Showing posts with label immersive. Show all posts
Showing posts with label immersive. Show all posts

Jan 29, 2013

OpenPilot: A Next-Gen Open Source Autopilot Approach to Aerial Videography

I recently learned about OpenPilot, an open-source project that promotes the development of economical unmanned aerial vehicles, or UAVs.  

According to information on the website, "OpenPilot is an ideal platform for researchers and hobbyists working on aerial robotics or other mobile vehicular platforms where stabilization and guidance are required. OpenPilot brings the cost down to reasonable prices so people can focus on developing and refining applications rather than paying the extremely high prices of most commercial offerings, or having to do ‘from the ground up’ hardware development."

A number of OpenPilot community members have used their UAVs to explore interesting landscapes and at the same time, create engaging video clips.  Wouldn't it be fantastic to figure out how to get a 3D or 360 camera in a UAV?  

Below is an assortment of videos I came across while visiting the OpenPilot website. (I've also included some videos that were created using YellowBird 360 technology, which to my knowledge, has not been attempted with a UAV.)






OpenPilot Revolution Trailer from OpenPilot on Vimeo.

I think that the UAV concept would be great for an after-school technology club. It similar to robotics, but it also would get the kids outdoors.   It would provide a great experience for students who are also interested in photography and videography. 

RELATED
OpenPilot Website
OpenPilot Wiki
YellowBird

Here are some examples of YellowBird 360 videos: 
Interactive YellowBird 360 Video for KIA ceed

Behind the Scenes - Mont Blanc 360º shoot from yellowBird on Vimeo.





YellowBird 360 Interaction with Kinect

yellowBird 360º video player - KINECT from yellowBird on Vimeo.

Oct 12, 2011

RENCI Update: Combining Gaming and Visualization Technologies to Support Efficient and Effective Decision-Making

        RENCI stands for the Renaissance Computing Institute.  It is a multidisciplinary collaboration between UNC-Chapel Hill, Duke University, and North Carolina State University, with Engagement Sites at UNC Asheville, Duke University, Eastern Carolina University, North Carolina University, UNC Chapel Hill, UNC Charlotte, and the UNC Costal Studies Institute.  
        According to the mission statement, "RENCI develops and deploys advanced technologies to enable research discoveries and practical innovations."  Much of the work of RENCI focuses on large-scale information and data visualization.
        Why is this important?  It provides an effective visual-cognitive means of understanding complex data from a variety of disciplines, and also supports the collaboration of researchers across a variety of disciplines.   It has the potential to support larger-scale decision-making and problem-solving in our technology-dependent, interconnected world.  

Take a few minutes and explore what I've posted below:
       
Press release from RENCI about the interactive dome, pictured below (photo credit: RENCI-UNC Asheville):  "To understand human-induced global changes, there's no place like dome" Nancy Foltz, 10/12/11

RENCI: Gaming the Future
        The video below provides an overview of how innovative interactive visualization tools support decision-making across many disciplines.

RENCI: Unity 3D game engine to support immersive information visualization applications:

RENCI Situation Room Multi-touch Table, UNC-Charlotte:





RELATED
RENCI pioneering the visualization industry with innovative interfaces
Tracy Boyer Clark, Innovative Interactivity (II), 2/8/10
RENCI Visualization Center Update
Lynn Marentette, Interactive Multimedia Technology, 2/9/10
RENCI Tutorial: "Beautiful Code, Compelling Evidence: Functional Programming for Information Visualization and Visual Analytics" (pdf)  J.R. Heard
RENCI: Data to Decisions
Recent Publications from RENCI:
Y. Xin, I. Baldine, A. Mandal, C. Heermann, J. Chase, and A. Yumerefendi. “Embedding Virtual Topologies in Networked Clouds.”The 6th International Conference on Future Internet Technologies (CFI). Seoul, Korean, June 2011 
Y. Xin, I. Baldine, J. Chase, T. Beyene, B. Parkhurst, and A. Chakrabortty. “Virtual Smart Grid Architecture and Control Framework.” 2nd IEEE International Conference on Smart Grid Communications (IEEE SmartGridComm), Brussels, Belgium, Oct. 2011 
X. Ju, H. Zhang, W. Zeng,M. Sridharan, J. Li, A. Arora, R. Ramnath, Y. Xin. “LENS: Resource Specification for Wireless Sensor Network Experimentation Infrastructures. ” The 6th International Workshop on Wireless Network Testbeds, Experimental Evaluation and Characterization (WinTECH), Las Vegas, Nevada, Sep. 2011
RENCI's Facebook Page
Twitter: @RENCI

