Art Exhibition and Mock-ups
27 - 30 October
Venue: Dreispitz Areal, Helsinkistrasse 9, Münchenstein.
Contact: SHIFT – Electronic Arts Festival
Thursday 27 October 2011, 18:30 – 24:00
Friday 28 October 2011, 12:00 – 24:00
Saturday 29 October 2011, 12:00 – 24:00
Sunday 30 October 2011, 11:00 – 18:00
Cashback works with 5, 10, 20, 50 and 100 Euro banknotes: the higher the value of the banknote, the more 'content' the user gets to see. The different sides of the banknote also dictate what kind of stripper will appear (female or male).
The installation uses a mixed reality technology developed at the Computer Vision Laboratory of EPFL (Ecole polytechnique fédérale de Lausanne) that overcomes the use of tags, allowing the designers to work directly on the objects and their images.
The cubes do not feature any electronic technology, yet they become the interface between the player and the virtual world. By moving them on the floor in front of the Kinect, players control different functional elements on the screen. The lead character, the so-called geek, follows a series of forking paths. By placing the cubes in the correct position, the geek avoids obstacles and/or opens up a new path in the game. As in a choose-your-own-adventure book, the user’s choices open up new possibilities for gameplay. The story and the followed paths are different every time the installation is presented anew.
Influenced by the Internet, the form and function of news reading has nowadays drastically changed. People can read real-time online news from all over the world: this results in a seemingly flat, homogeneous, globalized news feed. However, although the news content is becoming increasingly globalized, the way news is presented still widely varies among different countries and cultures.
The project Re: Newspaper aims to expand the viewer's awareness of the differences and similarities in the ways news is presented across the globe. The news content is taken from the World Wide Web and channeled to a blank physical newspaper. By interacting with this newspaper, viewers can geographically browse through the current news feeds from a variety of countries.
Whilst placed in front of the screen, interacting with others via web cams and artificial personas, the modern computer user might run into problems dealing with real people in physical interactions. The concept blurs these two worlds, taking elements of the virtual into the physical.
A product for the Otaku generation, it acknowledges the fact that the Internet has created new forms of social interaction that enable new modes of behavior. Online chat rooms, games and virtual worlds such as Second Life, in which we can be whoever we choose to be, exemplify this. Normative modes of behavior and rules do not exist and for some, these places are more comfortable than the physical world.
The Interstitial Space Helmet consists of 2 standard vacuum formed halves of A.B.S. These are individually fitted to the user with an acoustic internal padding to ensure a comfortable and sound proof fit. The ISH in the standard form has one A/V output, an internal LCD screen at a distance of 17.5 cm from the eye, and an internal microphone.
In their work Jekyll and Hyde Martin Kovacovsky and Marius Hügli explore and demonstrate the new possibilities offered by the use of augmented reality in the press industry. Based on the novel The Strange Case of Dr. Jekyll and Mr. Hyde, Kovacovsky and Hügli created a book that offers additional multimedia content when combined with a screen. Rather than merely placing 3D models on top of the book pages, they tried to find unusual ways to combine the analog and the digital content. Jekyll and Hyde is a collection of applications developed through a series of experiments and design studies.
lifeClipper is a game-like, interactive new-media artwork, which has been implemented with immersive Augmented Reality Technologies in the St. Johanns Park in Basel, Switzerland. It invites visitors to walk around the park with a wearable computer system in order to experience alternative realities. Shifts between everyday life conventions and fantastic parallel worlds with different physical and cultural rules create interferences, and question our perception of reality.
Besides the artistic video documentation shown at the exhibition venue,lifeClipper3 offers visitors an augmented walk during ISMAR11. Visitors can make a reservation on the website http://www.lifeClipper3.torpus.com
The project was supported/funded by: Institute for Research in Art and Design HGK FHNW, Switzerland | Fachausschuss für Audiovision und Multimedia BS/BL | Christoph Merian Stiftung Basel | GGG Basel
Reverse Blinking by Ief Spincemaille creates such an experience. The work consists of a completely closed helmet with two shutters positioned in front of the eyes, which open and close in 0.3 seconds and can be controlled by the user. Reverse Blinking is powered by batteries and can be used both inside and outside of the exhibition space.
Reverse Blinking is part of a series of artworks that attempt to add video and photographical effects to the way we naturally see. While virtual reality goggles try to make us believe that the images we see are real, Spincemaille’s device does exactly the opposite. The googles manipulate our vision in order to make the real environment around us look utterly unreal, as if it was an image. By doing this, the artist shows to which degree contemporary society is dominated by images: according to Spinceimaille, the world has become an image and the image has become reality.
In the installation Sensible1.0 the physical and the digital dimension overlay. Only when an object or person is positioned within the coordinates of the virtual layer, the latter is revealed by the manifestation of projected light.
Lightwaves, besides their frequency and amplitude, also have an orientation. A polarization filter allows light to pass through it only in one such orientation. When one looks through a piece of this filter, it appears perfectly transparent, just a bit darker than normal plexi or glass. However, when one looks at another piece of this same material through the filter, rotated at 90 degrees, the second piece becomes an opaque black surface. This happens because the light that passed through the first filter cannot pass through the second filter; every other orientation gives a different degree of opacity.
For Static, a polarization filter was cut into small rectangles of one square cm, in random orientations, as if they were large pixels. These little squares were then placed between two large rectangular pieces of plexiglass. The screen looks like a slightly darkened window. A rotating disc of the same material was also placed in the exhibition space. When the screen is seen through this disc, it turns into a half transparent field of video noise: white noise that is created entirely by the manipulation of light.
The performer wears a helmet that is equipped with a head mounted display and a microphone. A USB camera and microphone are also connected to the helmet, which function as tentacles to sense the external world. The performer experiences temporal and spatial dislocation via a pre-configured duration of time-lapse which determines the time difference caused by the two time streams: time obtained through the audio-visual senses within the helmet and the time projected from outside the helmet.
Mock-ups (videos of AR applications & implications)
Augmented (hyper) Reality is an ongoing ‘research-by-design’ project by Keiichi Matsuda, which explores scenarios for our occupation of the city in the context of emerging technologies and ubiquitous media. The hyper-real mediascapes of the future city are depicted in two award-winning short films,Domestic Robocop and Augmented City 3D, which will be presented alongside production drawings. The films aim to provide a platform for a debate and a counterpoint to the utopias for the future promoted by numerous tech companies. They explore the implications for privacy, identity and the construction of space in a dynamic mediascape, with wide-ranging consequences on everyday life.
Sports++ will offer soccer fans worldwide an additional gaming layer on top of the action happening on the playing field. This additional action can be viewed using the Layar augmented reality browser, available for iPhone or Android smartphones. Spectators that point their smart phone camera onto the soccer field will be able to see an altered live image of the field, augmented with virtual gaming elements and characters. The ball, the players and/or the referee will be, with their movements and actions, unknowingly controlling the parallel game happening in the virtual universe.
Sports++ aims to fully connect the soccer players and their actions to the game characters living in the mixed reality game environment, to allow the audience to play an active role and to give supporters worldwide the power to get involved in the game in unique ways.