Showing posts with label Immersive. Show all posts
Showing posts with label Immersive. Show all posts

Tuesday, 16 November 2010

IIVA Presentation of Research Outcomes

http://iivaresearch.blogspot.com/

Monday, 8 November 2010

Twilight: 08.11.10





A beautiful Installation: Twilight , 2000, photo HeHe. Installation realised with the technical help of Michael Feild and initially conceived with Stephanie Hankey, Marcus Gosling and Manuel Mercadal.

The movement onto a paper propeller triggers a wave of light and sound across the otherwise dark space. The force of the propagated air dynamically determines the sound and light: a very soft blow will gently lead to one image change whilst a harder blow will carry a faster tide of images and light flow.



www.hehe.org

Tuesday, 19 October 2010

Week 4: Lighter: 19.10.10






In addition to functioning as a statistically-skewed polling device, Sonic Lighter is a lighter:
- Strike the flints to ignite your phone.
- Blow out the flame with your breath.
- Pinch the flame to change its size.
- Wave your finger across it and see how the flame reacts.
- Tilt the flame sideways to fry the side of your phone.

Yet Sonic Lighter is more than a lighter:
- Hold the valve to create a blowtorch flame.
- Ignite other phones by using the blowtorch flame.
- Tap the globe to see ignitions across the world.
- Customize your flame color to express your views in global opinion polls.

www.smule.com/soniclighter

week 4: Ocarina: 19.10.10



The Smule Ocarina is a wind instrument designed for the iPhone, fully leveraging its wide array of technologies: microphone input (for breath input), multitouch (for fingering), accelerometer, real-time sound synthesis, high- performance graphics, GPS/location, and persistent data connection. In this mobile musical artifact, the interactions of the ancient flute-like instrument are both preserved and transformed via breath-control and multitouch finger-holes, while the onboard global positioning and persistent data connection provide the opportunity to create a new social experience, allowing the users of Ocarina to listen to one another. In this way, Ocarina is also a type of social instrument that enables a different, perhaps even magical, sense of global connectivity.


http://smule-web.s3.amazonaws.com/ocarina/ocarina-nime2009.pdf

Tuesday, 12 October 2010

Week 3: Interactive Flowers: 12.10.10



Jing Hua by Jifei Ou - Interactive Computer Installation from jifei ou on Vimeo

In Chinese Jing Hua means flowers in the mirror, but here it’s an interactive installation with visual treats. A bowl that captures creative images of flowers, as projected from an overhead birdhouse. By moving and tilting the bowl, the image of an archetypical flower changes: its color, form, size and structure may be manipulated directly. Jing Hua was showcased in the botanical garden in Frankfurt during the light festival LUMINALE 2010. Many people interacted with it to create virtual flowers by tilting, shaking, turning, even knocking!

Tuesday, 5 October 2010

What is ?: 29.09.10

What is Interactive?

What is Virtual?

What is Immersive?

Session One: 29.09.10

Introduction to module: Interactive and Immersive Virtual Artworks

This module is designed to investigate the creative and expressive potential of interactive and immersive virtual environments for artists. The focus will be on activating the technology that allows application of the fundamental concepts of active and interactive space. Students will be expected to draw on painterly, sculptural and art historical conceptions of space in the production of such environments.

This module explores the expressive potential of virtual space in the context of a user participatory approach. Advanced concepts of navigation through interactive spaces will be applied to environments evolving from student lead investigations into architectural, sculptural, painterly, animated and virtual reality concepts in art.

Initially students will be asked to explore ways of creating virtual panoramas, objects and scenes by modelling in 3D. These environments will then be exported to a suitable Interactive 3D Content development tool for implementing and testing behavioural interactivity. Thus you will create and experience Real-time Interactive 3D content. The emphasis will be on drop and drag techniques instead of coding.

In critical terms: the student will, from their investigations, select a suitable concept that they feel could benefit from an interactive and immersive treatment; consider this in relation to any existing virtual reality projects; plan, create and present a 3D 'reality' supportive of their chosen concept.