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24 Jul 2012 Posted by: admin Comments: 0 In: Uncategorized

Virtual bike – San Lorenzo Sensoriale

San Lorenzo Sensoriale is a exhibition in Rome about The neighborhood Saint Lowrence in Rome. It covers its geology, its story (from the air raid of 1943 during the second world war to the present day) and its urbanism.

Our contribution is focused on the creation of an interactive installation, Virtual Bike, the allows a virtual tour through the streets of the neighborhood. A real bike is placed in front of a wall on which is projected a video of a route. The video will follow your speed, if you run fast or if you slow down, giving the impression that you are really cycling through Sanit Lowrence streets. There is also a mechanism of score that will place point-boxes through the route, rendered in an ‘augmented reality way’, that let you earn points.

We use several technologies to build up our installation, and we tried a lot of possible solutions. We needed to know at what velocity you are running, if you are turning to the right or to the left, and if you are slow down.
Eventually we used ad IR sensor for the steering, while a Bike computer sensor and magnet was used to detect each rotation of the wheel (and then the velocity).
We used Arduino to connect the hardware sensors, Quartz Composer for the graphic, a MIDI keyboard to let the player use some special bonus, and Java-based code that allow the hardware to talk with Quartz Composer.

The installation worked for two days, and it was a real success. In particular, we were amazed at how the children liked the bike. How this ever happened? Today, the graphic quality of games is excellent. Despite this, create a simple game but with unusual input devices and that recall the life of every day can make a difference. And we know this! 😉

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28 Jun 2012 Posted by: admin Comments: 0 In: Uncategorized

San Lorenzo Sensoriale – Making of

San Lorenzo Sensoriale Preview from inimart on Vimeo.

San Lorenzo Sensoriale – An event in Rome for the history of the neighborhood San Lorenzo, from WWII to present day.
We will be there with an interactive installation: a virtual bicycle that will take you around the streets of the neighborhood. Stay tuned!

28 Jun 2012 Posted by: admin Comments: 0 In: Uncategorized Tags: Experiments, interactive, javascript, projection, Quartz Composer

Stretchy lines

Interactive table experiment made with Kinect + TUIO + Quartz Composer.

The setup includes a Kinect perpendicular to the table. We used Kinect Touch TUIO Server to detect objects within a specific range, and Quartz Composer TUIO Client implementation to receive them into QC. Then a calibrated projector draws random lines around the objects detected using Javascript and OpenGL.

23 Nov 2011 Posted by: admin Comments: 2 In: Uncategorized

Paint thoughts

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11 Nov 2011 Posted by: admin Comments: 0 In: Uncategorized

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11 Nov 2011 Posted by: admin Comments: 0 In: Uncategorized

Sant’Agnese in Agone VA 1.1

Time of updates for Sant’Agnese in Agone Virtual Ambient (original site): using Unity3D I’m trying to build different versions of the software, running on OSX, Win, iOS and web.

For now I’m just trying to import in the correct way 3D models from 3DS into Unity3D (using Cinema4D), managing UV and textures. You can download a preview of the software here (arrow keys to move, Q and E to fly):

  • Web version (you will need Unity Web player)
  • OSX version
  • Windows version

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18 Oct 2011 Posted by: admin Comments: 2 In: Uncategorized

iniRandomPoints

Quartz Composer plugin that renders N points randomly spread and move them every time you want. It can also highlight a portion of the point cloud, connecting them when you want.
In this video the plugin is linked with a sound reaction system as input for its movement.

17 Oct 2011 Posted by: admin Comments: 0 In: Uncategorized

iniAbstract 0.1

This is a fast experiment on Context Free Art implementation in Quartz Composer.
A few month ago I started to experiment with Context Free Art (here are some screenshots from flickr). Now I tried to implement a QC plugin that renders a sequence of rules, using random function to choose what rule of the grammar evaluate each time.

Rules evaluation happen in the start() method of the plugin, so every frame you have only to draw the vertices evaluated, not the entire grammar.


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16 Oct 2011 Posted by: admin Comments: 0 In: Uncategorized

iniTreeStructure 1.0

Some days ago I posted iniTree plugin, that allow to draw recursive ternary trees. Kineme community suggested to rewrite the plugin as a provider, and give me some hints on how to output a structure from a QC plugin. Then I implemented iniTreeStructure, which is a iniTree plugin witch outputs vertices positions.

Inputs:

  • numDiv (1-3): how many branches will have your tree.
  • growDelay: how much time the tree branches will spend in growing/shrinking.
  • aperture: tree aperture.
  • add/remove level: add/remove tree level.

Outputs:

  • vertices: tree vertices positions. They are ordered so as to be rendered using GL_LINES, so if you attach this output to GL line structure and use line type Line segments, the output will be right.

you can download it here (plugin + example composition).

29 Sep 2011 Posted by: admin Comments: 0 In: Uncategorized

iniTree

Hello there,
I just want to share with you a simple that draws a ternary tree.
The algorithm is very simple and uses recursion. Here is what it does in pseudocode (for n-ary tree):

main{
	…
	max_levels = 10
	tree(initLenght, 1);
	…
}
tree(length, level){
	…
	if(level
	n = 3					//it is a ternary tree
		for(x=0; x
		pushMatrix()
			rotate ((360 / n)*x) along y axis
			rotate (aperture) along z axis
			drawLine(0,0,0, 0,length,0)	//from 0,0,0 to 0,length,0
			translate(0,length,0)
			tree(lenght/2, level+1)		//recursive call
			popMatrix()
		}
	}
}

As you can see, I used glRotate/glTranslate and glBegin(GL_LINES)/glEnd() calls, in old OpenGL style. Maybe this is the reason why with more than 8/9 levels I don’t obtain good performance. Using vbo will result in better performance, but I’m still not sure about how to do that.

It is a very simple plugin, but if used in audio-reaction compositions I think it can produce interesting results. So let me know if someone use it in some cool way! 🙂

  • Download (plugin and example composition)

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