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Which clippings match 'Interactive Environments' keyword pg.1 of 2
04 MARCH 2015

SandyStation: an augmented reality sandbox

"Jedná se unikátní projekt dvou studentů, Petra Altmana a Roberta Ecksteina z fakulty aplikovaných vÄ›d Západočeské univerzity v Plzni, kteÅ™í jej prezentují pod názvem SandyStation. Jde zÅ™ejmÄ› o vůbec první pískovištÄ› na svÄ›tÄ›, u kterého můžete upravovat zdrojový kód, pÅ™ehrávat firmware a pÅ™edevším maximálnÄ› propustit uzdu své fantazii :–).

SandyStation efektivním způsobem využívá senzorů Kinectu, který je umístÄ›ný ve výšce zhruba 2 metrů nad boxem s obyčejným pískem a používá se ke sledování hloubky na snímané ploše. Pokud na pískovišti udÄ›láte tÅ™eba bábovku nebo vyhloubíte díru, Kinect tuto informaci zpracuje a pÅ™edá unikátnímu programu, jež objekty rozpozná a následnÄ› pošle potÅ™ebná data projektoru a vykreslí obraz do prostoru pískovištÄ›. To vše se dÄ›je téměř okamžitÄ› v reakci na činnost, kterou uživatel na pískovišti vykoná."

And as translated from Czech to English using Google Translate: "This is a unique project of two students, Peter Altman and Robert Eckstein from the Faculty of Applied Sciences, University of West Bohemia, who present it under the name SandyStation. This is probably the first ever sand in the world, where you can edit the source code, firmware and play primarily lay off up to your imagination :–).

SandyStation effective use of the Kinect sensor, which is situated at a height of about 2 metres above the box with ordinary sand and is used to monitor the depth on the scanned surface. If the sandbox you do need a cake or drilling our hole, Kinect processes this information and passes a unique programme that recognizes objects and then sends the necessary data projector and paint a picture of the space sandbox. It all happens almost instantly in response to the action that the user performs the sandbox."

(JiÅ™í Hrma, 28 November 2011)

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TAGS

2011applied sciences • AR Interactive Sandbox • augmented reality • colourful landscapes • contour linesCzech Republicdigital media experiencesexploratory learning experienceexplore and interactinteractive environmentsinteractive projection • interactive sandbox • kid-oriented experiences • Kinect 3D • Kinect sensor • object-based discoveryobject-based learningoverhead projector works • Peter Altman • Robert Eckstein • sand • sandbox • SandyStation • scientific visualisationtactile interactivetopographytoy • University of West Bohemia • video processing framework • video trackingvirtual modelvisual representations of scientific conceptsvolcano • Vrui VR • Xbox Kinect

CONTRIBUTOR

Simon Perkins
22 SEPTEMBER 2014

Future Knowledge: Lev Manovich Interview

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TAGS

21st centuryAdobe IllustratorAdobe PhotoshopAfter Effects • always-changing field • contemporary designcontemporary media • contemporary media software • cultural artefactsdigital cultureearly 20th centuryearly 21st centuryelectronic technologiesFinal Cut ProGoogle Earthinteractive environments • interface to the world • interfaces • Lev ManovichMaya • mechanical technologies • media • media applications • media authoring • media machinemedia sharing • media-specific tools • medias access • memory • our imagination • physical technologies • software • software for media authoring • Software Takes Command • The Language of New Mediathe medium • theory of the technology • tools shape • universal engine • universal language • visual aestheticsweb services

CONTRIBUTOR

Neal White
28 MARCH 2014

Bath-water video game touchscreen makes a splash

"The AquaTop Display projects an image onto a water-filled bath. Users dip their hands in to control a computer game. Hand movements are detected by a Microsoft Kinect camera. The data collected is then translated into instructions that control the game. The fountains are driven by playing a low sound through waterproofed speakers at the bottom of the bath. Users can interact with the display from above or below the water's surface."

(BBC News, 28 November 2013)

[Researchers at The Koike Laboratory at The University of Electro-Communications in Tokyo have made a bath-water touchscreen that combines Microsoft Kinect camera to sense use interactions. The item was reported Laura-Jane Rich for the BBC2 Click programme.]

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TAGS

2013 • AquaTop Display • bathbathtub • bathwater • BBC Click • BBC2computer gamedepth-sensing cameradigital media experiences • Hideki Koike • interactive environmentsinteractive experienceinteractive installationinteractive projectioninteractive visualisation • interactive water surface • Kinect for Xbox 360 • Koike Laboratory • Laura-Jane Rich • liquid • liquid touchscreen • Microsoft Kinectmicrosoft kinect camera • Ngoc Hong Ha (Shin) Phuong • projection mappingreactive graphicsreal-time interactivity • Shingo Yamano • Tokyotouchscreen • University of Electro-Communications • video gamewater • waterproof speaker • Yasushi Matoba

CONTRIBUTOR

Simon Perkins
06 DECEMBER 2013

Motive Architecture: spaces which engage social interaction

"Architecture traditionally has been considered the spatial backdrop to social interaction. But increasingly architects enabled by computational technologies are creating spaces that can engage actively within these social interactions. My research focuses on the non verbal aspects of human computer interaction, embedding kinetic behaviours into physical objects. ...

While increasing numbers of designers are using robotic systems to build novel performative objects and spaces, there is little discourse in design on what forms of motion are most engaging and why? I am exploring how, and when, we percieve animism and causality in moving objects as I hypothesise that the most salient of motions are those which give a subjective impression that something is alive. My research examines the minimal amount of motion required to elicit immediate and seemingly irresistible interpretations of life gaining inspiration from the perceptual research of Michotte (1946), Heider and Simmel (1944), and Tremoulet and Feldmann (2006). A test rig for suspending and animating simple geometric figures has been developed to test methods of eliciting anima. Computer vision systems have been developed in parallel to observe human levels of engagement and to explore novel forms of exchange between architecture and inhabitant."

(Ruairi Glynn)

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TAGS

Albert Michotte • aliveanima • animate form • animational communicationarchitectureautomation • Bartlett School of Architecture • believable charactersbuilt environmentcausalitycognitive science • computational technologies • design research • Fritz Heider • geometric figureshuman computer interactioninteractive architectureinteractive environments • Jacob Feldman • kinetic automatonkinetic bodily logoskinetic sculpture • Marianne Simmel • motive architecture • moving objects • non-linear sequence • nonverbal behaviour • novel forms of exchange • novel performative objects • Patrice Tremoulet • perceptual research • performative spacesphysical engagementphysical objects • Ranulph Glanville • reactive spacerobotic sculpturerobotic systemsRuairi Glynnsocial interaction • spatial backdrop • Stephen Gage • structural forces • test methods • test rig • time-based architecture • time-based art • triggered by stimuli

CONTRIBUTOR

Liam Birtles
31 OCTOBER 2013

Squidsoup's Living Timeline at Amsterdam's Cinekid Festival

"We are delighted to be part of this year's Cinekid Festival (see http://www.cinekid.nl/ for more info) in Amsterdam, the Netherlands. In among a host of awesome content and highly engaging interactive kid–oriented experiences, we have installed our Living Timeline project. It feels great to give the piece its first international audience, and to be in this cool exhibition."

(Squidsoup)

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CONTRIBUTOR

Simon Perkins
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