Tagged: SmartCity

NO_THING- by Innovation Lab of Milla & Partner GmbH

This ‘smart space’ helps look at a world without devices. The concept of the work was to create an interactive, augmented experience without a device-based equipment. The environment senses a plastic sheet and projects personalised messages onto it whilst you move around the space. The image on the wall has a variety of games that allow you to interact with the technology. I can only imagine that its very freeing to have this interaction with technology, without holding a device. Probably as freeing as the Nintendo Wii’s first release.

Considering my interest in VR, AR and now MR (Mixed Reality), its good to see concepts around digital-physical augmented space without the use of devices. Perhaps this is a better progression from anti-social personal computing to open source sensor based environments. Or maybe a mix between the two? Who knows!

Photos, Articles and Video link below……

VIDEO:                  http://www.creativeapplications.net/openframeworks/no_thing/

NO_THING – An infrared light framework that turns (almost) anything into a device

“We get to do a lot of thinking about the future of interaction,” says Milla & Partner’s Ingo Wörner, who together with Fabian Fuchs spearheaded NO_THING’s in-house development. Having realized award-winning exhibitions, show rooms, and trade shows, their team knows the limitations of the current generation of smart spaces all too well. “We were frustrated with solutions available to us at the time. While the arrival of audio guides, VR, AR or tablets has dramatically improved how contextual information can be accessed within a space, they create largely solitary, device-driven experiences; devices that have to be lugged around and that distract as much as they reveal,” says Ingo. Another problem is technology itself: devices age quickly (particularly when they go through many hands), require maintenance, and updates. With NO_THING, Ingo and Fabian tried to get rid of the technology altogether (they describe the experience as “close to NO_TECH”) by taking full control of the environment. “We wanted to create a smart space that is aware of my presence and that provides relevant information when and where I need it, without me having to carry around any equipment, punch in numbers or navigate a screen. To achieve that we use nothing but light — visible and invisible.”

To project onto a moving target, which is what NO_THING does at its core, the team first built prototypes with Kinect systems, openFrameworks, ARToolKit and OpenCV. To increase tracking precision, stability and overall performance across different light settings, NO_THING now uses IR (infrared) light, OptiTrack motion capture cameras (with in-camera blob tracking) and IR-reflecting foil for the markers. The tracking data can be accessed via a Node.js-based andSocket.IO-connected tracking server and allows a wide range of interactions – from tilting, rotation, and gestures, to movements and accessing pre-defined hotspots. The 3d projection mapping onto the tracked cardboard ‘devices’ is done in Pandoras Box (a commercial media and show control system) using a webkit layer as texture. The advantage of the latter: all content and interaction can be built and delivered with standard web technology.

NO_THING An interactive low-tech device Single user interaction_4

A ‘holodeck’ degree of freedom demands a lot of the tracking and projection. NO_THING currently performs at an impressive 60 frames per second (a latency of 3 to 4 frames is largely intentional to ensure a stable image) and with a ‘device’ angle of up to 80 degrees. Additional sensors on the device would increase the tracking precision even further.

“Given the trend towards miniaturization and mobility of projection technology and seamless connectivity there’s an infinite potential for meaningful mixed-reality applications,” says Fabian about NO_THING’s future. From deploying the next generation display and lighting technology (miniature LEDs, lasers) to interfacing with ‘always on’ devices to the prospects of taking NO_THING outside of “controlled environments” and to the street — “It is as if the future has met us halfway.”

For now, the project’s biggest feat remains the manifestation of the interface. “The surprise transformation of a simple piece of cardboard without any electronics into an interactive device is magical. It gets me every time and personally, it’s what I appreciate the most,” says Fabian. “And while the commercial applications, as evidenced by our Expo 2015 use case, are myriad, I’d really like to see an artistic take on it, maybe as part of an installation or performance.” So do we.

NO_THING’s Expo Milano 2015 setup was developed together with Jan Hüwel of coolux (producers of Pandoras Box).

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NO_THING An interactive low-tech device Technical-setup_2

NO_THING
An interactive low-tech device
Technical-setup_2

Project Proposal V1 28102014

Working Title:

Digital Identity and the Virtual Space Race

Aims:

To look into whether man’s approach to the digital reflects that of reality, specifically through the cultivation and shaping of virtual environments.

To investigate the growing reliability of technology in the everyday and both the positive and negative effects of media consumption/creation on individual and group identities.

Objectives: 

– Decipher the differences between the ‘real self’ and digital identity by unravelling each individually.

– Investigate the effects of Media consumption and creation on the user’s reality by considering the specific elements of media and the way the user interacts with, or is engulfed with its subject or effect. How does it alter our opinions / everyday decisions / habits?

– Create or find characters/figures to exemplify the effects of technology and their digitally altered lives.

– Approach the idea of creation / customisation / alteration in virtual and physical space. Digital architecture?

– Break down the city and online networks to their key components of structure, power, space, complexity and culture.

– Experiment with the equilibrium of physical and digital process to best fulfil my aims, both conceptually and aesthetically.

Context: 

Digital Identity and its effects on reality will be my central theme. I’ll be making paintings/imagery, multi-media collage/installations and sculptures focused on de-ciphering identity and environment’s relationship with the digital.

