Those horizontal lines I've been harping on about are finally becoming playful via Processing. Now to translate that to the Kinect.
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.
Saturday, 28 June 2014
Tangible Projection - first experiment
A couple of days after making the screen, and playing around with the coding, I arranged a dark studio space in order to test the projection and map it out.
A few problems that should be addressed for the next testing:
The set up consisted of a laptop, projector (Epson HD 480TW), Xbox Kinect and the screen itself. I was borrowing a laptop from my tutor at the time, before my friend arrived with his own laptop, which had all the necessary bits already installed to accommodate Processing.
I wasn't surprised to find that there were issues in terms of projection rendering and screen synchronisation with the laptop, especially with Processing itself. We were scratching our heads as to how you full-screen the damn thing and have it render accordingly through the projector, but no; they have to be awkward with each other. This will continue in a different yet similar space, most likely in the now-vacant Fine Art studios.
A few problems that should be addressed for the next testing:
- Sort out screening/projector synchronisation
- Pinpoint exact distance of Kinect vs. captured motion appearing through spandex.
- Clean up the coding, especially dimensions if alternatives can't be used for the screening.
Tangible Projection - screen is ready
Here is an image of the screen in the workshop. One of the technicians made the frame, and I've attached the spandex material. It was done on Tuesday this week. Big enough to serve its purpose, as well as flexible.
Dimensions: 145 x 145 cm
Thursday, 26 June 2014
Kinect and Processing - coding and set up.
I've figured that to achieve my projection idea is to use a Kinect, hence my earlier post on how it works. I've had trouble with admin rights and permissions with the university computers, so I've borrowed a Kinect from my tutor to take home with me and try it out on my own pc, which runs Windows 7. I also referred to Daniel Shiffman's guide to configuring the device to suit Processing. I had a friend, who works at Lockwood Ltd as a coder, help and take me through this. Didn't take him long to figure out Processing, which I was surprised to hear he had no awareness to.
For future references, this is basically what I've done to get the two working together:
1. Installed the Kinect-for-Windows SDK and Developer Toolkit applications - first and foremost thing one needs to do in order to install the hardware properly
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2. Set up the necessary codes and sources/libraries OpenKinect - a few problems arose out of this, like the imported library SimpleOpenNI which didn't work at first, and compatibility issues between different versions of Processing itself, which were already factors of Mac vs. Windows. but luckily, said friend from Lockwood
3. Set up the pixel and depth resolution settings for the Kinect on Processing.
4. Translated the Processing sketch to the Kinect.
So far, so good; albeit a few brain farts and headaches. A lot of what I had to do now was to build the screen, source the projector and set it all up in a space I've organised at Trent.
So far, so good; albeit a few brain farts and headaches. A lot of what I had to do now was to build the screen, source the projector and set it all up in a space I've organised at Trent.
Friday, 20 June 2014
Xbox Kinect - depth resolution
Efficient, clever and useful to know, especially for my Tangible Projection idea, which is slowly but surely coming together.
Tuesday, 10 June 2014
Processing - image warping/morphing
First of all, I find this mesmorising:
Second, this is quite cute:
Thirdly, ye gods this man's work is beautiful! And he's done several more, all in Processing.
Lately, I've been racking my brain around the programming language, which is generally aimed at designers and artists. I have at least figured out how to make static sketches with the code, which is practically basic java/html (the sort that one used to change backgrounds and colour schemes on myspace or vampirefreaks). What I'm trying to achieve by this point is a way to have the mouse hover over the vertical lines I've inputted into the sketch and influence them with morph effects and ripples. Something along that line anyway, but I have lately been struggling with that kind of coding and have asked for help from my tutor. Hopefully, the appropriate code to achieve such intricate effects will be sorted by this week.
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