Aug 5, 2011

GoPro Wearable (extreme) Sports Camera: I Want One! (video)

I'd love to have a GoPro wearable HD camera for creating immersive multimedia content. The only problem is that I'd have to take up extreme sports as a hobby if I wanted to do my own videography. 


Take a look at the promo video from the GoPro website - best viewed in full-screen:


I see great possibilities for interactive, "touchable" multimedia content using video captured in this manner!


If you ever wondered what NYC looks like from the POV of a fast and furious skateboard, take a look at this video, "Skate Through NYC With A GoPro":


Thanks to Nat Torkington for sharing the video and link in Google+!


RELATED
Blog Post: Skate Through NYC with a GoPro
Mareadyphotography Blog

Dec 31, 2010

VIDEO GAMES LIVE!- With the Charlotte Symphony Orchestra-An immersive multimedia event.

Video game music is in the background of life in the lives of many people, and might be the "comfort food" music of the younger generations, given the number of hours videos are played homes in the U.S.


VIDEO GAMES LIVE will be performed in conjunction with the Charlotte Symphony Orchestra on Saturday, February 19, 2011, at 7:30 PM at Ovens Auditorium.  I'll be there!


"Video Games Live! is a multimedia concert experience featuring the best music and exclusive synchronized video clips from the most popular games from the beginning of video gaming to the present. Performed with the Charlotte Symphony, the show combines exclusive video footage and music arrangements with synchronized lighting, solo performers, stage show production, special FX, electronic percussionists, and unique interactive segments.

Whether it’s the power and passion of the more recent blockbusters or the excitement of remembering the sentimental classics, it will truly be a special night to remember for the entire family." -Charlotte Symphony Orchestra website




Promo video from VIDEO GAMES LIVE! (Brazil)



RELATED
VIDEO GAMES LIVE website
VIDEO GAMES LIVE tour dates

Information about VIDEO GAMES LIVE from the "About" page of the website:

Video Games Live™ is an immersive concert event featuring music from the most popular video games of all time. Top orchestras and choirs perform along with exclusive video footage and music arrangements, synchronized lighting, solo performers, electronic percussionists, live action and unique interactive segments to create an explosive entertainment experience!


This is a concert event put on by the video game industry to help encourage and support the culture and art that video games have become. Video Games Live™ bridges a gap for entertainment by exposing new generations of music lovers and fans to the symphonic orchestral experience while also providing a completely new and unique experience for families and/or non-gamers. The show is heralded and enjoyed by the entire family. It's the power & emotion of a symphony orchestra mixed with the excitement and energy of a rock concert and the technology and interactivity of a video game all completely synchronized to amazing cutting edge video screen visuals, state-of-the-art lighting and special on-stage interactive segments with the audience.


If you or someone you know is into video games you won't want to miss this highly acclaimed one-of-a-kind concert experience. Or maybe you are looking for something cultural and exciting that the whole family will enjoy? Video Games Live™ is not just a concert, but a celebration of the entire video game industry that people of all ages will adore.


Video Games Live™ is created and produced by industry veteran and world famous video game composer Tommy Tallarico.


