Posts Tagged ‘college’

Augmented Reality Gallery

Wednesday, July 1st, 2009

As a digital artist, most of the work I produce ends up on a Computer Monitor or the output through another medium that the user can interact with. The one thing I want to break away from is the flat 2D environment that the Computer Monitor forces on the viewer.

In my Double Project I worked with Augmented Reality, I used the ARToolKit library to create a interactive soundscape that responded to the positions of the markers (ARToolKit tracks these by comparing the pixels in a frame to a .patt file) so when the marker was at the bottom left of the screen the audio would be clear and when the marker was at the top right the audio had effects applied heavily. The setup for this was a reversal from traditional ARToolKit uses which required expensive head mounted devices that allowed the audience to see the objects in 3D by having a stationary marker. I instead used a stationary camera but the markers can be rotated.
Thanks to the leaps in mobile devices (the iPhone for instance) ARToolKit will soon make the leap to these portable devices, though this makes me think of how the user of such a device will be able to use custom markers and get the custom 3D objects that the marker is going to be using (one of the basic ARToolKit functions is allowing a marker to show a custom 3D model, though these files are normally held in a directory relative to the application). A web database could be used that stores the .patt file used for reading the marker and the appropriate 3D image to use, though this would require a way of telling the user what .patt file to download. This could be handled by the device by taking a picture of the marker, and working out the marker’s basic properties (such as how big the shapes are, does it have straight lines, curved lines or letters) and then asking the user to choose from a list of similar markers, then downloading the appropriate files. Another approach would be to use the GPRS on the iPhone to pinpoint the user’s location then send the lat and long coords to a database and as before download the file. The markers creator would upload the files and details to a website (use google maps to set where the marker is). The strength of this system is that it allows anyone to upload markers and also allows the user to download files in advance. So if they are planning a trip to the Tate Modern and want to see if there’s a marker nearby they could look up the Tate Modern on the website and see if someones put one up and download the files to their phone.

I was thinking about how these devices would enable the user total 3D immersion with they surroundings if those surroundings were altered using augmented reality. The user could be walking through a underpass and spot a marker on the wall, and if they had the right .patt file (or downloaded it) they would then be able to see the 3D object (and audio?) that the marker’s owner wanted them to see (let’s say the marker makes shark break through the wall). As the user then walks around the marker the device would rotate the 3D object in the right direction making the model seem almost real. If for instance the user is using an Touch Screen phone then they would also be able to interact with the object, for instance touch the shark’s nose and it jolts back.

This type of interaction is ideal for digital art, many digital artists want their work to be interactive and immersive. Due to technical limitations they can’t have full immersion because the medium they are presenting their work in is (in real space) 2D. There are ways that the artist tries to get around this limitation, for instance a while back I went to the Walker Gallery in Liverpool when visiting a friend, at that time Airside had their Insyde installation up. The installation had you walking into a giant shipping crate and then jumping onto images projected onto the floor by projectors, doing so would then make things onscreen happen. Though this blew my mind at the time and was a fun experience I was still aware that I was looking at 2 separate things. The projected images, though acting as a form of interacting with what was happening on screen were still part of real life and for me to utilize them I had to break away from the screen to see where I had to step.

This temporary need to go back to the real world spoils the immersive environment that the artist is trying to put across. I would like to break away from this need to go back to real life so I can proceed with the artist’s immersive environment. If the interaction with the art is done within the screen (like the shark interaction example I gave 2 paragraphs ago) then the audience can become more immersed. In the Augmented Reality Gallery the works of art would be held within the device (let’s say an iPhone application (which could be updated when a new exhibition is put on, this would help to draw people back)) and the markers on the floors, walls and ceilings would just be placeholders for the art work. The audience would walk around the gallery with their headphones in (the gallery would use 3D sound which would determine how close the audience is to a piece of art and then adjust the mix accordingly), looking through their device’s screen (or through head mounted displays connected to the devices). As they move around the gallery they can see all the works (like in a normal gallery) within sight and as they move around a certain work the device would translate the position and this helps cement their position in the environment. This would mean that the Artist wouldn’t need to create an environment (though they could create an environment within the Gallery’s environment) and the gallery environment(both real and digital) could be used as a platform. In the next 2 paragraphs I’m going to talk about 2 different works I feel sum up the possibilities an Augmented Reality Gallery could open up for digital artists.

