Mar 31, 2012

Hyper(reality) - The Last Tuesday Society

Project's description: Embodying the concept theorized by hyperrealism theories, the helmet provides a digital experience, immersing the user in an alternative version of reality seen through the helmet. Instead of having a static point of view, the user becomes able to navigate through the 3D environment enabling new behaviours specific to the hyperreal world while still having to physically interact with the real environment. Thus it creates an odd interface between these two states.

Hyper(reality) - The Last Tuesday Society from Maxence

The suit is composed of an helmet with high definition video glasses, an arduino glove with force sensors controlling the 3D view and a harness for the kinect. Each user experience is recorded and analysed, portraiting user behaviours during the experience. Immersed into this dream-like virtual space, the user gradually discovers the collection of curiosities. Behaviours are being modified, the notion of scale is being distorted, all this pushing the boundaries of the physical space. Venitian masks, stuffed animals and old scultpures start floating in the air around the user creating a new sensorial experience.


OutRun: Augmented Reality Driving Video Game

Oct 17, 2010

Mapping virtual content on 3d physical constructions

Via Augmented Times

This video shows the results achieved in the paper "Build Your World and Play In It: Interacting with Surface Particles on Complex Objects" presented at the conference ISMAR 2010 by Brett Jones and other researchers from the University of Illinois. The paper presents a way to map virtual content on 3d physical constructions and "play" with them. Nice stuff.

Aug 27, 2010

Augmented City

Keiichi Matsuda did it again. After the success of Domestic Robocop, the architecture graduate and filmaker got the nomination for the Royal Institute of British Architects (RIBA) Silver Medal award, for his new video "Augmented City". As in his previous work, in this new video Matsuda describes a future world overlaid with digital information, whose built environment can be manipulated by the individual. In this way, the objective physical world is transformed in a subjective virtual space.

In Matsuda's own words:

Augmented City explores the social and spatial implications of an AR-supported future. 'Users' of the city can browse through channels of the augmented city, creating aggregated customised environments. Identity is constructed and broadcast, while local records and coupons litter the streets. The augmented city is an architectural construct modulated by the user, a liquid city of stratified layers that perceptually exists in the space between the self and the built environment. This subjective space allows us to re-evaluate current trends, and examine our future occupation of the augmented city.

TO CHANGE FROM SPLIT SCREEN TO 3D/2D, CLICK THE '3D' TAB AT THE BOTTOM OF YOUR VIEWER

Mar 01, 2010

LevelHead v1.0

Via: Lorenzo Romeo

LevelHead, an augmented-reality spatial-memory game by Julian Oliver.

Augmented Reality Tattoos

Via Sketchin

ThinkAnApp’s augmented reality tattoo transforms into a wing-flapping dragon when viewed via webcam.

Concept demo of an AR application

Via Augmented Times

In this concept demo, the user takes a picture of an historical building and sees the image merged with an historical image.

Feb 04, 2010

Yet another nice video about AR

Yet another nice video about AR

Augmented (hyper)Reality

Via Leandeer

This great video by Keiichi Matsuda shows how augmented reality "may recontextualise the functions of consumerism and architecture, and change in the way in which we operate within it". The scenario is also interesting because it suggests how AR may be (ab)used by commercial companies. On the other hand, it is difficult to imagine how AR could go mainstream without them... of course any suggestion is welcome.

Augmented (hyper)Reality: Domestic Robocop from Keiichi Matsuda on Vimeo.

Sep 28, 2009

Bionic Eye - Augmented Reality on the iPhone

Bionic Eye is the first augmented reality application developed for the iPhone 3GS. A brainchild of Dutch start-up Layar, Bionic Eye enables you to visualize Points of Interest (POI) located in your nearby environment in the US.

POI databases include restaurants, WiFi hotspots, subway stations (New York Subway, Washington Metro, Chicago L Rapid Transit), etc. Over 100.000 POI are already included in this application. Elements located at a distance less than 1km (0,621miles) only will be displayed on the screen.

Download link

 

 

Sep 21, 2009

Nokia Mixed Reality gadgets

Cool video by Nokia Future Tech lab on the next generation of Mixed Reality gadgets.. gaze-tracking eyewear that allows browsing and selecting with your eyes; 3-D audio to find and hear spatialized sounds... and more.

check it out:

 

Jun 05, 2009

Digital hologram of smart grid technology

General Electric has a great mini-site up showcasing their newest energy services and smarter power management tools.

But the most intriguing part of the site is the augmented reality applications that you can play with using your computer’s webcam.

What you do is you print out a piece of paper that the webcam “sees” and GE’s augmented reality program builds a virtual hologram.

Check out the demo video and then try the AR apps here

 

Apr 14, 2009

Movable screen

Cool video of an augmented reality display in use at Allard Pierson Museum in Amsterdam. Augmented reality has become reality...

 

Oct 27, 2007

LevelHead

Re-blogged from Networked Performance

 

levelhead.jpg

 

levelHead is an interactive game that uses a cube, a webcam, and pattern recognition. When the cube is rotated or tilted in front of the camera the user will be able to see ‘inside’ the cube and guide a small avatar through six different rooms.

Pattern recognition has already been used in several other projects, but this is a new way of using it, and a new way of thinking of the technology. The idea behind the game itself is rather simple. When the cube is tilted the avatar moves in the corresponding direction. The goal of the game is to guide him through a maze of rooms connected by doors, and lead him to the outside world.

