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VR, Networking and Collaboration |
Josephine Anstey |
Mar 24, 2004 |
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| Hi everyone, I wanted to introduce myself and my colleagues who will be showcasing some immersive VR collaborative and networked art doing the conference. We are the VR studio at Media Study, UB, website: http://www.ccr.buffalo.edu/anstey/VRSTUDIO/ We will be posting details there soon! Our show will run concurrently with other events. Since our VR system can only comfortably accommodate ~5 people at a time, we suggest people sign up for 20-30 minute time slots. We will post information on the sign-up later. For now here is a brief description of some of the works. Networked Virtual Reality Art Pieces A networked VR environment allows participants in different locations to share the same virtual environment. The participants see each other as avatars in the virtual environment. Since the participants are wearing tracking systems, participants can see where each other's avatars are looking and pointing as well as navigating. They can see if an avatar has picked up a virtual object, or pressed a virtual button. Networked VR can be used for any kind of collaborative project, scientific, industrial, design or art, where the collaborators are located on different continents, different cities or just across town. Typically high speed networks arev needed to carry the necessary information between the locations. We will show the following pieces networked between UB and Indiana University * PAAPAB - PAAPAB is a dance-floor environment inhabited by life-size puppets that are animated by the users. Users from the different remote locations can watch each other record puppets. They can also dance with each other and their puppet recordings on the dance floor. Collaborators: Josephine Anstey, Dave Pape, Dan Neveu * BEAT BOX - Beat Box presents networked participants with a playful arena of interactive virtual sound machines. Each of three machines has a unique periodic duration and controls, respectively, percussion, ambient loops and bass sounds. Beat Box is virtual sonic chronometry as the environment is enveloped in keeping time with the sound machines. Collaborators: Margaret Dolinsky, Edward J. Dambik, Mitja Hmeljak, Nicolas Bradley *Interdisciplinary Collaborations Very typically collaborative teams of artists, computer programmers, and sound designers are needed to put together complex Virtual Environments. The scope and focus of such environments is virtually unlimited,. We would like to present the following stand-alone VR pieces that indicate some possible directions of the media * metaspace: dissimulation - This project is the exploration of meta-spaces - the space between spaces, a constructed environment that exists solely in the digital realm, mimicking the real world. It is a place that reflects its inhabitants- unstable, unpredictable, and desolate. It is a place that also reflects our own fears. Collaborators: Chris Galbraith, Ivan Itchkawich, Adrian Levesque * Whose Streets? - Is a unique combination of the otherwise separated fields of (video) documentary and virtual reality. The user is able to experience recent protests against globalization and the WTO (World Trade Organization) first hand. She is introduced to the situation via actual video footage and later on literally enters the mind of a cop to enhance her awareness of his thoughts and motivations. Collaborators: Chris Outlaw, Richard Wetzel * Auralmap - The tradition of static sound sample playback to supplement 3D worlds is giving way to increasingly dynamic sound design, which not only enhances the visual experience, but has the potential to putting its importance on par with the visual component. This is a look at some of the possibilities of combining real-time audio processing with a virtual environment. Concepts in audio spatialization and parameter mapping are explored. Collaborator: Dan Neveu * The Trial The Trail - This Interactive Drama in progress is a collaboration between VR and AI artists and scientists. We would like to take this opportunity to undertake some networked "Wizard of Oz" experiments and to test the early implementation of the agents. Collaborators: Josephine Anstey, Dave Pape, Stuart Shapiro, Vikranth Rao, Orkan Telhan, Trupti Devdas Nayak, Paul Visco |
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