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Augmented Reality Sandbox with Real-Time Water Flow Simulation

Augmented Reality Sandbox with Real-Time Water Flow Simulation
Related:  Interactive Workshop Examples

InvenSense | MotionProcessing | MEMS Gyro | MotionSensing | Gyroscope - Home Art Game by Kinect * Live Media: Interactive Technology and Theatre In lieu of an abstract, here is a brief excerpt of the content: Theatre Topics 11.2 (2001) 107-130 [Figures] In the past century, film, radio, and video technologies gave rise to new forms of dramatic expression and a global entertainment industry. In the past decade, interactive media technologies have been producing an artistic and cultural revolution of similar, if not greater, proportions. Interactive media are giving birth to new art forms, and the practice and history of theatre has a great deal to contribute to these new forms. The primary focus of this paper, however, is not the role of theatre in interactive media but the role of interactive media in theatre--"theatre" here referring to the old-fashioned, nonparticipatory Western performance genre in which a group of live performers gathers before a group of live spectators to enact a scripted play. Defining Interactive Media First I wish to establish just what interactive media technology means in this context. 1) Random access.

Augmented Reality Brings New Dimensions to Learning Editor's Note: Drew Minock, who co-wrote this piece, is an elementary teacher, co-founder of the popular education blog Two Guys and Some IPads, and is one of the voices on "The Two Guys Show" podcast. Imagine living in the magical world of Harry Potter, where the school hallways are lined with paintings that are alive and interactive. Now imagine creating an atmosphere like that for your students. Augmented Reality (AR) allows educators and students to do just that: unlock or create layers of digital information on top of the physical world that can be viewed through an Android or iOS device. Most people who interact with AR for the first time have a mind-blowing experience but fail to consider classroom applications. In our elementary school classrooms, we use AR to create active learning experiences hitherto inconceivable, and in the process redefine the learning space! Classroom Applications Not Just Another Fad There are endless ideas and possibilities for using AR.

AR für Wartungsunterstützung Welche Probleme gibt es bei der Wartung komplexer Anlagen und Maschinen? Bei der Wartung einer Maschine oder einer Industrieanlage kommt es häufig vor, dass das Personal bestimmte Informationen benötigt, um die entsprechende Wartung bzw. Reparatur durchzuführen. Die natürliche Vergessenskurve: Informationen, die lange nicht benötigt werden, werden vergessen oder können nicht schnell genug aus dem Langzeitgedächtnis abgerufen werden. Wie können diese Probleme reduziert werden? Die oben beschriebenen Probleme können durch ein am IPP entwickeltes Unterstützungssystem reduziert werden. Hierzu trägt der Benutzer ein kopfgebundenes Anzeigegerät (englisch: Head Mounted Display), an dem ein kleiner Positionssensor befestigt ist. angezeigt. Wie wurde das System realisiert? Der Kern des Unterstützungssystems ist eine vom IPP speziell entwickelte Software, die die Verwendung von Positionssensorik und Display für die beschriebene Anwendung erst ermöglicht. Wo kann das System noch eingesetzt werden?

Çà êàäðîì. Êîììåíòàðèè : LiveInternet - Ðîññèéñêèé Ñåðâèñ Îíëàéí-Äíåâíèêîâ Понедельник, 29 Августа 2011 г. 13:10 + в цитатник Звездные войны Демон-парикмахер Назад в будущее Быть или не быть? Аватар Охотники за привидениями Супермен Сияние. Апокалипсис Чужой Гигер на съемках Чужого Японская Годзилла 54-го года Врата Властелин колец. Метрополис Первая часть "Кошмара на улице Вязов" и первая роль Джонни Деппа Улица Сезам День независимости Франкенштейн встречает Человека-волка Трансформеры Зловещие мертвецы 3: Армия тьмы Молчание ягнят Битлз. Гарри Поттер и Дары смерти На похоронах Добби Хичкок и Птицы Космическая одиссея Французский связной Вспомнить всё Франкенштейн за обедом Лабиринт и обед Фавна Джокер via Темный рыцарь Индиана Джонс и последний крестовый поход Индиана Джонс: В поисках утраченного ковчега Шон Коннери на съемках Доктора Ноу - первого фильма из серии о Джеймсе Бонде Терминатор Конан-варвар Стивен Кинг на съемках Калейдоскопа ужасов Зеленая миля: Дарабонт, Кинг и Хэнкс Начало Фауст 1926 года Пираты Карибского моря Американский оборотень в Лондоне Парк Юрского периода Хэллоуин Нечто

Nice To Meet You - A Social Art Installation Digital Drama: The technology transforming theatre "Vidiots, they sometimes call us," admits Timothy Bird. Some people in the theatre industry don't take kindly to the innovations that Mr Bird and his team at Knifedge are introducing to the stage. Innovations like a computer-generated avatar sword-fighting an actor live on stage in his most recent show Pippin, transporting the audience to the world of a computer game. Or the sight of a Seurat painting gradually coming to life on stage in Sunday in the Park with George, the show which cemented Knifedge's reputation with an Olivier award for Best Set Design in 2007. Impressive feats like these by Mr Bird and others like him have meant that in the last five years the role of "video designer" has become increasingly common in theatrical programme credits - a term hardly known a decade ago. So who are these "vidiots", and what do they want to do to theatre? No 3D glasses required "Theatre is very different," he says. Image copyright Other Image copyright bbc 'Mere spectacle' Classic drama Critical eye

