1. QuiQui Giant Bounce - a physically interactive computer game and story for children

QuiQui's Giant Bounce is an award winning computer game for 4 to 9 year old children that is controlled through movement and voice. The game does away with keyboards and traditional game controllers and uses a web camera and a microphone to "see and hear" the player.

In order to play, you only need (in addition to a computer) a microphone and a web cam, the going price for a computer game. The demo of the game can be downloaded on these pages.

The game is comprised of an intriguing, fast-moving story and the physical excercises that makes up the gameplay. The player controls the main character, QuiQui, by moving in the way described in the story. For example, upon arrival to the desert, the player needs to fly the character in the sky by waving his or her hands and flexing the body. A little scream makes QuiQui let out a fiery breath.

http://www.cs.uta.fi/kukakumma/htmls_en/mitaih/frset.html

2. Computer Vision – WebCam

You will grab a color from the screen with the mouse.
The flower will follow it.

3. Webcam Kaleidoscopes

Kaleidoscopes that manipulate real-time video input from a commercial webcam.
Image is shown on several curved surfaces, flying about.

 

4. Paint-Cam WebCam Painting Tool


Paint-Cam 2002 is a Shockwave tool that lets you paint collages using content from many live Web-Cams around the world. When the page is loaded it receives a list of about 80 Web-Cams and loads their current image into "paint cans". The images are then constantly refreshed as frequently as possible. The artist (you) can select any of the "paint cans" as your source, and create a collage of many places in the world by painting in the frame above.
If you select the "Live Paint" button then the "paint" you are painting with is alive and will change over time, even after you have painted with it, so expect to see your collage change over time (every few minutes) as the images from the cameras change over the day.

When "Live Paint" is selected the painting is constantly being recorded to memory. After painting something, wait for a while (a few minutes or even better a few hours) and then try the slider, it will show you how your painting has changed over time.

http://fargo.itp.tsoa.nyu.edu/%7Edanny/Paint-Cam.html

 

5. StereoTracker


Projective vision enables us to deal with uncalibrated cameras (i.e. cameras for which the intrinsic parameters such focal length, optical center etc. are not known), which are most common cameras on the market.
This technology, in combination with work in the field of robust statistics, enables us to reliably process image sequences captured by such low quality cameras as off-the-shelf USB cameras.

StereoTracker is the first of the series of utilities we work on which takes advantage of using the projective vision to allow a user to do high-level vision tasks with off-the-shelf vision equipment. It tracks the face of a user in 3D with the help of two cameras. The program consists of three major components: self calibration of cameras, learning of facial features and tracking.

http://www.cv.iit.nrc.ca/~dmitry/stereotracking

 

6. Puppet Tool


Tool for creating user-generated animated states.

http://www.lecielestbleu.com/html/main_zoo.htm

7. Eye Toy

EyeToy: Play is the first games compilation for EyeToy, the revolutionary new USB camera device for PS2 that detects your body movement and allows you to interact with the onscreen action.

Play offers up 12 hugely enjoyable party games that involve anything from cleaning windows to fending off fearsome ninja adversaries. Up to four players can play consecutively in the multiplayer league, although you can squeeze as many personalized profiles for people as you like onto your Memory Card (complete with photos!).

In addition, you can make sure that there's always something on TV with a selection of mind-boggling Play Room visual effects, and record messages for your friends with the Video Message function.


http://uk.playstation.com/games/gamesinfo04_game.jhtml;jsessionid=Z5FWPJ1LEM0QICQSBLVCELQ?localeTitleId=1049538&linktype=FSRG


8. Untitled 5

The goal of these works is to create an aesthetic system which responds fluidly and intriguingly to physical movement in the exhibit space. The installations respond to their environment via input from an overhead video camera. Custom video tracking and drawing software outputs a changing wall projection in response to the activities in the space. The existence, positions, and behaviors of various parts of the projected image depend entirely on people's presence and movement in the exhibit area.
Untitled 5 creates imagery that is painterly, organic, and evocative while still being completely algorithmic.

