9,067 research outputs found

    Integration of georegistered information on a virtual globe

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    In collaborative augmented reality (AR) missions, much georegis-tered information is collected and sent to a command and control center. This paper describes the concept and prototypical imple-mentation of a mixed reality (MR) based system that integrates georegistered information from AR systems and other sources on a virtual globe. The application can be used for a command and control center to monitor the field operation where multiple AR users are engaging in a collaborative mission. Google Earth is used to demonstrate the system, which integrates georegistered icons, live video streams from field operators or surveillance cameras, 3D models, and satellite or aerial photos into one MR environment

    MINDtouch: Embodied mobile media ephemeral transference

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    Copyright @ 2013 ISAST.This article reviews discoveries that emerged from the author's MINDtouch media research project, in which a mobile device was repurposed for visual and non-verbal communication through gestural and visual mobile expressivity. The work revealed new insights from emerging mobile media and participatory performance practices. The author contextualizes her media research on mobile video and networked performance alongside relevant discourse on presence and the embodiment of technology. From the research, an intimate, phenomenological and visual form of mobile expression has emerged. This form has reconfigured the communication device from voice and text/SMS only to a visual and synesthetic mode for deeper expression

    Mixed Reality on a Virtual Globe

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    Body, Space and Time in Networked Performance

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    This special issue of Liminalities has been compiled from the outcomes of the conference Remote Encounters: Connecting bodies, collapsing spaces and temporal ubiquity in networked performance held at the University of South Wales on the 11th and 12th of April 2013. By providing an overview of contributions to the issue this editorial aims to both introduce networked performance to a new readership and for those already practicing in the field assemble and present the interdisciplinary and transdisciplinary practice that can be considered as networked performance. Contributor's research themes, practice issues and their creative solutions are identified revealing common threads of enquiry running throughout the issue. In addition notable papers and performances from the conference that have not been included in this issue are discussed briefly

    Border: A Live Performance Based on Web AR and a Gesture-Controlled Virtual Instrument

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    International audienceRecent technological advances, such as increased CPU/GPU processing speed, along with the miniaturization of devices and sensors, have created new possibilities for integrating immersive technologies in music and performance art. Virtual and Augmented Reality (VR/AR) have become increasingly interesting as mobile device platforms, such as up-to-date smartphones, with necessary CPU resources entered the consumer market. In combination with recent web technologies, any mobile device can simply connect with a browser to a local server to access the latest technology. The web platform also eases the integration of collabora-tive situated media in participatory artwork. In this paper , we present the interactive music improvisation piece 'Border,' premiered in 2018 at the Beyond Festival at the Center for Art and Media Karlsruhe (ZKM). This piece explores the interaction between a performer and the audience using web-based applications-including AR, real-time 3D audio/video streaming, advanced web audio, and gesture-controlled virtual instruments-on smart mobile devices

    3D-LIVE : live interactions through 3D visual environments

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    This paper explores Future Internet (FI) 3D-Media technologies and Internet of Things (IoT) in real and virtual environments in order to sense and experiment Real-Time interaction within live situations. The combination of FI testbeds and Living Labs (LL) would enable both researchers and users to explore capacities to enter the 3D Tele-Immersive (TI) application market and to establish new requirements for FI technology and infrastructure. It is expected that combining both FI technology pull and TI market pull would promote and accelerate the creation and adoption, by user communities such as sport practitioners, of innovative TI Services within sport events
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