1. ClinK


    from Wisp Added 5,380 156 4

    ClinK is a collaborative project by Markus Schuricht, Felix Deufel and Paul Schengber, which challenges the boundaries of the human, auditive and visual perception. The large interactive audiovisual installation consisting of 30 speakers in a handcrafted dome construction with 360° projection enables its visitors to explore modulations and movements of sounds and visual objects in 3D space. Each body and its dynamic attributes are directly transformed into predictable audio feedback and transformations of visual objects. Manipulate sound sources and move them through space in a way that their exact position concretely and vividly occur in front of you. ------------------------------------------- Everything realized with vvvv: - control of Fraunhofer IDMT`s object orientated Spatial Sound Wave system - realtime visualisation - bodytracking with 4 merged kinect cameras - audio programming - 360° mapping projection for a selfmade, complex (not spherical) dome construction ------------------------------------------ Thanks to all helpers & friends! Your Wisp-Team more on http://wisp-kollektiv.de

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    • Animation bodytracking Showreel 2014 v002


      from Ritchie Hoyle Added 37 0 0

      Animation and VFX animation for feature films.

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      • FIFA Kinect WIP Demo


        from Whodat™ Added 50 0 0

        This is a WIP demo of the Penalty shoout game we designed for entertainment purposes in malls in Jeddah, Saudi. This uses Kinect for body tracking.

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        • Composición Colectiva III: Campanas de cocina.


          from Nicolás Arnáez Added 451 3 0

          A brief explanation of my Collective Composition number III, Kitchen Bells.

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          • Augmented climbing wall


            from VipeInVimeo Added 71.9K 100 6

            A CHI 2014 video showcase of our augmented climbing wall. We built the climbing wall in November 2013 and in December tested these first prototypes in a user study. The study was done to test the interaction on the wall and tech requirements for a better body tracking. Read the CHI 2014 WIP paper for more info: https://mediatech.aalto.fi/~rakajast/Publs/kajastila_paper_chi_wip_2014_camera_ready.pdf Authors: Raine Kajastila (Aalto University, Department of Media Technology) and Perttu Hämäläinen (Media Lab Helsinki). Music: Night Owl by Broke for Free. http://freemusicarchive.org/music/Broke_For_Free/ ..and hi Reddit Climbers!

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            • Vernissage "Tanz!" at DHMD, Dresden


              from Intolight Added 500 1 0

              Interactive dance installation "Moving Clouds" for the Vernissage of the exhibition "TANZ!" at Deutsches Hygienemuseum, Dresden, www.dhmd.de) Credits: Movie, Cut: Robert Arnold (www.kunststoffbreakz.de) Music: Cuthead (http://www.uncannyvalley.de/artists/cuthead/) Dance Performance: Winfried Haas & Mareike Stuchell (Idea, Concept) Installation: www.intolight.de (Programming, Realisation, Design) & www.ruestungsschmie.de (Idea & Concept) Projector: www.pms-rental.de

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              • Avian Flight Simulator - Video Documentation (Stuttgart, Istanbul, Saarbruecken)


                from Mert Akbal Added 306 1 0

                As an artist I consider dreams as a medium of art. I try to transfer my dreams into my artistic works in different media. These experiments build the foundation of my artistic studies. I had many flight experiences in my dreams. To translate flight dreams into waking reality I invented the Avian Flight Simulator in 2011. In Avian Flight Simulator the player can experience a flight similar to those in dreams, using his body. As the player flaps his arms in different positions, the first person view of the simulator gains height and accelerates forward. As the player leans his torso forward and backward or turns his arms left and right, the view rotates. The position of player‘s head, torso and hands are detected by an infrared camera (Microsoft Kinect) and processed through middleware software (Delicode NI-Mate). The processed data are implemented to the 3D simulation built in the graphic software (Blender3D). The 3D scene, where the simulation takes places, is a 3D model of one of my recent flying dreams. Research questions revolving around this topic can be stated as follows: - Is it possible to transform dreams into art? - Is this process reversible i.e. from art to dreams? - Are games the right medium to expose dreams? All in all, Avian Flight Simulator is an experimental step to use recent technical developments, which make the 3D body tracking technology available to artistic use. In my future studies, I intend to combine this technology with the concept of lucid dreaming, as well as taking current findings of dream science into consideration,

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                • Kinect + Netduino Plus per controllare un robot con body gestures


                  from Tinux Added 158 0 0

                  Durante la sessione "Natural User Interface with Kinect for Windows" all'evento Microsoft Embedded Conference del 26 Gennaio 2013 organizzato dalla community DotNetCampania, Clemente Giorio e Paolo Patierno hanno mostrato come sia possibile controllare un robot basato sulla piattaforma Netduino Plus con body gestures.

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                  • Aural room


                    from sinlab Added 106 0 0

                    Body and gesture tracking–based control of an interactive stage lighting with a kinect and DMX controlled RGBW LED lights. A prototype has been developed in collaboration with ZHDK color light lab and presented in 2012 during Les Urbaines festival (Lausanne) and Stage Digital (Zurich).

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                    • Travel in an Immersive 1:1 Virtual Environment


                      from Martin Lynge Added 326 4 0

                      3DUI implemented in Unity3D utilizing Kinect for skeletal tracking and a Sony HMD combined with an InertiaCube for head rotation. The Sony HMD and InertiaCube is intended to be replaced by the Ocelus Rift in future work, if any. A big improvement to both the interaction techniques implemented and the user experience is anticipated to be achieved by utilizing two depth camera tracking devices e.g. Kinect for 360 tracking. The research compares two travel methods, pointing based travel velocity with and without real walking, in order to determine if real walking adds effectiveness and efficiency to pointing based travel velocity. An experiment was conducted which measured 19 participants completion time, errors, and position of errors in a virtual environment. 7 were not able to complete the test due to severe simulator sickness, and were excluded in the results. The difference in neither time nor error is statistically significant. Thus the results show no significant evidence that real walking improves the performance when combined with pointing based travel velocity technique. However, several aspects need to be taken into consideration. 1) The user could only walk within a small tracking space. 2) The user had to face the body in the same direction all the time, which made it necessary for a rotation technique that seems to cause an increase in symptoms related to simulator sickness. Project role and responsibility: Analysis of interaction techniques for travel, navigation and wayfinding in 3DUI, Analysis of spatial experience, learning and knowledge, reference frames, manual control, Experiment design, interaction design, test VE design and implementation. Project involvement: Kinect implementation, general Unity3D implementation

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