2005W Research |
MAT 256 Visual Design through Algorithms |
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The Cave & Other Immersive Environement References
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EVL |
The CAVE is a projection based virtual reality system developed
at the Electronic Visualization Lab in 1992; it was created by Carolina
Cruz-Neira, Dan Sandin, and Tom DeFanti, along with other students and
staff of EVL. [Description]
[Overview]
[User's
guide] [Wand]
[Parts]
[Demos]
[Cave Installations]
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The premise was that more than one user will have to react
to the same environment if VR where to become an effective tool. The achievement
of Sandin and Defanti was the CAVE (Cave Automatic Virtual Environment)
facility designed at the Electronic Visualization Lab.(EVL), University
of Chicago. |
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Inventors | Tom
deFanti, Computer Science Dan Sandin, Media artist Carolina Cruz-Neira , Iowa State University |
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ICUBE | ICUBE Description ICUBE Immersive Virtual reality Technology Eon ICUBE multi-sided interactive space |
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Links |
Immersive
Reality System University of Nottingham Virtual Reality Applications Team Virtual Prototyping Design of a Sensor Interface Using the I-Cube System Human Computer Interaction, Terry Winograd VR Interaction techniques & Metaphors [hitlab, U Washington] |
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Tools |
I-Cube Midi Controller
[system]
[] Open Source VR Toolkit FakeSpace [Cave] 3D AutoStereoscopic Display |
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Will's 3D devices Military |
Accelerometers and Gyroscopes |
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History |
Sensorama
[1]
(1962) Morton Heilig Myron Krueger (From Marvin Jasper) With the advent of TV in the 60's and 70's saw development of electronics/ video/holographics in art with such artists using these new technology tools as Jordan Belson, John Whitney, Allan Kaprow, Nam June Paik, et al. Krueger was among the first of these artists to use computer technologies as a principal component in interactive art. He pioneered a new aesthetic median based on real-time man-machine interaction in the context of physical environment. He defines the Responsive Environment as intelligent, real-time, computer-mediated space where the computer responds to or preceives gestures of the audience by interpreting their actions. As a contemporary of John Cage, Krueger was influenced by the indeterminacy and audience participation of his compositions. Key to Krueger's work, is that the computer-established interactive environment creates a context, an artificial realty, between the viewer and his environment. Interplay between the viewer's real physical environment and the virtual is achieved to form a new relationship.The input-output relationship may be arbitrary and variable. It is the composition of the relationships between action and response that is important. As Krueger puts it, the response is the median of expression. Since the participant is an active contributor in the artistic expression, Krueger has designed his installations for the lay public to provide an initimacy and affirmation with the technology. As he points out, it is important for that the contemporary public to embrace the tools that define it's culture. |
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Deep History |
Brunelleschi's perspective [1]
[2]
[3] Arnolfini's mirror: "Optics and realism in Renaissance art," Scientific American, 291(6):76-84, December 2004, [Stork] Velasquez' Las Meninas Mathematics in Art |
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