Integral to the piece are the animated mark's cumulative interaction with each other over time. As a person moves through the space, a colored line maps his or her trajectory across the projection. When a person leaves the installation, their trajectory line is transformed by an overlay of tiny organic marks. These marks can now be pushed from their location by other people's movement in the space. Displaced trajectory marks attempt to return to their original location, creating smears and streaks of color as they move. The resulting swaths of color occur at the intersections between current and previous motion in the space, elegantly connecting different moments of time. This is just one of the behavioral elements of the composition.


http://www.camilleutterback.com/untitled5.html

9. Use Your Head

UseYourHead is designed on the principle that more controllers are better than fewer controllers.
With UseYourHead, you can assign just about any keyboard command you want to have easily accessible to your head motions. Duck slightly to the sides to dive sideways in your game to avoid enemy fire, raise your chin a little to "look" upward to see that plane above you, or save that term paper you've been working on all night automatically when your head drops too far, in case you fall asleep.

UseYourHead tracks basic head motions (left, right, up, down), not rotational head motions (twisting). A device requiring you to take your eyes off the screen would be inappropriate for a PC gaming environment.
UseYourHead converts these head movements into user definable keystrokes. In effect, it acts like a second keyboard. This simple implementation allows it to work well with almost all existing games (virtually any game that accepts keyboard input).
UseYourHead is purely "optical" -- the user is not required to attach anything to their head. The software is able to track the user's head solely with the output from a USB camera, so there is no need to attach dots or sensors to their head, making it a head tracking system which is unlike previous head tracking products.

http://www.gesturecentral.com/useyourhead/specs.html

10. Jewish Politics

Jewish Politics tracks white light across a room, maps the coordinate of the light onto the screen and drops a graphics object at the precise location.
Furthermore, it sends those coordinates as interferes to a cps real-time sound module, thus generating mayhem.

http://www.nmn.be/meta/jewpol.htm

 

11. Ghostly Mirror

Untitled Mirror is a Processing based program that reads incoming video from a camera and triggers particles from points of the video frame that have changed by a certain level. The result is an image that is fairly representative, yet disappears within moments.

An important part of this work is the fact that it keeps completely "silent" while no one is interacting with it: the screen remains white. In a sense, if there is no viewer, the work is invisible, and irrelevant. Thus, the role of the viewer is a fundamental one. The concept of viewer as integral to the artwork is not a particularly new one, since many movements, most notably Kinetic art, explores and exploits this relationship.

http://www.setpixel.com/content/?ID=ghostlymirror

12. Magic Coloring Wall

The control user marks an area in the camera view (in this case the red brush used by the interacting user), user then starts moving the brush on a projection of an outline-only draw. An object follows the tracked image of the brush, and paints on an image object's mask, revealing the image's content and overlaying it to the outline image. This creates an effect of revealing the image on the projection, thus giving the illusion to be "magic painting".

The working process is really easy. The image to reveal can be selected from a list of files in a directory. There was also opportunity to draw on the projection using a tool called paint window.

http://www.setpixel.com/content/?ID=twothingsdotone


13. Pickledonian

Camera-based interactive mirror that captures a stack of frames and displays them as a cube of time. The left of the cube is now and the right of the cube is then.
Each frame is reduced to pixel points of light that mix with those the frames behind.

http://pickledonion.com/

14. Dance Hall Girl

Small high-definition video projections of flowers dancing.
Can be projected in a lit room.


http://jsteinkamp.com/html/art_documentation.htm

15. Model Based Head Tracking

This method uses a 3D ellipsoidal model of the head and interprets the optical flow in terms of the possible rigid motions of the model. This method is robust to large angular and translational motions of the head and is not subject to the singularities of a 2D model. The method has been successfully applied to heads with a variety of shapes, hair styles, etc. This method also has the advantage of accurately capturing the 3D motion parameters of the head.

This accuracy is shown through comparison with a ground truth synthetic sequence (a rendered 3D animation of a model head). In addition, the ellipsoidal model is robust to small variations in the initial fit, enabling the automation of the model initialization. Lastly, due to its consideration of the entire 3D aspect of the head, the tracking is very stable over a large number of frames. This robustness extends even to sequences with very low frame rates and noisy camera images.

http://xenia.media.mit.edu/~irfan/research/head_tracking.html

16. Smart Room

Smart Rooms act like invisible butlers. They have cameras, microphones, and other sensors, and use these inputs to try to interpret what people are doing in order to help them. We have already built smart rooms that can recognize who is in the room and can interpret their hand gestures, and smart car interiors that know when drivers are trying to turn, stop, pass, etc., without being told.

