to show that they were performing different kind of sound and different frequency of sound.

One important role in gaming is actually learning. People seldom realize that gaming is actually following some basic principles in “good learning”. They can be separated into 4 parts:

### Trigger
The moving image is already projected into air (?haze) when there is no intentional sound created by spectators. There is noise – footpads, cars, trees, birds – those random sound triggers basic wave of image that greatly attract people’s eyes. They started to think why it is there, and that leads to other following steps.

Trigger is very important in both learning and gaming. Without trigger, people have less intention into going out the first step. Make something cool or weird that people would like to stop by is half success of game or education. In this case, A huge colorful ribbon-like virtual image is pretty weird in such a public place. People stopped by, then game begins.

## Context
We also have to notice that this first happened in Netherland. Netherland is a country that has many outstanding interactive media artist. People are familiar with expanded theater works and public art creations. They believe that these are funny, and safe things.

This is important because gaming really needs a good environment. We can list a lot of good and unforgettable games that are actually using the same simple mechanism, but brings very different experience. Think about Puzzle Bobble and Candy Crush. They are both finding objects that share same color and are affiliated to each other, and then remove them. If you finished the goal, you can go to next stage. If not, you should stay here, retry of fail the game.

They share so many similar ideas, but the huge difference is environment – in this case, the user experience of two games. Candy Crush creates a sweet, slow and sugaring feeling, while actually your time of loss in it would be far more than in Puzzle Bobble.

When coming into large scale, Marling, the sound game, also has some implications in it. What if this happened in a country that was just suffering in disease, poverty or war? Will people still think this kind of digital color and uncertain wave still amusing and intended to play with?

Context is actually the base of how we see and understand the outside world. One of the cognitive process is from top to bottom. Only if you has some experience before, or hold a good expectation on it could you feel it’s a game. Else, it could be scarful as well.

### Feedback, repeat and reward
A good education or a good game is thousands of repeated actions. Remembering a long and unusual English word – 7 times; learning riding a bicycle or driving a car – 20 hours practice at least. If you wish to be an expert in any of field, a common saying is that you should spend 10000 hours into it.

In gaming, it has the same idea. Every game has repeated elements, process and actions going on, which helps you build fundamental knowledge of this gaming world.

Repeat makes things reliable. You have a prediction or expectation on something. You do it, and then you get the feedback. You do it again, and you get the same feedback. Thus, you know that you are doing the right thing that fits the mechanism or either the study process or the game. You would be willing to continuously do it.

What if there is no feedback, or always give feedback in variable way? People will easily be frustrated and then leave off. The way people trying to structure a mechanism is fragile; failure at first time annoyed them a lot as well.

This also makes sense why interactive installation in public area of has wider access to cause change or trigger the game starts. People might feel more embarrassed in public than in museum or gallery that nobody really looks at them. Consider those who take selfies with masterpieces – they really enjoy themselves! However they would not be willing to do stupid things in very outside public space, while there are many people around.

Easy and positive feedback gives confidence to spectators in this case. No matter what kind of sound it is, you see significant change in the shape and color. Actually, we cannot say that the change of moving image is EXACTLY due to sound created by someone – First, it looks too huge, and kind of random in style anyway. Besides, there is a lot of noise as well as people trying to create sounds around you.

See how people be satisfied by fake reality – you told them that all beautiful spectacle is created by them, and show them a random change. They will believe in that, and quickly get involved in.

### Spectator of Spectators
This looks like title of essay for a business class. However, I think interactive public art, or say game of spectators usually involve this part of human nature.

Nobody would like to play this sound – moving image game alone forever. If there is nobody else, people may carelessly try something, get feedback, and try again, and feedback again. And, well, pretty cool, and then go home.

Things becomes different when there are other people watching. Watching has a very significant effect in both gaming and education. Research shows that students do have better performance in library – not due to the quiet environment. There are many “other students” in the space so that student may have pressure, and then push them into focused studying instead of randomly going to social network or day dreaming. There are also many sports and games that greatly encourage people to be audiance – well, let’s say, nearly all of them do this.

Watching could not always be positive to participants – it may cause pressure. Sometimes it is overwhelm so that people got bad influence from watching. They become annoyed and wish to go away, especially when they do not get good feedback or reward from previous action.

Interactive art in public place has some differences from watched games or study. There is no distinguish line between participants and spectators: everyone joins in, and everyone watches other people. This doubled the effects: people try exploring some different sounds, get feedback, while watching other peoples action and see what are theirs’ feedback. This kind of changing role in interactive public art help broader the possibility of game. People learn faster about what it would probably be when he makes a certain action.

The other factor is our big Egos. There is no deny that people are born self-centric. A humorous saying is that: no matter how much does a person say that he/she care others that much, show him a group photo, and you could quickly figure out that he is trying to find himself first. We enjoy being the center of world from very beginning of like, and watching, especially watched by other people with admiration and expectation, makes people excited. This kind of emotional priming keeps spectators stayed in the game for very long time, get really involved, and, just like Usman Haque said, “0building a shared public memory of collaboration that, hopefully, will last long after the event. “

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“Come Closer” by Nuno Barbosa (2014) https://courses.ideate.cmu.edu/54-498/f2015/come-closer-by-emmy-curl-2014/ https://courses.ideate.cmu.edu/54-498/f2015/come-closer-by-emmy-curl-2014/#respond Thu, 10 Sep 2015 14:56:20 +0000 http://courses.ideate.cmu.edu/mediadesign/f15/54-498/?p=10582

Vimeo / Nuno Barbosa – via Iframely

Filmmaker Nuno Barbosa directed Emmy Curl in a video for her new song, “Come Closer,” covering the singer in shifting, projection-mapped patterns. Curl actually gains as many as two extra faces singing, aligning, unaligning, and realigning with each other at once, throughout what could only have been a dilligently practiced dance between performer and projector. According to thevideo description, all it took was “One take, no post production,” and all of its effects were done in-camera.

via The Creator Project

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