Ikea Curtain Plus Cardboard: DIY Super Cheap Rear Projection Screen

By Jaymis

As inspired by mememamo’s Visual Space Music, I bought some Ikea Saxan curtains last year for DIY rear-projection experiments.

Initially these were used for a series of pixel-cloud shaped screens at the Game On opening night.

Pixelcloud projection on the upper story

The Saxan curtains (US$4) were great for this kind of shaped, temporary screen. The white PEVA material is bright and contrasty when rear projected through glass, and we used a black PVC “Joining and Sealing Tape” to create our screen shape, projecting the cloud on the curtain and then applying the tape directly to make the outline.

Pixelcloud - diy rear projection screen

We’d initially planned to use gaffer tape, but quickly changed out minds as the first test piece stuck unevenly, and tore the curtain when we tried to move it. The PVC tape we found felt like thin, wide insulation tape, and was somewhat repositionable, while still sticking firmly and providing some structure to the thin curtain. After our shape was outlined, it was a quick and simple process to cut out the desired shape with craft knives.

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Modeselektor + Apparat + Visuals from Pfanderei = Moderat

By Jaymis

Moderat caught my eye tonight, as I rather like their roadcase/sets design:

Moderat stage setup

Digging a little deeper though, and I realised that they’re a rather sexy collaboration between Modeselektor and Apparat, with a luscious studio DVD and live visuals produced by Pfanderei.

The live show looks lovely, with 3 rear-projected, portrait-oriented screens silhouetting the artists and their LED augmented road cases.


(more live videos)

The second half of their artists statements video focusses on Pfanderei’s DVD production and live visuals.

… objects built in material form, rather than on screen. Studies of physical forms rather than post-production effects.

It’s a wonderful process for building a live visual set. Collaborating closely with the ear-botherers, shooting specific material for each track, building a studio DVD, and then breaking it down for performance. Definitely the way to create beautiful performances.

The video + audio album can be previewed and purchased digitally from zero-inch.com for €17.95 for 1024×512, or €11.89 for 480×240.

Sony Eyes Motion Control, Augmented Reality

2009 will be remembered as the E3 game event that embraced computer vision. Far from me-too answers to the Wii’s gestural controllers, we saw remarkably different visions of how computer tracking might work.

As expected, Sony had their own motion tracking system to unveil at their press conference. But unlike Microsoft’s 3D camera, Sony opted to build on their already-lovable PlayStation 3 Eye camera with wands with spheres. The controllers look ridiculous, and lack the magic of the Microsoft demos. But don’t dismiss them out of hand. (Sorry, there’s no way to write this story without lots of abstract puns.)

Much of what Microsoft showed was “conceptual” video – and some of the hands-on demonstrations had noticeable latency problems. Sony’s approach, meanwhile, was really quite literal in its demonstation. The tracking looks extremely accurate in 3D space, and latency appears to be minimal.

Above: Video of the press conference – check out how quick and accurate the tracking looks

Via Joystiq; see also Offworld’s excellent 5 Things You Need to Know about the Sony shindig

The other good news for people working as artists and not necessarily mass-market game developers is that you can start to play with these ideas right now. Whereas Microsoft seems to have “lost” the once publicly-available 3D camera SDK for their solution, Sony is using an off-the-shelf camera you can buy right now and doing the rest of the work in software. I really like the use of tangible interfaces with cameras, because you can get more predictable tracking results, and you get the tactile feedback of having something in your hands. (I’m not sure I’d be as excited as they are about having a glowing ball on the end, but maybe I need to channel my inner raver.)

Anyway, here’s my humble prediction: it doesn’t matter how cool the demo looks or what sweeping statements anyone makes. Gameplay alone matters, and that means that what has to happen next is dependent entirely on the tracking working reliably and quickly, and developers building smart stuff around it that works as games. The same, naturally, is true for anyone doing broader interaction design and live visuals.

Sony is also getting further into the augmented reality arena. They have a Tamigotchi/Nintendogs-style augmented reality pet simulator, EyePet, for the console (see Joystiq’s hands-on), plus Invizimals, an augmented reality title for the PS3. Of the two, Invizimals is the most interesting. It’s funny that they immediately design it for kids (too bad, as I can see some office antics with this sort of thing). It’s also evident just how hard designing an effective augmented reality game can be. I don’t think skepticism would be wildly out of place – it’s clear that there’s something powerful about the concept, but not clear just what it will be.

And I don’t need to remind you, if you haven’t joined our tangible interface virtual party Saturday, head to http://hackday.noisepages.com/ARToolkit augmented reality is very much on the plate of stuff we’d like to see people play with. (The other schemes we’re using, Trackmate and reacTIVision, are better suited to 2D tracking on a surface, though they’re very, very reliable for that task.)

Evening in a Procedural City, Built in OpenGL

Shamus Young’s “Pixel City” feels like flying in a helicopter into the art from Ghost in the Shell, or discovering a metropolis inside your computer. The latest work from an undiscovered YouTube talent, the software itself will be released under an open source license. I don’t need to tell you this could inspire other experiments for urbanist visualists wanting to work with real-time landscapes.

It’s also interesting that the process itself becomes part of the artwork: it’s by understanding how each element is pieced together that you really connect to the meaning of the whole.

This is a demonstration of a program I wrote to generate and fly through a dynamically generated city. You can read the step-by-step of how it was made at my website:

http://www.shamusyoung.com/twentysidedtale/?p=2940

  • The program was built on vanilla OpenGL, Windows, using MS DevStudio 6.0
  • Building the city takes about 5 seconds.
  • Took about 50 hours of coding time.
  • Runs on older hardware. The goal was to have the program work on Windows machines less than 5 years old.
  • To be released as a Windows screensaver.

The music is "Around" by Oursvince, used under the Creative Commons:
http://www.vincentbernay.com/

The link on his website also discusses other reflections on digital cityscapes, so well worth reading.

YouDisco: Stream 8 YouTube Videos onto a Virtual Disco Ball

youdisco

Squarely in the “because you can” category: YouDisco is a research project at New York’s Eyebeam that simultaneously streams up to eight YouTube videos onto a rotating virtual disco ball. Frame rate is … well, impressive given what it’s doing. The project is the work of Jennifer Jacobs at Eyebeam “with the help of Jeff Crouse.”

http://youdisco.jenniferj.net/?id=51

What is interesting about this is that you do get interesting effects on a computer screen when you leave 4:3 rectangles behind, just as in projection.

Along the same lines, though focused on a mash-up of two videos side by side (sometimes to hilarious effect):

http://www.youtubedoubler.com/ (which is, for me, playing Shatner yelling “Kahn!”)

Lots of interesting graffiti and motion and illustration work on Jennifer’s blog, like this piece:

Nurse from jennifer jacobs on Vimeo.