Re: Proj 5: Final Project II: Actual Documentation
Posted: Tue Jun 07, 2016 1:21 pm
Zhenyu Yang
/ / P A R A L L E L W O R L D / /
/ Concept
The idea of this project is based on the two concepts from my previous project (sculpture project). In my previous project, I mentioned there are two types of depth: General depth and detailed depth. General depth means the distance between the general objects detected by the Kinect camera. This kind of depth describes the spatial relationship among object. For example, based on general depth, we can tell if an object is near or far from us. Detailed depth describes the detailed geometry of an object. For example, based on the detailed depth, we can tell how a car looks like by looking at it from different angles.
In this project, I am thinking about creating a space by removing the detailed depth and keeping the general depth. In this space, the audience can actually observe himself. However, the perception can be unusual since the all detail depth are removed in this space and all the audience can perceive are the general distance between them and the abstract world.
Another feather brought by removing the detailed depth is parallelity: Everything is compressed into 2-dimensional so they will be always parallel to each other in the space.
Since this project involves creating a 2D world in a 3D space, a better 3D display technology can definitely enhance the experience (the ambiguity caused by the fusion of 2D and 3D perception). So I am considering making this project compatible with VR devices like oculus rift or HTC Vive so that the audience can see they are walking in the space.
/ Features
- Kinect Camera implementation, depth map filter - Virtual camera movement controls - Artificial stereo sound effects in planar space / Function Keys
Key F: Switch camera between control mode and free mode
Key C: Switch camera tracking methods
Key T: Switch camera between third person mode and first person mode
Key 1 to 5: Switch tracking object. Key 1 corresponds to the user.
/ Inspirational Resources
Some inspirational resources that are related to the concept of this project (keeping depth/distance among objects and removing the geometrical depth of each object).
Two-dimensional Egyptian art: http://www.shira.net/culture/kemetic-2d-art.htm
Camera movement techniques:https://www.videomaker.com/article/c10/ ... -and-truck
Stereophonic sound:https://en.wikipedia.org/wiki/Stereophonic_sound
Source Code: YouTube video demo:
https://youtu.be/xQsXCdwwNyg
/ / P A R A L L E L W O R L D / /
/ Concept
The idea of this project is based on the two concepts from my previous project (sculpture project). In my previous project, I mentioned there are two types of depth: General depth and detailed depth. General depth means the distance between the general objects detected by the Kinect camera. This kind of depth describes the spatial relationship among object. For example, based on general depth, we can tell if an object is near or far from us. Detailed depth describes the detailed geometry of an object. For example, based on the detailed depth, we can tell how a car looks like by looking at it from different angles.
In this project, I am thinking about creating a space by removing the detailed depth and keeping the general depth. In this space, the audience can actually observe himself. However, the perception can be unusual since the all detail depth are removed in this space and all the audience can perceive are the general distance between them and the abstract world.
Another feather brought by removing the detailed depth is parallelity: Everything is compressed into 2-dimensional so they will be always parallel to each other in the space.
Since this project involves creating a 2D world in a 3D space, a better 3D display technology can definitely enhance the experience (the ambiguity caused by the fusion of 2D and 3D perception). So I am considering making this project compatible with VR devices like oculus rift or HTC Vive so that the audience can see they are walking in the space.
/ Features
- Kinect Camera implementation, depth map filter - Virtual camera movement controls - Artificial stereo sound effects in planar space / Function Keys
Key F: Switch camera between control mode and free mode
Key C: Switch camera tracking methods
Key T: Switch camera between third person mode and first person mode
Key 1 to 5: Switch tracking object. Key 1 corresponds to the user.
/ Inspirational Resources
Some inspirational resources that are related to the concept of this project (keeping depth/distance among objects and removing the geometrical depth of each object).
Two-dimensional Egyptian art: http://www.shira.net/culture/kemetic-2d-art.htm
Camera movement techniques:https://www.videomaker.com/article/c10/ ... -and-truck
Stereophonic sound:https://en.wikipedia.org/wiki/Stereophonic_sound
Source Code: YouTube video demo:
https://youtu.be/xQsXCdwwNyg