A pile of bricks
If you’ve seen Equivalent VIII by Carl Andre and you’ve paid attention I think you know where I’m going. Imagine going to an Augmented Reality Gallery, being given an iPhone and told to use the iPhone as your ‘eyes’ in the gallery. You wander around the Gallery looking through the iPhone(like when your taking a picture) and suddenly notice there’s a piece of wood on the floor as you get nearer to it a pile of bricks appear where the wood had been. Boring? Or the best minimalist work ever? For those of you that said boring here’s the twist. You notice that the sign that said ‘look through your iPhone’ now says ‘Press me to rearrange the work’, You press the sign and suddenly the bricks start to hover and then fall into a massive unordered heap. You can now pick up the bricks and make them into whatever you want. For those who said they loved the work in it’s unaltered state there’s an information icon floating above the work which when pressed will start an audio clip on the work.
This type of work allows the audience become immersed in work without the need for any special equipment (other than the iPhone) and each user will have a different experience, though the artist could enable the audience to upload their creation. This work will appeal to art lovers and art haters because they are given 2 paths to follow.

Capcom did it!
This example comes from Resident Evil 2 but I feel would be a great work. For those of you have played this game I’ll be doing a real life version of the Licker intro. Imagine the scene. Similar to the Pile of Bricks in the last paragraph, your walking around looking through your iPhone appreciating the works when you suddenly spot a pile of blood on the floor. You can’t interact with it like the other works so you decide to see if it’s actually part of the Gallery or just another art work. You look at the floor and sure enough it’s a pile of blood, real blood. You look up and notice that on the ceiling there’s a pattern. You put your iPhone in front of your eyes again and now there’s a skinless creature with giant claws and it’s brain exposed. You weren’t expecting this and so you jump back with shock. The iPhone accelerometer notices the movement and suddenly the thing on the ceiling starts to lash out at you. You decide to move around the work thinking that because everything else in the gallery has been fixed in place you will be able move and see the back of the creature. As you do though the creature rotates itself so it’s always facing you. Your really disturbed now.
This experience is one that I’d love to have, to be so immersed in the Gallery’s environment that I’m disturbed by something that I know is just some code and a 3D model. I know that there’s nothing on the ceiling because I saw the pattern but it still caught me off guard.
Works like this would make way for more immersive experiences with work, and maybe even spawn a new type of spacial game. Outdoors exhibitions could take place or graffiti artists could use the markers to create their own 3D graffiti.

The 2 works I just talked about present the audience with 2 different experiences. The pile of bricks give them the ability to re-imagine an artist’s work, making new art in the process. The Licker example gives them a truly immersive experience that so far digital art cannot offer. These are just 2 examples I can think of that an Augmented Reality Gallery would produce. There could be combinations of the 2 examples, it’s up the artist’s to determine what happens. The big question though is. How would an Augmented Reality Gallery work? Would the works reset once the user turns away from the work or would it keep the state in the devices memory (keeping the state the user left the work in would help the immersion of the work). Would the audience use their own devices or ones the gallery supplies? How much would you charge to get in? Would there be cheaper rates for people who are returning? Though these are business questions they do raise the question of the price of such a project. If the iPhone and Android were to be the devices that the gallery used the price would be relatively low, though a lot of time would have to spent in the development of the viewing application. If the gallery used it’s own special headmounted display the price would be high but it would result in less time being spent developing the application because there wouldn’t need to be any work arounds to get the device to function the way it’s needed to. I’d choose the first option due to there being a ARToolKit app for the iPhone already in development.
A bigger question though is how would one curate an Augmented Reality Gallery, how do you decide which works to show and which not to show? How would you plan out the gallery space and how would the works all sit well together? Would 2D works be allowed to be displayed or would it be 3D only? These are all up to the curator but I can’t see there being too much of an issue if 2D work was displayed. If the Licker can rotate to always be head on for the viewer then so can 2D work.

