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»rePLACEd in EVE«
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Keywords

  • aesthetics
    • acoustic
    • affective
    • anamorphic
    • animated
    • anthropomorph
    • assembled
    • automated
    • autopoietic
    • collaborative
    • contextual
    • cybernetic
    • disgusting
    • documenting
    • duplicated
    • dynamic system
    • ephemeral
    • experimental
    • found object
    • generative
    • gustatory
    • hypermediacy
    • illusionary
    • immaterial
    • immersive
    • installation-based
    • interactive
    • intermedial
    • intervention
    • mobile
    • modular
    • multi-user
    • multiple
    • narrative
    • navigable
    • networked
    • olfactory
    • panoramatic
    • performative
    • polysensory
    • processual
    • projected
    • real-time
    • remediated
    • remixed
    • sculptural
    • site-specific
    • sonification
    • sublime
    • tactile
    • telematic
    • three-dimensional
    • time-based
    • uncanny
    • virtual
    • visual
  • genre
    • Bio Art
      • Genetic Art
      • Transgenic Art
    • Database Art
    • Digital Activism
    • Digital Animation
    • Digital Community (Social Network)
    • Digital Graphics
    • Game Art
    • Glitch Art
    • Hybrid Art
    • installation
      • interactive installation
      • performative installation
      • sound installation
      • Virtual Reality
        • Augmented Reality
        • Mixed Reality
    • Nano Art
    • Net Art
    • Performance
      • Computer performance
      • Happening
      • multimedia performance
      • sound performance
      • video performance
    • robotics
    • Telematic Art
  • subject
    • ART AND SCIENCE
      • algorithm
      • anthropology
      • archaeology
      • artificial intelligence
      • astronomy
      • biology
      • botany
      • cartography
      • code
      • combinatorics
      • cyberspace
      • database
      • documentation
      • evidence
      • experiment
      • geography
      • geometry
      • history of science
      • humanities
      • library
      • light
      • machine
      • mathematic
      • medicine
      • microscopy
      • nanotechnology
      • neuroscience
      • philosophy
      • physics
      • psychology
      • Representation of knowledge
      • research
      • science
      • scientific image
      • space
      • statistics
      • stereoscope
    • ARTS AND VISUAL CULTURE
      • allegory
      • animation
      • architecture
      • art history
      • art market
      • beauty
      • cinema
      • Concept Art
      • conservation
      • dance
      • expanded cinema
      • fashion
      • gaze
      • grid
      • illusion
      • literature
      • mask
      • materiality
      • mirror
      • model
      • museum
      • music
      • nude
      • panopticon
      • panorama
      • personification
      • perspective
      • poetry
      • projection
      • representativeness
      • shadow
      • sketch
      • spectator
      • symbolism
      • theatre
      • Theory
        • complexity
        • media theory
        • modernism
        • postmodernism
        • poststructuralism
        • semiotics
        • simulacrum
      • virtuality
      • visual culture
    • BODY AND HUMAN
      • agency
      • anatomy
      • body
      • breathing
      • cybersex
      • cyborg
      • death
      • disease
      • dream
      • embodiment
      • empathy
      • expression
      • eye
      • facial expression
      • fantasy
      • feeling
        • affect
        • emotion
      • gender
      • genetics
      • gesture
      • hand
      • human
      • identity
      • intimacy
      • movement
      • pain
      • perception
      • performativity
      • physiognomy
      • posthuman
      • self awareness
      • senses
      • sexuality
      • skin
      • speech
      • surgery
    • HISTORY AND MEMORY
      • ancestor
      • antiquity
      • archive
      • artifacts
      • collective memory
      • colonialism
      • cultural heritage
      • historical site
      • historism
      • history
      • meme
      • memorial
      • modern era
      • nostalgia
      • postcolonialism
      • preservation
      • romanticism
      • teleology
      • tradition
    • MEDIA AND COMMUNICATION
      • access
      • advertising
      • Big Data
      • broadcast
      • commerce
      • communication
      • electronic media
      • error message
      • film
      • global village
      • hypertext
      • information
      • intermediality
      • internet
      • language
      • media archaeology
      • open source
      • print media
      • radio
      • search engine
      • social media
      • telecommunication
      • telephone
      • television
      • video surveillance
      • visualisation
      • writing
    • NATURE AND ENVIRONMENT
      • agriculture
      • animal
      • anthropocentrism
      • atmosphere
      • catastrophe
      • DNA
      • earth
      • ecosystem
      • energy
      • environment
      • evolution
      • four elements
      • geology
      • global warming
      • globe
      • landscape
      • magnetism
      • nature
      • ocean
      • outer space
      • physical law
      • plant
      • pollution
      • sustainability
      • vegetation
      • water
      • weather
    • POWER AND POLITICS
      • authority
      • banking
      • censorship
      • conspiracy
      • democracy
      • discrimination
      • economy
      • equality
      • geopolitics
      • governance
      • heroism
      • human rights
      • imperialism
      • institution
      • law
      • manipulation
      • market
      • military
      • nationalism
      • patriarchy
      • politics
      • sovereignty
      • surveillance
