Free Tangible Tracking: reacTIVision 1.4 Here, TUIO2 Coming Soon

reacTIVision is able to work thanks to these alien-looking markers called “fluidicials.” Karsten Schmidt aka toxi has developed software for creating more of these markers, and it generates characters like this “teddy bear” seen here.

Computer vision for tracking movement is cool. But add the ability to track actual objects, and you can extend the possibilities for interfaces. We’ll be playing around with this on our upcoming tangible hackday. A lot of the reason these experiments can proliferate is the availability of free frameworks that make the technology accessible to artists and designers. The tricky tracking work is done, leaving you to focus on where this tracking might actually be useful.

The other good news: while doing projected visual feedback or fancier tracking can get more complex and costly, if you just want to track some objects, all you need is a USB or FireWire camera and some printed stickers. Cost: $40 with a webcam, about $5 without.

Recently, one of the most popular of these libraries got a big update: reacTIVision 1.4. It’s the open-source, multi-platform framework that powers the reacTable, and was developed by Martin Kaltenbrunner and Ross Bencina at the Music Technology Group at the Universitat Pompeu Fabra in Barcelona, Spain.

Multi-platform really means multi-platform. It works with FireWire and USB cameras, Mac, Windows, and Linux, and has clients for C++, Java, C#, Processing, Pure Data, Max/MSP/Jitter, Quartz Composer, and Flash, plus a wide range of applications that support the OpenSoundControl-based TUIO protocol.

You can grab the library at:
http://reactivision.sourceforge.net/

I’ll actually be testing both the tracker in reacTIVision and the Trackmate tracker from the LusidOSC project. The Trackmate software is built in OpenFrameworks. It does use a different protocol (LusidOSC), but that’s also based on OSC, and there’s even a tool that translates to TUIO.

For an example of what this all looks like when assembled - and some of the power of having a framework on which to build - here’s a tangible interface for a multiplayer game. It’s Pong with objects.

This games uses reactivision software, along with Flash, to detect symbol fiducial block movements. The game is played by moving these symbols on a table. Players can enter and exit the playing field at any time. The game adapts to the number of players. The lower the score the better; the first player with a score of 12 ends the game.

Music: Waterdrops by Yohan Shin http://www.geocities.com/cerup2

There’s more progress coming in reacTIVision world, too. First up: reacTIVision 1.5. Martin tells us:

After this release I am now implementing reacTIVision 1.5, which will improve the multi-touch tracking performance, and already implement the upcoming TUIO 1.1 blob tracking extensions, for the transmission of basic untagged object descriptors.

Following that, the next plan is for TUIO2, an expanded protocol that will address some of the shortcomings of the first version, to be released with a future update to reacTIVision. You can read the full specification for the new protocol, but Martin has kindly given us a Cliff Notes version:

To summarize, TUIO2 has a flat profile, which now includes symbol, cursor and blob descriptors in much more detail. Symbols now also can carry content info (e.g. datamatrix), cursors have additional properties such as type, pressure and region of influence, and blobs can be described in various incremental messages that describe the bounding, contour and skeleton for example.

The other important thing that Martin is doing - and the reason for the wait - is to synchronize implementation of TUIO in other key libraries and clients. That is helping keep TUIO a standard for this kind of work. It’s not even really a full protocol - part of the beauty of it is that it builds on OSC.

If this isn’t quite making sense yet, stay tuned and we’ll show some of the specific applications and get you started with your own projects.

SPIN Video Interview: Jim Myogenic Talks About His Gorgeous Transmediale Visuals in Resolume

See full report…

Jim Myogenic talks to SPIN about doing live visuals with Jon Hopkins during Club Transmediale. Everything about these visuals looks great, even from a low-res online video and chat: prominent projection behind the stage, lots of thoughtful and original content, intelligent focus on materials instead of just a chaotic assemblage of things, and what sounds like the right balance of pre-set preparation and live triggering. Jim and Jon, if you’re ever passing through New York… hope you say hi.

Jim’s setup is Resolume, both The Original Series and The Next Generation. That is, the saucy new MacBook Pro with its more powerful GPU runs the new Resolume Avenue, and the old PC runs the tried-and-true Resolume 2.x. It’s funny, as a lot of Resolume users I know are hanging on to their old sets, which I think says a lot about that tool – you live with it even as the technology ages.

Found via Resolume on Twitter.

Resolume Posts Tutorial on Controlling Avenue with Ableton Live, More Live Resources

resolumesequence

Part of what makes Resolume Avenue so compelling as a live visual solution is that it can mix, mash, and loop audio alongside video, in ways often resembling Ableton Live. But that, of course, doesn’t make Resolume nearly as deep a live sonic tool as Ableton. So, to combine two great tastes – live video in Resolume Avenue, plus live audio and elaborate sequencing control in Ableton Live – the folks at Resolume have assembled a recipe that allows Resolume to be controlled via Live using MIDI.