According to the creater, Julian Oliver, the game is currently in development, but will be released as open-source soon.

Check out the explanatory video.

 

Jul 11, 2007

Gadgets may help merge virtual reality with real life

reBlogged from networked performance

LindenLab, the company behind Second life, hopes to introduce hand-held and wearable systems that act as gateways between the real and virtual worlds. Linden Lab and other virtual worlds also are developing versions that run on existing mobile phones.

Researchers at a recent virtual worlds conference at MIT said that special eyewear, display "badges," and speakers worn about the neck will allow us to live more fully through our avatars - those idealized versions of ourselves that typically boast better proportions than the saggy originals.

 

Read full article

 

Mar 16, 2007

Mediamatic workshop

Via Networked Performance

 

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Mediamatic organizes a new workshop--Hybrid World Lab--in which the participants develop prototypes for hybrid world media applications. Where the virtual world and the physical world used to be quite separated realms of reality, they are quickly becoming two faces of the same hybrid coin. This workshop investigates the increasingly intimate fusion of digital and physical space from the perspective of a media maker.

The workshop is an intense process in which the participants explore the possibilities of the physical world as interface to online media: location based media, everyday objects as media interfaces, urban screens, and cultural application of RFID technology. Every morning lectures and lessons bring in new perspectives, project presentations and introductions to the hands-on workshop tools. Every afternoon the participants work on their own workshop projects. In 5 workshop days every participant will develop a prototype of a hybrid world media project, assisted by outstanding international trainers and lectures and technical assistants. The workshop closes with a public presentation in which the issues are discussed and the results are shown.

Topics: Some of the topics that will be investigated in this workshop are: Cultural application and impact of RFID technology, internet-of-things. Using RFID in combination with other kinds of sensors. Ubiquitous computing (ubicomp) and ambient intelligence: services and applications that use chips embedded in household appliances and in public space. Locative media tools, car navigation systems, GPS tools, location sensitive mobile phones. The web as interface to the physical world: geotagging and mashupswith Google Maps & Google Earth. Games in hybrid space.

Mar 15, 2007

Augmented reality on cell phones

From Technology Review

Nokia wants to superimpose digital information on the real world using a smart cell phone.

A prototype uses a GPS sensor, a compass, and accelerometers. Using data from these sensors, the phone can calculate the location of just about any object its camera is aimed at:

 

Last October, a team led by Markus Kähäri unveiled a proto­type of the system at the International Symposium on Mixed and Augmented Reality. The team added a GPS sensor, a compass, and accelerometers to a Nokia smart phone. Using data from these sensors, the phone can calculate the location of just about any object its camera is aimed at. Each time the phone changes location, it retrieves the names and geographical coördinates of nearby landmarks from an external database. The user can then download additional information about a chosen location from the Web--say, the names of businesses in the Empire State Building, the cost of visiting the building's observatories, or hours and menus for its five eateries.



Read Original Article

Oct 13, 2006

Immersive Mixed Reality Environments

Via Networked Performance

Saturday 21 October 2006, Erasmus Medical Center, Rotterdam: 11.00 - 12.30: Bioinformatics dept., Faculty building, 15th floor 12.30 - 18.00: Sophia Children's Hospital, Cinema 3rd floor.

Test_Lab:/ Immersive Mixed Reality Environments/ is the product of a unique collaboration between the Erasmus Medical Centre and V2_, Institute for the Unstable Media with the aim of opening the dialogue between scientists and artists that apply Virtual Reality in their research and art practice. The event consists of demonstrations by Virtual Reality artists and scientists providing hands-on experiences with Immersive Mixed Reality Environments, and presentations by renowned international speakers presenting the latest in Virtual Reality in science and art. See below for the program details, a description of the projects that will be demonstrated, and the invited speakers that will present their work in the seminar.

Test_Lab is a bi-monthly public event hosted by V2_ that provides an informal setting to demonstrate, test, present, and/or discuss artistic research and development (aRt&D).

The event is free of charge, but registration is required before the 19th of October. For further information and registration please contact Remco Beeskow at press@v2.nl (tel: +31 (0)10 206 72 72) or Fred Balvert at f.balvert[at]erasmusmc.nl (tel: +31(0)6 41431721). Also visit www.v2.nl and www.erasmusmc.nl

Oct 01, 2006

SCACS

Re-blogged from information aesthetic


wearableviz.jpg

SCACS is a "Social Context-Aware Communication System" that collects information on social networks (i.e. academic co-author relationships networks) & visualizes them on wearable interfaces to facilitate face-to-face communications among people in physical environments. RFID sensors sense the identity of specific people (i.e. authors) nearby, & a wearable computer transforms the complex social network graphs into treemaps, which are then shown as augmented reality on a wearable interface (or head-mounted display).


link: aist-nara.ac.jp (pdf)

Sep 06, 2006

Augmented reality may help people with visual impairment

Via NewScientist.com 

Eli Peli, an ophthalmologist and bioengineer at Harvard Medical School in Boston, has designed an augmented reality device to help patients with tunnel vision, a condition which narrows a person’s field of view.

The system, consisting of glasses fitted with a small camera and a transparent display on one lens, works by superimposing computer-generated images over real scenes.

According to preliminary test results, which will be reported in the September issue of Investigative Ophthalmology & Visual Science, patients who tried the system were able to search objects far more quickly.

Read the original article  

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