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We present a series of prototype devices that use real-time input to fabricate physical form: <i>Interactive Fabrication</i>. Our work maps out the problem space of real-time control for digital fabrication devices, and examines where alternative interfaces for digital fabrication are relevant. We conclude by reflecting upon the potential of interactive(More)
Although we can sense someone's vocalizations with our ears, nose, and haptic sense, speech is invisible to us without the help of technical aids. In this paper, we present three interactive artworks which explore the question: "if we could see our speech, what might it look like?" The artworks we present are concerned with the aesthetic implications of(More)
This thesis presents a new computer interface metaphor for the real-time and simultaneous performance of dynamic imagery and sound. This metaphor is based on the idea of an inexhaustible, infinitely variable, time-based, audiovisual “substance” which can be gesturally created, deposited, manipulated and deleted in a free-form, non-diagrammatic image space.(More)
We report the use of an embedded accelerometer as a gestural interface for an extremely small ("keychain") computer. This tilt- and shake-sensitive interface captures the expressive nuances of continuously varying spatio-temporal input, making possible a set of applications heretofore difficult or impossible to implement in such a small device. We provide(More)
We report on The Manual Input Sessions, a series of audiovisual vignettes which probe the expressive possibilities of free-form hand gestures. Performed on a hybrid projection system which combines a traditional analog overhead projector and a digital PC video projector, our vision-based software instruments generate dynamic sounds and graphics solely in(More)
Discrete and continuous modes of manual control are fundamentally different: buttons select or change state, while handles persistently modulate an analog parameter. User interfaces for many electronically aided tasks afford only one of these modes when both are needed. We describe an integration of two kinds of physical interfaces (tagged objects and force(More)
This thesis offers an alternative to the stationary, hand-centric experience that most existing video games provide. It proposes a scenario in which the player can affect action in the game by using his or her entire body, free of wires and controllers. Through the use of computer vision technology, this thesis attempts to develop an interactive vocabulary(More)
The history of abstract animation and light performance points towards an aesthetic of temporal abstraction which digital computer graphics can ideally explore. Computer graphics has leapt forward to embrace three-dimensional texture mapped imagery, but stepped over the broad aesthetic terrain of two-dimensional interactive dynamic abstraction. Several(More)
In this paper we overview an approach to modeling and rendering architectural scenes from a sparse set of photographs. The approach is designed to require no special hardware and to produce real-time renderings on standard graphics hardware. The modeling method is an interactive photogrammetric modeling tool for recovering geometric models of architectural(More)
This article attempts to demystify computer vision for novice programmers through a survey of new applications in the arts, system design considerations, and contemporary tools. It introduces the concept and gives a brief history of computer vision within interactive art from Myron Kruger to the present. Basic techniques of computer vision such as detecting(More)