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Augmented Reality Sandbox with Real-Time Water Flow Simulation - פולינה בלינסקי

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

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.

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?

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

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.

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?

Interactive theatre: five rules of play from an audience perspective | Culture professionals network Interactive theatre is not a new genre, but its popularity has exploded. Tricky to define but characterised by an active, physical relationship between audience and production, it often incorporates a site-specific venue around which the audience is free to roam. Shunt, arguably the daddy of this genre, has inspired countless other companies, all wrestling for space on the fringe. Done well, interactive theatre is extraordinary: engaging, exhilarating and transcendent. All too often, however, so-called 'interactive' shows are sloppy and ineffective. They feel loose – anarchic even – when they actually demand a rigorous approach. With this in mind here are five rules for interactive theatre from an audience perspective, based on my own experiences at a range of shows. Think outside your venue Site-specific venues range from reclaimed spaces to venues constructed entirely from scratch or the great outdoors. Justify your audience / actor ratio Enclose audiences, don't expose them Be consistent

Musée du jeu vidéo Simple Harmonic Motion for Light at One Arts Plaza 20x moving head spotlights 4ch sound custom software Duration: infinite loop (1 hour cycle) Dimensions: 10m x 16m Simple Harmonic Motion at the One Arts Plaza, Dallas, Texas as part of Dallas Aurora Festival 2015. Other works from this series and more information on the series of work in general can be found here. Simple Harmonic Motion is an ongoing series of projects and research investigating complexity from simplicity – specifically the emergence of complex behaviour through the interaction of simple multilayered rhythms. Simple Harmonic Motion for Light is a site specific sound and light installation for robotic spotlights and surround sound. It builds on the line of inquiry in the Simple Harmonic Motion series of works – the emergence of complex behaviour through the interaction of simple multilayered rhythms. Made with openFrameworks.

Art Ludique - Le Musée Art to Play 2013 Isabelle Arvers » GAMES REFLEXIONS , Le Carreau, Cergy, 18 octobre, Novembre 2013 Une exposition conçue par Isabelle Arvers aidée de Pierre Corbinais de l’excellent blog Oujevipo pour la partie jeux indépendants et de Benjamin Fouquoire pour le retrogaming. Previous Next Pictures by Anakarin Quinto Les jeux vidéo construisent-ils notre perception du réel ou est-ce notre perception du réel qui construit l’imaginaire des jeux vidéo ? Games Reflexions est une exposition de jeux, de vidéo et de photo qui tente d’apporter une réponse à ces questions. Le jeu est un mode de représentation du réel, mais de quel ordre? Affiche : Myriam Boyer Pourtant, dans cette poursuite du réalisme, il semble que l’image 3D se perde à vouloir ressembler au réel, à vouloir le singer, dans son aspect, mais aussi dans ses mouvements. Ce sont ces modes de représentation, qui évoluent de concert avec les technologies, qui nous intéresse. Le jeu comme réflexion du réel Parallel, le dyptique vidéo d’Harun Farocki retrace 40 ans d’évolution graphique dans les domaines de l’animation et du jeu vidéo.

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