Video Games Live™ features the best music and exclusive synchronized video clips from the most popular games from the beginning of video gaming to the present. Game franchises include:


Mario™ 
Zelda™ 
Halo® 
Final Fantasy®
Warcraft®
StarCraft®
Diablo®
Sonic™
Metal Gear Solid®
Kingdom Hearts
Chrono Trigger™
Chrono Cross™
Mega Man™
Myst®
Tron
Castlevania®
Metroid®
Interactive Frogger
Interactive Space Invaders
Interactive Guitar Hero™
Interactive Donkey Kong™
Medal of Honor™
God of War™
BioShock™
Civilization IV
Tomb Raider®
Beyond Good & Evil™
Advent Rising
EverQuest® II
Mass Effect™
Shadow of the Colossus
Silent Hill™
Crysis®
Monkey Island
Earthworm Jim
End of Nations™
Afrika™
Assassin's Creed™ II
Uncharted™ II
Portal™
Lair
Conan
Command & Conquer: Red Alert
Headhunter
Splinter Cell®
Ghost Recon™
Rainbow Six®
Jade Empire
Contra
OutRun
Gears of War
Need For Speed®: Undercover
Harry Potter and the Order of the Phoenix™
Classic Arcade Medley featuring over 20+ games from Pong® to Donkey Kong® including such classics as Dragon's Lair, Tetris, Duck Hunt, Ghosts 'n Goblins, Gauntlet, Punch-Out, OutRun and MANY MORE!"

Sep 5, 2010

Planet in Action's 3D Sound in Google Earth: Part of the Interactive, Touchable 3D Picture (and thoughts about how this might play out on interactive whiteboards in education)

I came across a link to Planet in Action's video demonstration of 3D sound in Google Earth, thanks to a post by Nate Torkington in O'Reilly Radar.  WOW!   


The company shows that a 3D sound engine works nicely within the Google Earth environment.  Planet in Action tweaked the Soundmanager2 library from schillmania.com, resulting in a sound3D javascript object that can be used to program geo-located sounds in Google Earth.


The 3D sound concept, in my opinion, will be useful in creating immersive interactive educational experiences, especially if students have access to newer interactive whiteboards with decent sound systems.    


Below is the video from Planet in Action, along with a bit of promotional information:

The video is of a port in San Sabastian, Spain.  The "sound landscape" is realistic, and a range of sounds, from various spots in the scene, can be heard during the exploration.  


"Google Earth is a highly detailed 3D representation of our entire planet.  Rather than just looking at it, why not play on it!  PlanetInAction.com brings you top quality ideas, applications and concepts that will let you experience your planet in a whole new way." -Planet in Action


Thoughts:



My bet is that this concept will play out very well in the future in family rooms outfitted with large displays and decent surround sound systems. 

Why?  No need to explain.  Just take a look at what is going on with 3D TV and film,  3D HD gaming, interactive TV, internet-enabled large HD TVs, Google's "Lean Back" concept, and the "Slow Media" movement.



By the way, Planet in Action's work strikes a chord in me.  One of my HCI team travel planning projects that used Google Earth in the demonstration prototype.  We focused on cruise travel planning, mostly because I had lots of pictures and video clips from my cruise trips vacations and other travels.  I even worked on part of the project while I was ON a cruise ship.  (That was before the economic downturn.)   Below is a video of a cruise ship model that Planet in Action created for a cruise line, for use in Google Earth:

Celebrity Constellation Virtual Fly-by


SOMEWHAT RELATED





As I mentioned in my previous post, "Video Experiments: Sea Life Medley - Extended version with music",  I'm experimenting with some ideas to create interactive educational video clips for future use on higher-resolution interactive whiteboards and other large touch-screen surfaces.   


Part of my motivation stems from an immediate need for "touchable" content for the students I work with who have more significant disabilities, including autism- and of course, my colleagues. All of the classrooms in the program have IWBs- mostly brand-new SMARTBoards - - we also have a SMARTTable that is begging for more content.


As I worked with students using my video clips and a new SMARTboard, I noticed that students have a strong desire to touch what they see on the screen.  If they could stop the video and further explore item of interest, for example, the jellyfish in the above picture, it would be great.  


Imagine putting your hand on the jellyfish, and having the power to explore it as a 3D model! If you are a grad student or researcher who is working on this concept, or something related, please let me know.