On Identity, I’m intrigued by the open array of characters found online. Although users are fully aware of the publicity of the internet, many users still act as if your actions have no effect in real life. The lack of corporeality online gives each and every user the ability to customise and control their identities. This is mainly seen through social media, forums or blogs, however its tangibility is truly endless. You only have to watch Catfish, 2011, to understand its potential misuse, be it malicious or just plain shy.

The average net-user has the ability, if they choose, to express their views, share their ideas, or even just converse with almost 3 billion different worldwide users. This ability to communicate and contribute with these people is solely possible through the use of this network, and therefore our dependence on its growth is increasing. The more applications we find, the greater the dependence. The collective impression of your internet/technology use says a lot about who you are, and potentially even more than simply having a conversation with you. This culmination of data is the basis of your online identity and experience. This is a metaphorical idea, and no such ruthless data harvesting is known to exist, however the effects each of these online interactions has is on the individual’s reality and his/her own sense of identity.

I will be engaging with identity on a number of levels. First, within the individual, I will show the changes of personality and everyday decision-making brought about by the prevalence of consumer technology. Secondly, the identities of groups, belief systems and states, specifically their changes as they engage more frequently online. Thirdly, i aim to discover more about the creation of new and alternate identities online, and how they effect the individual in reality. Looking at the identities we see on the street, and now online, I hope to capture the honest existence in the everyday, and their technology dependencies, or lack there of. Media consumption and creation can pose an unexpected change in a user’s reality and identity. This digital media can be news, social media, google results, images, texts, videos, basically anything available online, that has been made to be consumed.

As I’m interested in representing the modern figure, I have taken to reading Charles Baudelaire’s ‘The Painter of Modern Life.’ This essay, from 1863, describes some of the key stylistic themes Edouard Manet used in his depiction of modern life. Manet, both traditional yet cutting edge, captured modern life in the way he saw it, as opposed to artists at the time who followed the trends of what were considered academic conventions. The raw and natural representation of the world around him, and his unrelenting view of it is a characteristic i wish to adopt. Other classical or painterly inspirations I will reference are Delacroix, Caravaggio, Courbet, Millet, Masaccio, Magritte and Dali. More contemporary inspirations include Bridget Riley, Jenny Holzer, Chris Ofili, Sol le Witt, John Baldesarrri, Mehreen Murtaza, Rafael Rozendaal, Pipolotti Rist, Mark Lombardi. Essentially my work, in the simplest of terms will present realist figuration alongside surreal, expressive, digitally inspired landscapes and settings. These will be abstract collages and impressions of our own landscapes and the imagined digital-scape. By decoding architectural drawings, city plans, maps, satellite imagery, network imagery, info-graphics, circuit boards and even the human body, I aim to find a theme within their structure, and combination.

Architecture completes a cultural memory of the area in which it stands. Deep in the cities, there are rows of buildings, each defining their own time. Just walking down one of these roads triggers a sense of physical history that reminds you what had been before. The internet’s current architecture, per say, is based on books, scrolls, images, and videos, however with the potential emergence of virtual space, and a consumer interface to use it, this current structure could be set to change dramatically. I aim to look into the possibility of digital architecture and the cultural identities it could form. A space without land, where the buildings hold influence from cultures from all over the globe. Its a classic utopian vision that any technophobe would cry at the thought of, though it is not entirely impossible, and thus i propose the idea of the virtual space race, except this time our mortality does not hold us back, only our interface, tools and imagination. Unlike real architecture, the user can customise their surroundings. The buildings within our reality are set in stone as the unchangeable landmark of someone else’s work. within this digital space, the user is able to control what the environment is made up of, and the elements within it, be it their own designs, or those of others,

Given the opportunity, will man cultivate and shape a virtual environment  in the same way he has the physical, or how will it differ?

Methodology: 

My research will be based on both physical and digital processes, with an aim of finding a balance. I will aim to include physical lighting, sound and sensors. Creating multi-faceted, sculptural paintings and installations will use a number of physical processes including mark-making, wax/clay cast/ wood sculpture, found and manipulated objects.

My work will aim to find an equilibrium between Realist mark-making and digital abstraction, Much of my focus be will be on the city, and its increasing connectivity with its inhabitants. As our cities become more dependent on technology, i will show this distinction physically within its representation. Although my primary skill is to paint, I will further my understanding with more technological processes, such as visual coding, 3D sculpting and image manipulation. I will add electronic elements to my pieces including lighting, projected film/animation and interactive sensors to capture the growing reliance on technology. These Digital elements could also be laser cut images, interactive sensors, projected animation or embedded lighting and sound effects. A lot of these digital processes depend on my ability to become confident with the software, and therefore I see these elements coming in later down the line. In the meantime, I will focus on painting/drawing and sculpture, with some photography and film elements.

Outcomes: 

To de-construct the crossovers between digital identity and the ‘real self’ through multi-media paintings and installations that in themselves only just find the balance between the physical and the digital.

To be true to the representation of figures and personalities in my work. I do not wish to alter reality to better my work, and instead aim to captured elements of modern life, and especially life in the way i believe it to come across.

To investigate the growing reliability of technology and both the positive and negative effects of media consumption on individual and group identities.

To harness the possibility of virtual environments in Continue reading