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There is increasing interest in taking 3D computing 'out of the box' - i.e. no longer seeing it as restricted to a monitor, keyboard and mouse but as interacting with inhabited real-world environments.  This can mean sensing the position of (human) bodies in (real) space, or providing computer-generated output to people when in the 'real world' (i.e.not sitting in front of their monitor).  There are a number of reasons why we might want to do this.  For example, in the theatre or in public spaces we can detect human movement and the environment can respond to it.  Or, if we can detect geographical location, we can provide computer-generated material that is appropriate to it.

Below you will find some information on these technologies.

Motion capture in theatre

  • MidiDancer   MidiDancer is a sensory device developed by artistic director Mark Coniglio that allows the movements of a performer to control media devices within the stage space.   MidiDancer consists of eight sensors built into a costume and placed at strategic locations around the body, e.g., the elbow or knee. As these joints bend, the movement of the sensors is measured by a tiny microcomputer and the information encoded into a form that can be sent via a radio transmitter. Offstage there is a receiver/decoder which is connected to a Macintosh computer running a software program called Interactor.
  • Steim  Has several products including:
    • LiSa  (Live Sampling): a real-time audio manipulation environment that runs on Apple Macintosh.
    • BigEyeis a Macintosh program designed to take video information and convert it into Midi messages.  It allows tracking of objects through space.
    • Image/ine is a Macintosh program that allows a user to manipulate visual source material in a live performance environment. Video sampling and playback, keying, displacement and other effects are available with video (live and recorded), 
  • Intelligent Stage at the The Institute for Studies in the Arts, Arizona State University.
  • Touch sensitive dance floor  at the University of Texas ... is just what it says it is.

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Artists who work in this field ...


VR technologies

  • Data Gloves: the Nintendo/Mattel PowerGlove is described in an article by Chris Hand.
  • Wearable computing.  A raof products from Bristol University including CyberJacket and BlazerJet.
  • Head mounted displays (HMDs) - vrHeadsets sells entry-level HMDs and will hire them out for special events (HMD based on a pair of I-glasses LC and and InterSense Inter Trax 30).
  • Robots: a site which describes how to build them.
  • Electronics: This is an ftp site for the circuit cookbook with lots of stuff of use to the artist and designer who wants to start integrating hardware/software.
  • Geo-positioning: GeoVRML is an effort to provide support for representing and visualizing geographic data using standard VRML97
  • U-Wear:  product design work on wearable computers which includes sketches, model photos and very short text.
  • CAVE: The CAVE is a projection based virtual reality system aimed at providing immersion.  You can find out about the original CAVE Virtual Reality System and examine various Cave environments re-written in VRML.
  • Many (Virtual) Reality Centres are in the public domain and are accessible for artists and 
  • designers. They include large format curved screens up to 20 metres across and 4 metres high and involve some form of integral interactive device.  See, for example, the Virtual Reality Centre at the University of Teesside.
  • The DOME gives a 180 by 180 degree field of view and is about 6 metres to 8 metres across. 

  • Reality Centres and DOMEs, like the Hemispherium™ at the University ofTeesside, provide mulit-user, immersive and interactive environments. in which VRML environments can be viewed.


VR information

  • VR (general) Chris Hand will introduce you to VR. this site decsribes hardware and software to get you going. 
  • VVECC (The Visualization and Virtual Environments Community Club) hold some very interesting one-day events on a variety of VR topics and they are are well documented.
Health & Safety issues
  • Costello, P.J. (1997)  Health and safety issues associated with virtual reality: a review of current literature.   JISC Advisory Group on Computer Graphics, Technical Report No.37.  [HTML]


Some reading ...

  • Argyle, M. (1975)  Bodily communication, second edition. Methuen & Co. Ltd., London, UK.
  • Baudel, T. and Baudoin-Lafon, M. (1993)  Charade: remote control of objects using free-hand gestures.  Communication of the ACM 36(7) pp. 28-35.
  • Benford et al. (1997) Embodiments, Avatars, Clones and Agents for Multi-User, Multisensory Virtual Worlds, Multimedia Systems, Springer-Verlag, Berlin Germany.
  • Bolt, R.A. (1980) Put that there: voice and gesture at the graphics interface. Computer Graphics 14 pp.262-270.
  • Capin, T.K. (1997) The HUMANOID environment for interactive animation  of multiple deformable human characters, IEEE Computer Graphics and Applications, March 1997, 
  • Cruz-Neira, C., Sandin, D.J. and DeFanti, T.A. (1993), Surround-screen Projection-Based Virtual Reality: The Design and Implementation of the CAVE, in Proceedings of ACM SIGGRAPH '93, Anaheim, CA.
  • Davies, C. (1998)  Osmose: notes on being in immersive space.  Digital Creativity 9(2) 65?74.
  • Davis, J. and Shah, M. (1994) Visual gesture recognition. IEEE Proceedings Visual Image Signal Processing 141(2) pp.101-106.
  • Fels, S.S. (1990) Building adaptive interfaces with neural networks: the Glove-Talk Project study. PhD Thesis, Department of Computer Science, University of Toronto, Ontario, Canada, unpublished.
  • Hauptmann, A.G. (1989)  Speech and gestures for graphic image manipulation. Proceedings of CHI'89, May 1989, pp.241-245.
  • Hull, Richard; Neaves, Philip; Bedford-Roberts, James (1997) Towards Situated Computing. Hewlett-Packard Technical Report HPL-97-66 [HTML]
  • Konneker, L.K.  (1984) Graphical interaction technique which uses gestures. Proceedings of the IEEE First International Conference on Office Automation, New Orleans, LA, USA, pp. 51-55.
  • Kruegger, M.W. (1991)  Artificial reality II. Addison-Wesley, Reading, MA, USA.
  • Mann, S. (1997)  Smart Clothing: The " Wearable Computer" and WearCam... [HTML]
  • Weimer, D. and Ganapathy,  S.K. (1989) A synthetic visual environment with hand gesturing and voice input. Proceedings of CHI'89, May 1989, pp.235-240.
  • Zimmerman, T.G.,  Lanier, J.Z., Blanchard, C, Bryson, S. and Harvill, Y. (1987)  A hand gesture interface device. Proceedings CHI + GI '87, pp. 189-192.

The NVRCAD Project was supported by the JISC/JTAP progamme and the Universities of Coventry, Plymouth & Teesside