Getting back to the 3D landscapes/soundscapes in Google Earth- this is something that I'd like to try at school.  I'm wonder if PlanetinAction allows for touch-screen interaction so that students who are at the SMARTBoard can easily explore the 3D-sound enabled scenes in Google Earth.

May 31, 2009

RENCI at UNC-Chapel Hill: Serious Gaming and Simulation, Unity 3D Platform

VIDEO
Running the Unity 3D Game Engine in a Global Immersion 4-Projector Dome System at the RENCI@UNC Engagement Center



For more information:
Serious Gaming and Simulation at RENCI@UNC

"
The application of game technology to teaching, training, and research has been a topic of interest at RENCI@UNC. More specifically, the adaptation of game engines and 3D environments to the specialized visualization environments at the engagement center is a promising area for experimentation and collaboration...We very recently obtained copies of Unity, and have been working through some of the basics. One of the first activities was to create specialized code to show Unity-built 3D environments in our Global Immersion dome system. This was successfully accomplished with a good bit of code-hacking to render the proper camera views and viewports for the four channel dome system. There are some known issues with the Windows stand-alone viewer that we were able to work around. We did some imaginative manipulation of the Unity Plug-in using a browser embedded within a WPF application that allows arbitrary screen resolutions, as well as spanning across multiple displays. Look for a post later with some technical details."
FYI

Here are some pictures from RENCI:

http://unc.renci.org/wordpress/wp-content/themes/renci2.0/images/sections/resources/visualization-resources-b.jpg

http://unc.renci.org/wordpress/wp-content/uploads/2009/03/dome-001-300x225.jpgdome-003-a
dome-003-ahttp://farm4.static.flickr.com/3085/3177205942_79d56b3481.jpg

May 14, 2008

Paul Bourke's Experiments in Interactive Visual Immersion in Second Life - and more....


"Preprocessed spherical projections from inside a crystal including the Hershfield surface"
Evaluating Second Life as a Collaborative Tool for Scientific Visualization
http://local.wasp.uwa.edu.au/~pbourke/papers/cgat08/

I thought I'd devote a post to Paul Bourke's exciting work in the area of what I call "interactive visual immersion".

According to a bio on a math art website, Paul's working life "has revolved around high performance computing and computer graphics, in particular scientific visualisation: the use of computer graphics to represent scientific data with the aim of enhancing understanding of the underlying structure and processes." Paul is also interested in the use of "novel display technologies that can further enhance the understanding of large and complicated geometric datasets...These engage capabilities of our visual system not exploited by traditional computer displays..."

Paul recently participated in the the Computer Games, Multimedia & and Allied Technology 08: International Conference & Industry Symposium on Computer Games; Animation, Multimedia, IPTV & Edutainment. (CGAT'08, Singapore, April 28-30)

The above picture is from his paper, Evaluating Second Life as a Tool for Collaborative Scientific Visualization. (pdf), taken from Paul's webpage, where you can find a link to the slides from his talk.

Bourke points out that there are few software tools available that support shared, remote collaborative scientific visualization. What is available is expensive, exploratory, and/or difficult to install and operate. Bourke proposes that Second Life might prove to be a useful tool for collaborative SciViz, despite some current limitations. Second Life is a cross-platform 3D environment that was designed specifically for interaction between many people, and it allows for texture mapping, which is a plus for visualization work. Burke notes that there are limitations, such as Second Life's low geometric complexity.

Paul Bourke's website includes a page that lists all of his papers, articles, and seminars, with impressive visuals alongside each entry. Since I recently completed a visualization class and also gave a short presentation about accessible games for health, I found many of Bourke's papers intriguing:

Vertical dome (iDome): Visualisation and Navigable movies
Visualization for scientists, museums, public outreach, and education
Immersive environments and applications to gaming
Exploiting our sense of touch for scientific visualization.
Tactile Visualization: Feel your data!
Apple technology powering displays that engage the human visual system
iDome and digital projection into hemispherical domes

Take the time to explore Bourke's entire website. Look at his texture library and his "other" section!


FYI: Here is a link to the CGAT'08 list of speakers, complete with bios and abstracts.