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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
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
17 DECEMBER 2012

Immersive underwater experience for high school students

"The Virtual Reef is a life–sized marine ecosystem expanding across two levels of the new Science and Engineering Centre. Multi–touch technologies enable the user to manipulate, intimately explore and interact with the reef world, specific behaviours and relationships.

Australia's leading marine science and interactive and visual design organisations, QUT and the Queensland Museum, bring knowledge and research of the underwater world to your fingertips through multi–touch screens and projectors.

Users will have the opportunity to go beyond the cinematic experience and interact with the marine world. Each interaction has associated content designed to complement the aims of the National Curriculum and provide an exploratory learning experience."

(Jeff Jones, the Cube, QUT)

Fig.1 "The Virtual Reef" project team: Professor Jeff Jones (Cube Project Leader), Associate Professor Michael Docherty (Project Leader), Warwick Mellow (Principal Animator/Art Director), Joti Carroll, Paul Gaze, Sean Gobey, Ben Alldridge, Sophia Carroll, Sherwin Huang, Bryce Christensen.

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TAGS

20123Danimation • art director • asset creation • Australia • Ben Alldridge • Bryce Christensen • character rigging • cinematic experience • creaturedigital engagementdigital technologyecologyecosystemexperience designexploratory learning experienceexplore and interactfish • Great Barrier Reef • healthy oceanshigh schoolimmersive environmentsimmersive experienceinteractioninteractive displayintimate interactionJeff JonesJoti Carroll • life-sized • marine • marine ecosystem • marine science • marine world • Michael Docherty • multi-touch screenmulti-touch technologiesnational curriculumnatural environment • Paul Gaze • Queensland Museum • Queensland University of TechnologyQUTQUT Cube Projectsreefresearch projectresource for studentsScience and Engineering Centre • scientific exploration • scientific visualisation • Sean Gobey • Sherwin Huang • simulated experience • Sophia Carroll • The Cube Projects • The Virtual Reef • underwater • underwater experience • underwater world • virtual heritagevisual representations of scientific conceptsvisualisationWarwick Mellowwildlife

CONTRIBUTOR

Simon Perkins
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