REsearch
: : Jing Yan
[Artist]
SCOTT SNIBBE
http://www.snibbe.com/
Scott Snibbe appeals to me due to his very beautiful and conceptual art pieces, his productivity and cross-cutting. He has a background in film and animation, and he began his career as early developer in Adobe’s After Effect.
He is an interactive media artist who believes in the interdependence between beings and their environments both physically and mentally. Thus, all his works are trying to portray that relation and encourage the interaction between artwork and participant and between participants.
BOUNDARY FUNCTIONS (1998)
http://www.snibbe.com/digital-art#/proj ... functions/
The work begins when there are two people on the floor. It starts to divide the individual spaces by drawing a crossing line. When there are more participants, there are more lines and each person has his corresponding territory. We usually think of personal space as something that belongs entirely to ourselves. However, Boundary Functions shows us that personal space exists only in relation to others and changes without our control.
As to the artistic practice, Scott Snibbe states that his work is based on the combination of minimalism and phenomenology. His working process is subtractive: removing elements until only those essential to convey a work’s meaning remain. Under the principle of phenomenology, he expects the audience to construct the meaning of his works not through analytical processes, but through their physical awareness. That is to say, he eliminates the representation of meanings and strengthen the unmediated perception.
CAUSE AND EFFECT (2004)
http://www.snibbe.com/digital-art#/proj ... andeffect/
Cause and Effect records viewers’ movements in silhouette as they simultaneously displace the recordings of previous viewers. It is very neat. And it somehow reminds me of the minimalist music which starts with basic elements, then continuously repeats that basic melody with minor changes.
Also, "Cause and effect" is a translation for the Buddhist term Karma, which dictates that all human experiences, however minute, are the result of their own prior actions. Scott is also a Buddhist. A lot of his works convey these very beautiful conceptions.
Besides being an artist, Scott Snibbe builds applications. He exposes his art works to larger general public by transforming them into mobile applications. For example, the Biophilia is multimedia exploration of music, nature and technology. The Bubble Harp records and replays your movements while creating music based on the animated forms.
BJÖRK: BIOPHILIA
http://www.snibbe.com/apps#/biophilia/
BUBBLE HARP
http://www.snibbe.com/apps#/bubbleharp-app/
Also, he collaborates with musicians and filmmakers, including Philip Glass, Beck, and James Cameron. He has made an app called rework_ to remix Philip Glass’s music.
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[Engineering]
Freeform spatial modelling using depth-sensing camera
http://ieeexplore.ieee.org/xpl/articleD ... _2016_Year
Main purpose of this paper is to propose a 3D direct interaction modelling system for manipulating voxel based objects using motion sensing device such as Microsoft Kinect. It intends to imitate natural human modeling behavior and provide a real life experience of 3D object manipulation.
The properties of functional prototype application are presented and discussed; algorithm related to depth segmentation, contour detection, finger recognition and virtual contour with gesture are included.
Introduction
Most of the everyday interaction methods are indirect control. That means user manipulates with the controller such as mouse, instead of direct manipulation. Although nowadays touchscreen surfaces are widely used, yet as the controllers are in 2D form, the interaction of manipulating objects in the 3D world is very limited.
Kinect enables a full 3D range of movement without constrains and allow users to interact with the virtual world in a natural way with free hands.
Related Work
The research is focusing on the combination of computer modeling and motion gesture interface.
Cho, S., Heo, Y., & Bang, H. (2012, August). Turn: a virtual pottery by real spinning wheel. In ACM SIGGRAPH 2012 Posters (p. 11). ACM.
limited by spinning-wheel model
Dave, D., Chowriappa, A., & Kesavadas, T. (2013). Gesture interface for 3d cad modeling using kinect. Computer-Aided Design and Applications, 10(4), 663-669.
limited by control tools already present in standard CAD
Oliver Kreylos' Homepage, Wiimote Hacking.
http://idav.ucdavis.edu/~okreylos/ResDe ... index.html
not build on Kinect, utilize the benefits of motion controller
Proposed Solution
3 Basic components of the proposed solution: representation of the virtual clay, the finger recognition system, and the visualization and interaction framework.
The
representation of the virtual clay is done using the marching cube algorithm to render the volumetric model. Instead of doing GPU acceleration, they use shaders. By doing multiple shader passes, they intend to moving as much computations as possible from geometry shader to vertex shader.
The
finger recognition system has two parts. It uses Kinect API to find the hand position first and then detect fingers. They extract image around the detected points which is segmented by depth and hand contours. Then they use K-curvature algorithm to detect finger tips, and finally convert this to the Kinect projection space coordinate.
The
visualization and interaction framework is to connect the former two. Users are allowed to change the view of object and add or deleter clay with their gesture.
Results
The scalability and compatibility of the prototype is tested. The performance speed is GPU bounded.
And there is also a problem related to Kinect detection range and its low temporal and spatial resolution. The best position for the program is 1.2m; too close or too far away will result failure in hand detection or finger detection. The detection won’t be satisfied, if the hand is moving too fast as well.
Future Work
The future works contains changing the controller, adding a virtual view responding to user’s head view, using a virtual headset such as Oculus Rift, eliminating the redundant vertices created by the marching cubes algorithm, and partial dynamic model loading.