View allAll Photos Tagged mixedreality
Photo of my WIFI 2.0 @ the Art Institute of Chicago passing by the Nighthawks by Edward Hopper. The photo is composed to make her appear as part of the painting passing by on the street outside the diner. I sharpened her Iris to convey her wearing a lens that will exist in a mixed virtual reality world enabling her to be in that reality.
Info on this piece of geek heaven, here: npirl.blogspot.com/2008/06/geek-heaven-wiz-bang-geo-coded...
Taken during the mixed reality “Virtual Goods and Linden Lab” on Metanomics in Second Life on September 23, 2009.
Consisting of a virtual reality apparatus and a spatialized sound environment, the installation invites to explore spaces located on the shores of the Saint-Lawrence River and Gulf, in the East of Canada. The disintegrations, deformations, distortions and stratifications of visuals and sounds evoke the geomorphology of coastal landscapes as well as their transformation processes. On a screen, suspended particles from the digitized environments dissolve into painterly, dreamlike images. Sensitive to human interference and to sound vibrations from inside and outside of the venue, Érosions connects different spaces and addresses the physiological and psychological effects of virtual reality.
francois-quevillon.com/w/?p=4039
-
Érosions
Se déployant à travers un dispositif de réalité virtuelle et un environnement sonore spatialisé, l’installation invite à explorer des espaces situés sur le littoral du fleuve et du golfe du Saint-Laurent. Les désagrégations, déformations, distorsions et stratifications du visuel et du sonore évoquent la géomorphologie des paysages côtiers ainsi que leurs processus de transformation. Sur un écran, des particules en suspension issues des environnements numérisés se dissolvent en un mélange onirique et pictural. Sensible à l’interférence humaine et aux vibrations sonores provenant de l’intérieur et de l’extérieur du lieu de diffusion, Érosions connecte différents espaces et aborde les effets physiologiques et psychologiques de la réalité virtuelle.
beneath the bustling plaça mayor in palma, this stairway leads down into a quiet space—a once lively shopping center, now a hollow memory filled with echoes of its past. the bright yellow façade reflects the architectural charm of the plaça mayor above, but down here, the scene tells a different story. the empty storefronts and forgotten corridors contrast sharply with the vibrant street life above. reflections of buildings overlay the image, blurring the lines between the old and the new, the lively and the abandoned, the present and the past. a subtle reminder of how time can change spaces, leaving behind only the silent witnesses of what once was.
My video art/ machinima is showing in New Media Film Festival tomorrow. The Safe Shipment of Small Cargo is mixed realism - a montage of archive film and virtual world art exhibition in Second Life.
CoBot Studio is a project by LIT Robopsychology Lab, Johannes Kepler Universität Linz (AT); Center for Human-Computer Interaction, Universität Salzburg (AT); Joanneum Robotics JOANNEUM RESEARCH Forschungsgesellschaft mbH (AT); Polycular OG (AT); Österr. Forschungsinstitut für Artificial Intelligence OFAI (AT); Blue Danube Robotics GmbH (AT) and Ars Electronica Futurelab (AT).
In CoBot Studio new standards for successful teamwork between humans and robots are developed. The Ars Electronica Center's Deep Space 8K will be used to create a unique, mixedreality environment that simulates future forms of collaboration. From robotics to psychology and virtual reality, to methods of nonverbal communication, the research project will draw on a wide variety of disciplines.
Photo: Ars Electronica - Robert Bauernhansl
BLOGPOST: I believe that Second Life is NOT a useful marketing tool, but as a platform, it is WAY powerful. Learn how architect DB Bailey used Second Life to win a new and important client in Real Life:http://npirl.blogspot.com/2009/04/reach-smeech-second-life-wont-cut-it.html
Tangible Engine is a new visualizer, configurator, and software development kit that allows developers to easily connect real-world objects to applications running on Ideum multitouch tables. Tangible Engine also comes with a starter kit of object markers and instructions for 3D printing them. Tangible Engine works with Ideum multitouch tables that use 3M touch technology, including the 55" and 65" Platform and Pro.
To learn more please visit the website.
Tangible Engine is a new visualizer, configurator, and software development kit that allows developers to easily connect real-world objects to applications running on Ideum multitouch tables. Tangible Engine also comes with a starter kit of object markers and instructions for 3D printing them. Tangible Engine works with Ideum multitouch tables that use 3M touch technology, including the 55" and 65" Platform and Pro.
To learn more please visit the website.
Tangible Engine is a new visualizer, configurator, and software development kit that allows developers to easily connect real-world objects to applications running on Ideum multitouch tables. Tangible Engine also comes with a starter kit of object markers and instructions for 3D printing them. Tangible Engine works with Ideum multitouch tables that use 3M touch technology, including the 55" and 65" Platform and Pro.