Augmented Reality: A new way of augmented learning Augmented learning is defined as an on-demand learning technique where the learning environment adapts to the needs and inputs from learners [1]. Broadly speaking, "environment" here does not have to be constrained into the physical learning environment such as classroom, but could refer to such learning environment as digital learning environment, through which learners can stimulate discovery and gain greater understanding. The technologies conventionally used for augmented learning incorporate touchscreens, voice recognition, and interaction, through which the learning contents can be geared toward learner's needs by displaying plain texts, images, audio and video output. For example, in mobile reality system, the annotation may appear on the learner's individual "heads-up display" or through headphones for audio instruction [2]. This system has been shown to improve life-time learning performance. What is Augmented Reality? Implications of AR for Education Conclusions References

Absolutely Genius Ideas - StumbleUpon data-original="images/genius/29.jpg" class="lazy image"/> data-original="images/genius/75.jpg" class="lazy image"/> Play Again : Musée pop du jeu vidéo L’Imaginarium vous présente Play Again, une exposition à jouer visitant l’ensemble des composantes du jeu vidéo. Passé – présent – futur L’exposition offre à la fois une vue historique du jeu vidéo (à travers la présentation de consoles et d’accessoires historiques, de jeux millésimés à jouer et d’interviews de pionniers de l’industrie), un regard sur le présent (des jeux récents à jouer, la démultiplication des supports/la dématérialisation, le serious game…) et une vue prospective (la gamification, les nouvelles typologies de jeux). De la Magnavox Odyssey de 1972 (première console de jeu vidéo) à la WII U de Nintendo de 2012, quarante années de jeux et de technologie s’exposent, avec des raretés (la MB VECTREX de 1982) comme des valeurs sûres (Amiga): plus de 50 objets dévoilés. Une exposition à jouer Play Again est à jouer, en solo, en duo, voire plus… Exposition ludique, tant pour initiés que pour néophytes. Une game-boy géante ! Des contenus editoriaux

When theatre goes digital - The Space When we think about theatre and digital technology, what usually springs to mind is live screening. Broadcasting live performance online or direct to cinema or TV screens is a fantastic way of broadening access, but it doesn’t usually have much of an impact on the work itself. It doesn’t really affect audience engagement either – you’re still just watching the show, whether in a theatre, a cinema, or on a smartphone from a caravan in the Scottish Highlands. More and more companies, however, are engaging with digital technology in increasingly inventive ways, putting it at the very core of what they do and pushing the boundaries of audience experience as a result. When director Alexander Devriendt of the Belgian theatre company Ontroerend Goed came up with the idea for Fight Night (pictured above), a show about democracy and the act of voting, he “immediately felt that the audience have to be part of it. They have to feel connected, to be a player really.” Format was important.

Swiss 'augmented reality' is out of this world 'Augmented reality' ... Jan Torpus. Photo: AFP A pair of Swiss policemen cast a suspicious eye as a creature in a space helmet with a camera mounted on top and carrying an astronaut's backpack wanders around Basel's St. Johann Park. But what appears to be a visiting extra-terrestrial turns out to be a maverick designer, Jan Torpus, who is pushing the boundary between the real world and fantasy in a project he calls "augmented reality." Through the plastic screen of his helmet, Torpus tells a pair of bemused park cleaners he sees ordinary trees, bushes and benches - but the landscape is also populated with virtual animals which are hunting beetles. The world as seen through the LifeClipper helmet. "Perhaps we can get them to hunt our boss," one of the cleaners mutters to his colleague. Advertisement A massive green worm cuddled up to the fish, to the accompaniment of a dramatic movie-like musical score. "Both worlds can be influenced by the user. "We scanned St.

MoMA:Video Games Now on View! We are very proud to announce that MoMA has acquired a selection of 14 video games, the seedbed for an initial wish list of about 40 to be acquired in the near future, as well as for a new category of artworks in MoMA’s collection that we hope will grow in the future. This initial group, now installed for your delight in the Applied Design exhibition the Museum’s Philip Johnson Galleries, features: • Pac-Man (1980) • Tetris (1984) • Another World (1991) • Myst (1993) • SimCity 2000 (1994) • vib-ribbon (1999) • The Sims (2000) • Katamari Damacy (2004) • EVE Online (2003) • Dwarf Fortress (2006) • Portal (2007) • flOw (2006) • Passage (2008) • Canabalt (2009) <div class="wp-caption"><img src=" width="414" height="532" alt="Pac-Man. 1980. Tōru Iwatani of NAMCO LIMITED, now NAMCO BANDAI Games Inc." Permalink Pac-Man. 1980. Tetris. 1984. Are video games art?

שימוש ישיר במציאות רבודה ללמידה קשר סיבתי של זרימת מים בכדור הארץ by ar_mini Apr 16