The Smart Room can provide an unencumbered user-interface to a virtual environment. It utilizes vision-based tracking.

http://vismod.media.mit.edu/vismod/demos/smartroom/

17. Robot Mirror

If we show a video on screen, we are displaying the passage of time. If we mount a camera above the screen, we can measure local brightness (light) in the form of a black and white image. As the camera is pointed outwards, the viewers provide the brightness. We then map brightness to time, where if the light is bright, we show the most recent part of the video, and if it is dark, we show earlier video. This is computed on a per-pixel basis.

Earlier videos took a time-lapse video of something and mapped that to brightness. For the final product we took the video coming in off the cameras and used that. The end result is crazy robot dancing as you see above.

http://www.setpixel.com/content/?ID=robotmirror

18. Face Recognition

Face recognition generally works fairly well provided that the subject's face occupies the whole of the image. This means sitting them nicely in front of the camera and getting them to look into it and say cheese. However, for most recognition systems this is rather impractical, since the field of view of the camera means that extraneous scenery is included within the image. The first job of any usable recognition system is to identify potential faces within any given image, which may appear on a variety of scales and translations.

Combining image capture with the face location algorithm, here is a preliminary version of a system which can locate possible faces within a continuous video stream. Face recognition using a webcam has proved to be particularly difficult since the image quality is often poor. Ambient lighting conditions and background effects also make a very significant difference to whether the system can accurately identify faces or not.

http://www.fuzzgun.btinternet.co.uk/

19. Mr Plong

Examples of detection of body posture and gaze direction. The "mr plong" avatar gives a highly simplified representation of the body, and is designed to provide an abstract impression of the type of gesture being displayed rather than one in which specific joint angles are literally accurate.

By applying some fairly simple image processing techniques, such as detecting lines and relative thresholds the eyes, eyebrows, left and right sides of the face and mouth may be detected. Gaze direction and head tilt angle may be worked out based upon the relative positions of these features.

http://www.fuzzgun.btinternet.co.uk/rodney/humanbody.htm

20. Eye Tracker


EyeTracker System reproduces an image of the real world marked by the user's gaze location, and provides a means to observe the pupil with a sophisticated system at a low cost. The head mounted eye tracker works with the supplied Unix-based computer system to bring you a customizable and easy to use graphic interface. The lightweight headpiece allows extended usage with physical convenience. Left, right, or dual eye tracking is available. EyeTracker allows hands-free control of computer interface systems and has many configurable options available to provide flexibility for research and specialized tasks.

http://www.gesturecentral.com/eyetracker/index.html

21. Street Fighter

This is a simple 2d game using Director and lingo.
Every time the user presses a key, the character receives that key press information and processes it into a move. Moves (such as walk, punch, kick) are simply animations.
So, what we are really doing (in simple terms) is making a keyboard controlled animation player.
When we press the punch key, our character plays the punch animation. So, pressing the punch button followed by a kick button should display a punch animation, and once that animation is over, a kick animation should be played. The kick animation should not cancel out the punch animation when it is only half way though.

22. Follow a Grabbed Color

You will grab a color from the screen with the mouse.
The flower animation will follow it.

23. Switch Movies with Webcam


Create 3 animation loops.
Use a webcam to switch between the loops.

24. Holiday Snow Globe

The snow inside the globe is tossed around based upon the speed at which the mouse is dragged.

http://will.turnage.com/technology/gallery_snowglobe.htm

25. Fire

The screen is blank white until you move in front of it, when trails of swirling flame then follow you.
The effect is both gentle and violent.

http://www.mine-control.com/shadowgarden.html

26. Merpy Puppets

Merpy is a children's Website which features the animated, musical, and interactive stories of several characters.
This project set out to build life-size puppets of the Web characters.
The user would face the puppet theater and through manipulating a traditional pop-up advance the story.

http://fargo.itp.tsoa.nyu.edu/~dano/projectPictures.htm

27. Digital Malaya Project

Digital Malaya Project (DMP) is a Malaysian based Art & Design portal, focusing on creative web design from Malaysia.

http://www.digitalmalaya.com/main.html

28. ITCAT MEDIA DESIGNER’S SCHOOL

ITCAT Media, One of Hong Kong’s famous design school.

http://www.itcatmedia.com/school/

29. Further Seems Forever

An official website of Further Seems Forever, American rock band.

http://hidenothing.net/fsf.htm

30. 247 Media Studios

A multimedia collection and portfolio of 247 Media Studios, a multimedia company based in Germany.


http://www.24-7media.de/