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Engaging Viewers through Touchless Interactive Art

Page history last edited by Nancy Proctor 13 years, 7 months ago

Case Study title: Engaging Viewers through Touchless Interactive Art

 

Brief Abstract:

This case study of a touchless, gesture-based system using only consumer-level technology/software and a "zero-dollar" budget will demonstrate possibilities in motion interpretation and interaction. The primary focus will be on how this case study may be expanded in many directions as a method of allowing on- and off-site users to have easier access, intuitive browsing of collections, and even possibilities for community building and user-generated art. 

The audience will be encouraged to use this system to explore new ways to interact with each other, their environment, and the system itself during the entirety of the presentation. They can create movement in front of a webcam and see their video reflection interact live with objects on the projection.

Possible applications range from creative fields to gaming to physical rehabilitation to educational formats. The technology is no longer reserved only for elite or high-budget institutions and the typical implementation time is reduced significantly.

 

Abstract:

 

As an exploration of new ways to engage viewers both on- and off-site through the context of Interactive Art, this case study of a touchless, gesture-based system using only consumer-level technology/software and a "zero-dollar" budget will demonstrate possibilities in motion interpretation and interaction. The primary focus will be on how this case study may be expanded in many directions as a method of allowing on- and off-site users to have easier access, intuitive browsing of collections, and even possibilities for community building and user-generated art. Ideas for expanded use of this system in other fields may be discussed as well.

 

The audience will be encouraged to use this system to explore new ways to interact with each other, their environment, and the system itself during the entirety of the presentation. The audience members will be asked to create movement in front of a webcam and see their video reflection interact live with objects on the projection. The technology is only a Mac laptop with its built-in web cam and Adobe Flash. Because custom software and equipment are not necessary, this is distinct from other touchless interaction in both cost and availability. The unique prospects of the system make it realistic, affordable, and immediately available. The possibilities stretch out from creative fields to gaming to physical rehabilitation to educational formats. The system's benefits remove the stigma of such technology as being reserved only to elite or high-budget institutions and eliminates the typical waiting time for it to be implemented.

 

Materials & Links

Overview of Gesture Interaction: http://anunstablegrid.com/blog/?cat=197

Initial Research (webcam required): http://www.anunstablegrid.com/websites/lab/motion_interaction/motion_interaction.swf

Recent Research (webcam required): http://www.anunstablegrid.com/websites/lab/stream/Stream_wCam_web.html

 

Collin Hover is a graduate student at the University of Texas at Arlington, in the Visual Communication & Graphic Design area, focusing on Interactive Design. Over the past year, he has experimented with possibilities in opening content and dispelling the fear of the digital learning curve to all users through touchless, natural gesture-based interactive designs. Currently his research and exploration is centered around objects that are designed to react, on their own, to users, environment, and each other. These creations are intended to be naturally approachable and to drive exploration and curiosity by mapping digital creations into physical environments. He recently participated in the Five Minutes of Fame at the 2010 NMC Summer Conference, and happily reports that he was not gonged off the stage.

 

Seiji Ikeda, a Japanese-American, taught himself HTML and made his first hand-coded web page in 1995. Hooked ever since, he continues to research new technologies and the digital age as related to the Web, digital ethnography, gaming, and world cultures. His art work centers around the concept of the Web as a mini-cosmos that is reflective of our real-world culture and inner self. He works both in digital prints and the emerging field of Web art. Seiji's clients have ranged from non-profit organizations to fashion designers, city newspapers, sports information media, education departments, etc. He received his Master's of Fine Arts degree from Kansas State University in Visual Communications. In addition, Seiji is an advocate of the Japanese Performing Arts (taiko drums and yosakoi-style dance).

 

Session Info

  • Type: Case Study Showcase
  • Keywords: gesture interaction, motion intepretation, engaging users, browsing collections, community building, user generated art
  • Relevance: Relates to those interested in new methods of engaging and interacting with museum on-site and off-site users, as well as allowing those users to interact with various aspects of the museum in more intuitive and/or community-based ways.

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