This has been a short introduction to my idea of an Augmented Reality Gallery and I hope to develop it over the next few months and submit either the whole gallery idea or just a proposal for an artwork to the Arts Council at some point.

  • Share/Bookmark

SFX Final Product

Tuesday, June 16th, 2009

It’s the end of uni and I have a chance to update everything on here now. The first thing I want to put up here is my SFX project.

In the SFX project I was the 3D artist who was responsible for making the 3D eye we used in the movie. To make the eye I used a sphere for the eye ball (whoda thunk it?) and 2 semi spheres as the eye lids, I then created the textures for the eye from an image of Joe’s face. This made the eye look kinda awesome. I’ve already talked about how I set up the shot where the eyes fall from the packet to the hands so I won’t repeat myself. For the shot where the eye is put into the socket I rendered out footage of the eye moving around and then hand tracked it going into the eye. This shot really shows off the textures though the end eyeball is a little too dark. The hand was then rotoscoped so it could be placed on top of the eyeball so the eye looked like it was being held.

We then combined all the shots and edited them together to create the movie and tada it was done

Here be my textures

Texture of Joes Eyeball

Texture of Joes Eyeball


Joe's skin for the eye lids

Joe's skin for the eye lids

Here be the Video

Face Redux from Jamie Morris on Vimeo.

  • Share/Bookmark

First Eyeball animation

Monday, February 23rd, 2009

Well the results are in and I’m not overly impressed with my animation, it seems too loose, I’ve always imagined eyes darting back and forth. But anyways, here’s my vid

Eye Ani v1

If you want to see a good use of tracking I suggest you watch this.

  • Share/Bookmark

What makes an eye?

Sunday, February 22nd, 2009

Inspired by Jamie’s awesome video of the no face guy I decided to do some tests on eyes. The main problem I was coming across was, how to make them look. If created them ultra realistic would they look right when laid in packaging? If I created them to be more stylised and appealing would they look unbelievable?

I think that if they were realistic they would look small on screen, and though that’s the real size of eyes, when they were laid in hand they wouldn’t look right, they would just seem to small. On the other hand if they were a bit bigger but not so big that they would seem at home in a japanese cartoon when they were handled they would seem believable because they weren’t too small that they seemed unreal.

Just by measuring with my finger against my eye, my eye is about over half of my index finger. The nurofen packet infront of me is the same size, so the packet of eyes would have to be pretty damn big.
I think the issue that really controls the main problem is what counts as an eye? I take this as the eyeball and eyelid but for the sake of the sfx shot, I think it will be more the front end of the eyeball and eyelid, this way it’ll make it seem more like it’s contact lenses. The original idea was to have the eyes like contact lenses, hence the packaging.

I think I need to create a document, illustrating how the props will work.

just a quick test

just a quick test

  • Share/Bookmark

FlARToolKit

Wednesday, February 18th, 2009

w00t! I finally got FlARToolKit working :) I’ve just managed to butcher the code so I can have my own custom models (I’m using the .dae model I used in the papervision samples.).

To use it you will need this pattern.

flarlogo-marker

and your’ll need some patience as I’ve found it to be very tempormental.
I’m hoping to post up some interesting stuff soon as I start using over libraries with it.