      • terrorism
      • violence
      • warfare
    • RELIGION AND MYTHOLOGY
      • afterlife
      • Alchemy
      • bible
      • church
      • creation
      • crucifixion
      • esoterism
      • exodus
      • heretic
      • legend
      • mysticism
      • myth
      • mythological creature
      • mythology
      • paradise
      • religion
        • buddhism
        • christianity
        • islam
        • judaism
      • ritual
      • sacrifice
      • Saint
      • sin
      • spirituality
      • vision
      • worship
    • SOCIETY AND CULTURE
      • activism
      • capitalism
      • civilisation
      • community
      • consumption
      • counterculture
      • digital identity
      • diversity
      • ethnicity
      • feminism
      • globalization
      • individuality
      • information society
      • interculturalism
      • mass
      • mass culture
        • entertainment
        • parody
        • phantasmagoria
        • popular culture
        • spectacle
      • migration
      • minority
      • morality
      • native
      • otherness
      • participation
      • poverty
      • privacy
      • racism
      • territory
      • unemployment
      • urban space
      • voyeurism
      • wealth
      • working class
    • TECHNOLOGY AND INNOVATION
      • artificial life
      • cybernetics
      • development
      • digitization
      • electricity
      • emulation
      • engineering
      • history of technology
      • innovation
      • intelligent environment
      • invention
      • mechanics
      • military technology
      • mobility
      • nonhuman communication
      • optics
      • product design
      • production
      • robot
      • simulation
      • supercomputing
      • technophobia
      • telematics
      • telepresence
  • Technology
    • Display
      • Electronic displays
        • BOOM (Binocular Omni-Orientation Monitor)
        • CAVE (Computered Augmented Virtual Environment)
        • computer monitor
        • Electromechanical Display Device
        • Electronic Paper
        • flashlight
        • Head-up Display
        • Headphones
        • HMD (Head-mounted Display)
        • holography
        • laser
        • light-emitting diode
        • plasma
        • printer
        • projection screen
        • projector
        • robotic
        • speakers
        • VFD (Vacuum Florescent Display)
        • VRD (Virtual Retinal Display)
      • Non-electronic displays
        • body
        • Book
        • easel painting
        • globe
        • house wall
        • inflatable structure
        • mirror
        • paper
        • sculpture
        • shutter glasses
        • sofa
        • Somatosensory System / Tactile Feedback Technology
        • table
    • Hardware
      • camera
      • computer mouse
      • data glove
      • Joystick
      • MAC
      • Mobile Device
      • multi touchscreen
      • plotter
      • scanner
      • touchscreen
      • Video
      • Virtual Workbench
      • Virtuscope
      • webcam
    • interface
      • Automatic Identification and Data Capture (AIDC)
      • biometrics
      • Body sensor
        • Body Tracking
        • brainwave sensor
        • breathing sensor
        • Breathing-Balance-Interface-Vest
        • Endoscope
        • eye scanner
        • facial recognition system
        • Motion Capture
        • positiontracker
        • retina scanner
        • Speech Recognition
        • step sensor
      • camera recording
      • electromagnetism
      • interactive media
        • Auditory User Interface (AUI)
        • Augmented Reality Interfaces
        • breath based communication
        • Internet of Things (IoT)
        • Ludic Interface
        • MR-based (Mixed Reality) Interaction
        • Multi-Modal Interaction
        • tactile user interfaces
        • Tangible Acoustic Interface
        • Tangible User Interface (TUI)
        • Voice User interface
      • Non-electronic interface
        • bike
        • doll
        • furniture
        • plant
      • Soundgenerating device
        • Audiotape
        • keyboard
        • microphone
        • musical instrument
        • RFID (Radio-frequency Identification)
        • Speech Recognition
        • syntheziser
        • telephone
        • Theremin
        • turntable
        • voice analysis
        • Voice User Interface (VUI)
      • virtual balance
    • Software
      • C++
      • CGI/Perl
      • CSS
      • Global Positioning System (GPS)
      • ISDN
      • Java
      • Linux
      • Optical Character Recognition (OCR)
      • periscope
      • PHP
      • RFID (Radio-frequency Identification)
      • robotic interfaces
      • SGI Onyx2
      • softimage
      • software interface
      • Video
      • VRML
      • Wireless Sensor Network (WSN)
      • XML
    208
    Information
    Cite
    X
    Archive of Digital Art (ADA). “Jeffrey Shaw - »rePLACEd in EVE«”. https://www.digitalartarchive.at/database/general/work/replaced-in-eve.html (retrieved 2009-28-09). @online{ADAartistprofile, author = {Archive of Digital Art (ADA)}, title = {Jeffrey Shaw - »rePLACEd in EVE«}, url = {https://www.digitalartarchive.at/database/general/work/replaced-in-eve.html}, urldate = {retrieved 2009-28-09}
    Technology
    Hardware
    hardware:
    · SGI O2 (from IRIX 5.3)
    · Rotating platform with MBC controller and serial control port
    · Modified video camera with LCD viewfinder
    · projector
    · Mirror construction
    · EVE with Steinke projector and projector support, serial port control
    · Onyx Reality Engine with multi-channel option or Infinite Reality
    · Network connection (to the PLACE-calculator)
    Software
    Software: Adolf Mathias and Detlev Schwabe