To learn more please visit the website.
Tangible Engine is a new visualizer, configurator, and software development kit that allows developers to easily connect real-world objects to applications running on Ideum multitouch tables. Tangible Engine also comes with a starter kit of object markers and instructions for 3D printing them. Tangible Engine works with Ideum multitouch tables that use 3M touch technology, including the 55" and 65" Platform and Pro.
To learn more please visit the website.
Ideum is proud to announce our new Tangible Engine, a visualizer, configurator, and software development kit that allows developers to easily connect applications to real-world objects on Ideum multitouch tables. The Tangible Engine opens up possibilities for creating memorable, mixed-reality experiences. To learn more and see the video, visit tangibleengine.com
Photo taken at the Ars Electronica Center’s VRLab.
The VRLab in the Ars Electronica Center’s Main Gallery showcases the latest VR, AR and MR technologies. In addition to applications by filmmakers and animators as well as artistic approaches, the VRLab relates the history of virtual and augmented reality’s development.
credit: Ars Electronica / Robert Bauernhansl
Ars Electronica Center Linz
Ars-Electronica-Straße 1
4040 Linz
Austria
Tangible Engine is a new visualizer, configurator, and software development kit that allows developers to easily connect real-world objects to applications running on Ideum multitouch tables. Tangible Engine also comes with a starter kit of object markers and instructions for 3D printing them. Tangible Engine works with Ideum multitouch tables that use 3M touch technology, including the 55" and 65" Platform and Pro.
To learn more please visit the website.
Time-consuming and high skilled work creating rough edits of our six interview subjects. The intern is working long hours to prepare our initial video story drafts.
耗时和较高的技能及创作要求概括了我们的访谈主题编辑工作。我们的实习生花费数小时完成我们的视频故事的初稿。
Tangible Engine is a new visualizer, configurator, and software development kit that allows developers to easily connect real-world objects to applications running on Ideum multitouch tables. Tangible Engine also comes with a starter kit of object markers and instructions for 3D printing them. Tangible Engine works with Ideum multitouch tables that use 3M touch technology, including the 49" 55" and 65" Platform and Pro.
To learn more please visit the website.
Mixed Reality Drone Race Performance at groundbreaking ceremony for voestalpine special steel plant in Kapfenberg, Austria. How do you go about visually depicting the jaw-dropping spatial dimensions of a steel mill and the extent of its digitization and automation? And do it live before a group of business-world VIPs and government leaders?
Our response: With a racing drone performance! We presented a pre-produced mixed reality video that brings the steel mill to life in 3-D, and teamed it up with live images delivered by drones whose flight paths demarcated the actual dimensions of the future facility. The video and the drone footage were mixed and synched live and presented to the audience on site on a jumbo-size LED screen—dynamically interwoven into a futuristic blend of speed, sound and mixed reality. This performance was the spectacular opening act for the actual groundbreaking ceremony, which followed immediately.
Foto Credit: Ars Electronica / Markus Wipplinger
Finger Food Studios, a small and mighty tech firm based in Port Coquitlam, BC, is creating jobs and radically evolving how businesses work with mixed reality in a real-life Holodeck.
The 25,000 square foot warehouse allows holographic design engineers to converge physical and digital worlds and build life-size holograms that provide a platform to help solve their clients’ most challenging technical issues, a process that has never been done before at this scale.
Photo credit: Finger Food Studios
Learn more: news.gov.bc.ca/stories/bctech-firm-finger-food-studios-la...
What might it look like if you were walking around on Mars? A group of researchers at NASA’s Jet Propulsion Laboratory, Pasadena, California, has been working on methods to take this question from the realm of imagination to the mind-bending domain of mixed reality.
As a result, NASA and...
www.ms-hololens.com/hololens-destination-mars-mixed-reali...
The Office of the Vice President for Research hosts the 2019 Mixed Reality (XR) Symposium, October 18, 2019
Finger Food Studios, a small and mighty tech firm based in Port Coquitlam, BC, is creating jobs and radically evolving how businesses work with mixed reality in a real-life Holodeck.
The 25,000 square foot warehouse allows holographic design engineers to converge physical and digital worlds and build life-size holograms that provide a platform to help solve their clients’ most challenging technical issues, a process that has never been done before at this scale.
Photo credit: Finger Food Studios
Learn more: news.gov.bc.ca/stories/bctech-firm-finger-food-studios-la...