  • Share/Bookmark

A solution for collaboration problems

Tuesday, February 17th, 2009

It was just me and Jamie in lesson today as Joe was off ill. Jamie was showing me PFTrack and what it could do and I gotta say I was impressed. By creating a photoshop document and then tracking the footage he managed to get a pretty awesome looking face. We then stole the HD camera and legged it to the green screen room to record some of the best acting I’ve ever done (it’s so good you wouldn’t believe I wasn’t in front of a sink) but more importantly we realised that we’re going to have to get the raw footage, get the tracking done, make the face in photoshop then in after effects add then face, feather it with a mask, then also add the hair back in (well if i’m being the actor anyways.) I’m sure we’ll work it out.

The main problem we did solve though was the issue of collaboration and more importantly proving it. As part of the module we have to prove we all worked together. Jamie found a solution while waiting for the tracking to complete (I was on icanhazhotdog at the time). The software he found is called CeltX and it’s an awesome little piece of software.

Celtx is an awesome tool to keep your film projects upto date online

Celtx is an awesome tool to keep your film projects upto date online

Once you’ve signed up for an account you can then join in on a project, download all the files associated with that project and then edit, comment or add to any part of it. Best of all it’s not only availible in the app, its on the web too (see the link to the SFX project at the end). Once we make our project private the examinors will be able to see all the work we have done and who did it all. I especially like the fact you can have a calender, as this means we can post up important dates etc.

This will come important as Andy gave us the OK to shoot way ahead of schedule (though he did warn us that we may wish we had extra shots, this is why I’m hoping to get the storyboard sorted by next week.) which means when Nick gets back to me about the camera we can set a date, know exactly what to shoot and hopefully not need any other shots. Then we can post up edits and such on the CeltX page and compare them.

You can find our project at http://pc.celtx.com/project/LHb6VpYtLJs0

And you can get Celtx here : get celtx

  • Share/Bookmark

SFX Script V1

Monday, February 16th, 2009

So last week my group decided that by next lesson we should each present a script of how we want our shot to look and play out and if possible have a storyboard to accompany it. I’ve managed to finish my version of the script which I’ve called ‘Dude,Where’s my eyes’.
script-v1

Though we’re only supposed to do a 30 second long shot I’ve written a script for a 2 minute long short, as I would like to add it to my show reel later on.

  • Share/Bookmark

1000 words never went so slowly

Sunday, February 15th, 2009

So I’ve been doing my 1000 words essay for my Double Project module and good god has it gone so slow. I started at 9pm and it’s taken me 3 hours to write the bloody thing. I’m pretty sure I’ve written the completely wrong thing but I’m just going by what Joe told me which was to write what I intended to do for this semester.

I’m going to be using a combination of Flash, ARToolKit, Papervision, A.P.E, motion detection and if I can find some cloth and difference matte libraries to create an urban environment which has a television in it. Within the television there will be the same environment seen through the CCTV which shows a rural scene which the audience can interact with. I can’t help but think I’ll spend most of my time making the gallery side of things though.

  • Share/Bookmark

MMA Week 1

Friday, February 13th, 2009

Ok So I’ve decided to change my idea for my MMA module, as I haven’t recieved any feedback from teh zed factory people I emailed. I’m going to be making a piece of internet art. I’ve just registered GrowYourOwnHuman.com and I hope to have a semi-working website within the next month. My idea is to have a website where the amount of hits it receives reflects the growth of a human baby. As the user visits the website they can vote for how they want it to look, in a way passing down their DNA. When a specific number of hits are reached the baby is then born and the person lucky enough to be the last one to visit gets to name the baby.

The user can then visit a gallery of the babies that have been created. The babies will also have birthdays every month so over the months the child ages. Over the next week I’ll be writing up a design document so I can put all the information in one document for everyone to understand

  • Share/Bookmark

Papervision3D: Bitmap material

Saturday, February 7th, 2009

One of the main problems I’m going to be facing with the website I want to make is textures. The shape of the building can only do so much to make an impression, you also need some colour. Today I managed to work out how to include bitmaps into my scenes, I’m hoping as time goes by I should be able to have bump maps and transparency maps so I can have windows and more detailed models. This is a start at least.


  • Share/Bookmark