    · Cylinder (OpenGL and SGI Dmedia-based program for 3D navigation through endless layers with textured cylinder objects and control of MBC platform controller and the EVE-projector beam
    Descriptions & Essays
    The projection environment of PLACE consists of a cylindrical projection screen and a rotating platform in the center that carries a wide-angle three-projector system fed by an SGI-Onyx computer. The distortion caused by the projection onto the cylindrical surface is compensated by a predistortion of the generated imagery by means of software that acts on the object coordinates of the virtual scene and effectively emulates an idealized cylindrical projection system. The vertical edges of the individual projected images are faded to black gradually in order to minimize the visible gaps between adjacent images. The user interface, a modified video camera, controls the navigation in the virtual environment. The rotation on the camera stand controls the orientation of the virtual viewer and of the rotating platform, the zoom buttons of the camera control forward and backward travel speed. A third button allows centering of the viewer inside one of the textured objects he has entered. A microphone attached to the camera triggers the emission of preselected text in form of 3D floating characters into the scene. The virtual environment reflects the projection environment. It consists of cylindrical objects textured with panoramic photographs whose dimensions correspond to those of the projection environment. These objects are located in an endless plane and they are repeated infinitely in all directions. The text that is emitted when triggered by the camera microphone appears in full words in textual order in form of 3D block characters. These appear in front of the virtual viewer and travel off to the left at constant speed. The viewer's travel speed doesn't add to the emission speed, and thus it appears to the viewer that the text's letters appear compressed or expanded, depending on the momentary travel and rotation speed. The characters are reflected when reaching a certain radial distance from the viewer, and they start to fade out and disappear after a short period of time, to make place for new characters triggered by acoustic events. EVE, a large stereo projection system inside a spherical screen, has been interfaced to PLACE by means of a network connection between the graphics computer of PLACE and another SGI-Onyx computer generating the imagery for EVE. The software is an extension of the program written for PLACE. It uses a custom protocol based on TCP/IP to communicate the virtual viewer position and the text emission from the master system located in PLACE to the slave system in EVE. The master side of the software works as a server, i.e. clients can connect to and disconnect from it at any time. A viewer for undistorted stereo display had to be added to the various PLACE viewers designed for different symmetric and assymetric projector cones and cylindrical screens on one hand and different idealized cylindric projections on the other hand. The predistortion of the data for spherical projection was not implemented since the relatively small field of view of the EVE projectors and the fact that there are no multiple adjacent projectors do not urgently require it. Once there will be multiple projectors, this predistortion becomes necessary, too, and is based on the same principle as the original cylindrical predistortion in PLACE. The projector head of EVE carrying the stereo projector pair is controlled by a human viewer who carries an infrared beam attached to his head. The system is constructed to follow the infrared spot on the EVE projection surface with a very short delay, and the corresponding orientation data is transmitted from the projector controller system to the graphics computer via another TCP/IP connection. The rePLACEd software on the EVE side uses this rotation information to orient the virtual viewer. The virtual viewer's position is thus controlled in response to user input from two sides. The EVE visitor is positioned in space by the visitor in the cylindrical environment navigating by means of the modified video camera interface, and sees a direction corresponding to his or her own physical viewing direction inside EVE. Whereas the rePLACEd 3D software that is based on Silicon Graphics' GL library is tailored very closely to the application, the principle of the cylindrical projection environment opens a wide range of possibilities. The environment can be applied as an all-purpose viewing environment useful for general 3D scenery. Due to its spatial properties, it is very communicative by allowing a rather large group of people to share the virtual presence. It seems ideal for presentation and exploration of large, structurally planar virtual worlds such as gardens or cities. Of course, scenes with a bigger extent in the vertical direction can be viewed, too, but then the distortion stemming from the idealized mathematical cylindrical projection that is required in this environment becomes noticeable. A vertical angle of ¦45¦ can be regarded as a natural limit. The plane seems to be a suitable space for multiple presence in a virtual environment, since the participants can see each other from far away. The idea of infinite replication of the scene could be applied to the participant's avatars as well. One can travel without any limits but will encounter infinitely many representants of the co-inhabitants of the scene. The positional control that the EVE viewer experiences can be seen as one of many possibilities how participants in a virtual event can share a common viewpoint. The bus-driver metaphor used here is a quite natural way to achieve this goal. Others like a group exploring unknown terrain as individually moving viewers have proven successful, too.
    Literature
    Exhibitions & Events
    1998
    Exhibition :