The basic process:

1. Route MIDI from Resolume to Ableton, using the IAC Driver on Mac and MIDI-Yoke on Windows.

2. Make a MIDI sequence in Ableton that controls clips in Resolume.

3. Add some audio clips and scenes in Live for some live audio goodness.

4. Link parameters and sync for effects and icing.

Controlling Resolume Avenue with Ableton Live

liveiac

This does nothing to stop a fantasy I’ve heard other folks discussing of late: imagine if we had an OSC (OpenSoundControl) sequencer? OSC is by nature time-based as a protocol, and you could even still sequence MIDI events (using MIDI over OSC) – or arbitrary events that wouldn’t be restricted by overly rigid event types like the MIDI Note? Does anyone know if such a thing has been tried? (Maybe it’s time to write one.)

Live Plus…?

That’s not to take away from the beauties of Ableton Live in this sort of setup. Combining Live and visuals, whether to add audio or sequence visuals or both, has been an ongoing theme on this site.

Live + Resolume (like the above tutorial, but + Ethernet) Tutorial: Ableton Live + Resolume with MIDI Over Ethernet, Free on PC (Linux, Mac Soon)

Live + Isadora + Max + The Karate Kid: Karate Kid AV Remix – and a how-to using the awesome Lucifer plug-in (which could also be nice with Resolume): AV Cutup Secrets: Using Lucifer & Live

Live + Isadora: Ableton Live + Isadora: Slicing, Syncing Audiovisual Tutorials

Live + VDMX: Toby *spark and Live Cinema: Ableton and VDMX, Soundtrack and Narrative

Live + robotic mirrors on projectors: DMX For Dummies: Controlling iCue Robotic Mirrors with uDMX and Ableton Live

Live + Jitter: Christopher Willits on XLR8R with Live Jitter, Ableton Live Visual Setup

Live + robotic cameras: Interview: Josh Cardenas’ Robotic, Midi Controlled Cameras and tour with DJ Shadow and Cut Chemist

And one instance of Live failing to be the tool for the job, only to be replaced by Max: Progress Report: 8 Cameras Plus Vixid Plus Patching Gives Craziness (Pd would work, too, which would be nice for a Linux netbook)

Now that Bart has gotten the ball rolling for Resolume, though, I suspect we’ll see a lot more ideas for combining Resolume Avenue with Ableton Live, or using Avenue as an audiovisual tool in itself; it just makes sense. If you work up your own setup or add your own twist after following this tutorial, let us know!

Mac OS 10.5.7 Reports Wanted: Improved Performance, But Video Output Issues?

Apple has rolled out its 10.5.7 OS update. First, the good news: it may enhance video support. Apple’s tech document claims the update “Improves performance of video playback and cursor movements for recent Macs with NVIDIA graphics.”

The (potentially) bad news is that it could cause issues with video output and external monitor resolution. There’s a growing thread on the topic:

Monitor with wrong resolution after 10.5.7 update!!!! PLEASE HELP!!!

(Thanks to DJ SD for pointing this out on Create Digital Music, where we’re tracking issues with Euphonix control surfaces and Ethernet.)

Those will be forum contributor’s exclamation marks, not mine. I’m staying calm; don’t worry.

Now, oddly, a lot of the discussion seems to be related to HDMI-to-DVI connections, something that may be less common among live visualists (and thus less concern to readers of the site.) But it looks to me like DVI may have issues, too.

I think if you haven’t upgraded yet, you may want to hold off as the update is so new – that is, if you’re gigging or presenting in the next few days, for instance. If you do update, the usual advice holds: back up, so you can roll back if you have to. (I wish Mac updates allowed manual roll-backs, as with Windows updates, though even that is no substitute for a real backup.)

Of course, if you do have the update, I’m curious how it’s going – especially if it enhances performance. Stay tuned.

Also, 10.5.7 or not, there’s a hidden gem in that thread:

switchResX

It’s a utility for explicitly setting external monitor resolution. I expect some of you are hard-core users already?

A Bike Journey, Reimagined as an Arty 3D Game, with Blender, Processing, Real Bike


lb to sf via bike from vince mckelvie on Vimeo.

What will become of 3D gaming engines when in the hands of new digital artists? You’ll get plenty of surprises and unexpected artwork. This is no ordinary California bicycle trip: it’s a trippy, Magical Mystery Tour in 3D, played as a game from a (real) stationary bike.

Reader Bince McKelvie writes to describe his project:

Lb to Sf via bike is an interactive installation/game that documents a bike trip my friend and I took from long beach to san francisco. The user rides a stationary bike through a the 3d world by pedaling forward and steering with the bike handle bars. The world consists of three mini games and a huge chunk of the california coast. I am going to be releasing a version that is playable on a computer without the hardware soon. It is made with the blender game engine, a bit of processing, a wii controller and the makingthings board.

By the way, if you happen to be near CalArts in Valencia, the piece will be exhibited there May 2-15.

With the exception of the (very affordable) Wii controller, this is all free and open source technology in the toolchain. In addition to Processing [site | cdmo tag], it’s a fascinating use of the Blender Game Engine. Not satisfied with being just a hugely-powerful, free and open-source, triple-platform (Mac/Windows/Linux) 3D design tool and video composition tool, Blender also has a real-time engine built in – something well worth considering if you’re looking for a live 3D performance and installation environment. That’s already gotten attention for this piece from the excellent Blender blog BlenderNation.

The 3D models and physics are sometimes a bit rough around the edges, but I actually rather like that effect: in a world of look-alike, big budget 3D creations, I can imagine a renaissance of “outside art” for 3D.

Hope to have more details on this and the tools soon.