Monday, 30 June 2014

Tangible Projection - second experiment

Today has involved searching for an unused studio space, sourcing the same projector and working out the right distances of the Kinect's inferred capture. There's a bit of a struggle for corresponding screen resolution at the moment, and finding the most ideal ratio for the Kinect to pick up movement, which is further complicated by the level of light in the environment.

We're getting there, slowly...



The issue here is size and correct mapping. It has been suggested that a taller canvas be made to match a ratio of 640 x 480 pixels, as there was essentially a height problem in terms of Kinect's motion tracking. 145 cm in width is fine, but height could be taller. In fact, it might not even be a case of making a taller canvas, but rotating the Kinect 90 degrees, because it wasn't so much the width that was problematic, but the height. If that's the case, then I should look into a way of elevating and suspending the canvas itself. 

I'm also unsure at this point whether the Epson TW480 might be suitable for rear projection, unless it has a mode for that function, which I've yet to find out by playing with its settings a bit more. If not, then I need to find another projector with such a mode, and one that might be vertical if I do make a taller canvas. 


I can safely say that I've not really done anything like this before, and my departure from traditional Fine Art mediums has been a lot harder than I anticipated. I've had to get my head around programming languages for a start, tap into physical computing, take further considerations for the environment and use other, technological methods to apply an effective visualisation.

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