LIT Robopsychology Lab, Johannes Kepler Universität Linz (AT); Center for Human-Computer Interaction, Universität Salzburg (AT); Joanneum Robotics JOANNEUM RESEARCH Forschungsgesellschaft mbH (AT); Polycular OG (AT); Österr. Forschungsinstitut für Artificial Intelligence OFAI (AT); Blue Danube Robotics GmbH (AT); Ars Electronica Futurelab (AT) text by Roland Haring and Birgit Cakir
When humans and robots work side by side, it’s not always easy: widespread skepticism and a lack of communication paradigms will create new challenges in future work environments. How can trust and acceptance be established in the workplace of the future? How can human-robot work environments be designed? In CoBot Studio — a collaborative research project funded by the program Ideen Lab 4.0 of the FFG — researchers from Ars Electronica Futurelab, LIT Robopsychology Lab (JKU Linz), Centre for Human-Computer- Interaction (Universität Salzburg), Johanneum Robotics (JOHANNEUM RESEARCH), Polycular OG, Austrian Research Institute for Artificial Intelligence (OFAI) and Blue Danube Robotics are developing new standards for successful teamwork between humans and robots. Deep Space 8K will be used to create a unique, mixedreality environment that simulates future forms of collaboration. From robotics to psychology and virtual reality, to methods of nonverbal communication, the research project will draw on a wide variety of disciplines. The research takes place at the interface between psychology and technology. It creates new knowledge as a basis for improved communication between humans and CoBots — robots that can work together with humans in confined spaces without endangering their safety. Non-verbal communication and intention signals that facilitate the assessment of the interaction partner’s intention are being investigated. A virtual reality research environment was first used to investigate the relationship between signal intelligibility and trust. In Deep Space 8K, subjects will now encounter a real CoBot in the virtual environment and attempt to interpret its signals. The answers expected from this research project should provide important information for the development of future CoBots. The teamwork between man and machine can benefit greatly from the knowledge gained. CoBot Studio is therefore another important step towards reforming the working world of the future in the interests of people.
Credit: Robert Bauernhansl
Derek Lerner of Art Center
_______
Destroy Television
A mixed reality interactive virtual installation by futurist Jerry Paffendorf and metaverse architect Christian Westbrook, curated by and in collaboration with artist Annie Ok. This exhibition occurred simultaneously in the metaverse Second Life at Art Center as well as in NYC at Fuse Gallery from May 23rd - June 2nd, 2007.
For the 10 day duration, Destroy Television toured all over Second Life and her explorations were projected into Fuse gallery at the same time that they were projected virtually into Art Center. Destroy was programmed to take a screenshot every 5 seconds and every 30 seconds, the screenshot was also sent to Destroy's Flickr along with information about where she was, who was nearby, what was being said, and how many viewers were watching via destroytv.com. Viewers of destroytv.com could not only watch along on the live stream but also chat to whomever Destroy was near in Second Life via the site. All location SLurls, parcel names, avatar names, and chat history were automated to become Flickr tags and are searchable on her tag cloud. Shooting continuously in the virtual world for 10 days at ~17,280 shots a day resulted in 240,558 images, which were then turned into high speed time lapse videos, forming the most comprehensive documentary of Second Life to date. The raw, unedited high res footage can be found here. The low res versions of the videos can be seen on Destroy Television's YouTube. Current work in progress: an edited, slowed-down high res DVD of Destroy Television's lifelogging/lifecasting odyssey with artists' commentary.
Tish Shute from UgoTrade (her post on the opening). A meta meta moment.
_______
Destroy Television
A mixed reality interactive virtual installation by futurist Jerry Paffendorf and metaverse architect Christian Westbrook, curated by and in collaboration with artist Annie Ok. This exhibition occurred simultaneously in the metaverse Second Life at Art Center as well as in NYC at Fuse Gallery from May 23rd - June 2nd, 2007.
For the 10 day duration, Destroy Television toured all over Second Life and her explorations were projected into Fuse gallery at the same time that they were projected virtually into Art Center. Destroy was programmed to take a screenshot every 5 seconds and every 30 seconds, the screenshot was also sent to Destroy's Flickr along with information about where she was, who was nearby, what was being said, and how many viewers were watching via destroytv.com. Viewers of destroytv.com could not only watch along on the live stream but also chat to whomever Destroy was near in Second Life via the site. All location SLurls, parcel names, avatar names, and chat history were automated to become Flickr tags and are searchable on her tag cloud. Shooting continuously in the virtual world for 10 days at ~17,280 shots a day resulted in 240,558 images, which were then turned into high speed time lapse videos, forming the most comprehensive documentary of Second Life to date. The raw, unedited high res footage can be found here. The low res versions of the videos can be seen on Destroy Television's YouTube. Current work in progress: an edited, slowed-down high res DVD of Destroy Television's lifelogging/lifecasting odyssey with artists' commentary.