Workshops: Interactions Vanessa Goksin

My experience with the technology and tools in each workshop.

Workshop 1 : The Power of Projection

The power of projection is using a specialised computer display system to enlarge an image creating an illusion and visual experience. Sometimes used for holograms and virtual reality games to provide a digital cinema. Using projectors that are connected to computer programs that allow us to create whatever image is on screen.

I thought that the session on the power of projection was very interesting and fascinating. It’s a very exciting subject as I think it is the starting point of future technology could be capable of for example; having projections for uses in everyday life. Watching the video clips of projections on buildings in exhibitions inspired me to think of other possibilities and ideas to project on other surfaces. I though it was very interactive and a fun way to create an illusion.

I could see projection tools being used in concerts to display more of what is on a stage for theatrical purposes. More exhibitions to present interactive art. I would like to see projectors being used straight out of a smartphone as I think it would be entertaining and amusing.

Workshop 2: Virtual Environments

Virtual reality is a digitally created space. “A Computer generated ‘World’ in which the user is involved with wearable technology that allows them to go from the real world to a virtual world and interact. ‘Head Tracking’ is controlled by a Camera Detection device which in turn controls an in app Camera. One lens is slightly off centre to other to create the 3D one image effect.

I thought that the tools we were using, such as the VR headgear that was connected to a drone game on the computer and the head gear connected to two remote controls were very interesting and very enjoyable as I love combining virtual reality in gaming.

This type of technology can be seen in many types of gaming. It is also used in camera equipment such as ‘GoPro VR’ where people can record their environments and watch them as a 360degree view.

Augmented reality is all in the software. With programs such as D’fusion, Unifye viewer or FLAR Toolkit. They allow the developer to combine animation in the program to an augmented reality in the real world. Requiring a webcam program to deliver the information to a computer, a software application must be downloaded or sites like ‘Vive’ and ‘Augment’.

I enjoyed the augmented reality aspect as it was very interactive, with apps like ‘Aurasma’ where it displays an animation onto whatever the camera is capturing on your phone.

These types of tools can be used by drawing lines on a football field, changing maps behind weather reporters. Gaming purposes with digital elements. The military for training may include machine vision object recognition and gesture recognition technologies.

Workshop 3: Connecting Two Worlds

INTERACTIVITY VIA MICROCONTROLLERS: A microcontroller is a small, low-cost computer used for detecting input from the real world and controlling devices based on that input. They are easy to use with simple sensors and output devices, and they can communicate with desktop computers. They’re also very useful for designing a simple interactive device that doesn’t need the full power of a desktop computer, but does need to be smaller or cheaper.

During the 3rd session we experienced the basic use of ‘Arduino’ an open-source project that created microcontroller-based kits for building digital devices and interactive objects that can sense and control physical devices. We also had some experience with ‘LittleBits’ a company that makes an open source library of modular electronics which snap together with small magnets for prototyping and learning.

I thought that these tools were very informative in teaching basic methods of creating interactive objects. I enjoyed creating a moving piece from scratch using the ‘Littlebits’. As well as building the digital devices using circuit boards and necessary equipment to make an LED work.

I can see these types of technologies being used to create toys and games to give them a more interactive aspect.

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