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The Looking Glass
           Body Interface
             Final Project




                Jessica Yu
                   Jin Fan
               Justin Mah
                 Kyle Jung
                 David Ko
Design Concept




•   The Looking Glass is an audiovisual interactive installation that responds to approaching individual by creating an altered
    representation of the user. Participants enter a dark room with a fibre optic wall standing in the centre. As participants pass
    by, the wall is activated by the movement and projects a distorted silhouette of the participants through the individual
    glowing strands of fibre optics.

•   Participants can use their body as an instrument to interact and alter their distorted silhouette by moving their body and
    touching the fibre optics. Any sound emitted by the user will also be echoed back and cause the projections to change color
    based on the user’s volume. The idea is to allow participants to develop an alternate awareness of self as they are
    encouraged to touch and interact with their silhouette and develop emotions through the body encounter and reflection. It
    also aims to explore the line between digital and physical, using the tangible fibre optic materials to represent the notion of
    digital pixels.
Conceptual Research I
Wooden mirror by Daniel Rozin
•   Mechanical mirrors that uses 830 square pieces of wood
•   Hooked up to an equal number of motors that move wooden
    blocks based on the data captured from built in camera.
•   The camera detects movement in light and reflects an image of
    the person standing in front of this piece on its surface.
•   Similarities:
              • Output: user reflection based on data captured
                  from camera
              • Concept of Exploring the line between digital and
                  physical- Both uses tangible materials (i.e. wood,
                  fibre optics) to represent digital pixels.
•   Difference:
              • The experiences differ in terms of the sensory
                  modalities explored:
                      –   Multimodal vs. intermodal
              •   Integrate sense of touch
              •   Atmosphere
Conceptual Research II
Fibre optic cloud by MIT
•     An organic sculpture that reacts to human interaction
•     Propose innovative technologies and sensory experiences for trade show concepts
•     Hundreds of sensors and over 15,000 fibre optics; Constructed of carbon glass and
      over 4 meter high
•     Encourages visitors to touch and interact with information in new ways, manifest
      emotions through sound and light. (i.e. by lightly touching the fibre optic areas,
      visitors can call up texts/images that provide useful information and suggestions for
      the trade show experience)
•     Similarities:
                 • The use of materials and implementation (i.e. fibre optics as the carrier
                    of light)
                 • Sensory Modality: Touch, Visual, Audio
                 • Playfulness & migrating forms
•     Difference:
                 • Environment (i.e. organic shape vs. solid wall)
                 • Scope of the project
Conceptual Research III
Body Mover by ART + COM (interface exhibition at the expo 2000):
•    Interactive multi-user installation that uses the body as an
     interface.
•    Players could interact with other visitors and the surrounding
     physical objects in 20x5 meter space
•    Camera detects presence of visitors and displays digital aura
     under the person’s feet on the floor.
•    Players can manipulate the glow by movement and hit any of the
     objects on the floor to create different sound (i.e. extend hand in
     one direction)
•    Similarities:
       –    Implementation (camera tracking system & silhouette
            projections on surface)
       –    Embodiment (player’s can influence the projection through
            body movement & dynamic visual and acoustic experience)
•    Difference:
              • Social Media Aspect (multi-user installation) & level
                 of interaction
Technical Research
1.   Instructable with the IR camera in order to isolate clean silhouette
2.   Springboard by Greg Corness

Material specs:
•   Fibre optics
•   Fabric
•   Wood & screws
•   Household glue
•   Corner brackets
•   Canvas for small matrix
•   Tapes, chalks and strings
•   Projector
•   Webcam, microphone and speakers
Implementation
a. The Experience:
•     Sound and silhouette are revealed through audience
     interaction:
•    The silhouette is ambiguous and represents other’s
     perception of the users
•    Self awareness is increased when users hear their own voice
     (i.e. our voice sound
•    different to us compare to how it sounds to outside source)
•    Users can alter their silhouette by touching the fibre optics –
     blurring the boundary
•    between reality and reflection
•    Intermodal sensory experience – sound input augments
     visual senses

b. Flow of logic
•     camera motion tracking environment
System Diagram
                              microphone input

                              webcam input




      Computer




                  Projector




                 Speakers
Reflection/Future Plan
•   Higher resolution
•   Time management
•   Incorporating more element of touch into the project

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The Looking Glass

  • 1. The Looking Glass Body Interface Final Project Jessica Yu Jin Fan Justin Mah Kyle Jung David Ko
  • 2. Design Concept • The Looking Glass is an audiovisual interactive installation that responds to approaching individual by creating an altered representation of the user. Participants enter a dark room with a fibre optic wall standing in the centre. As participants pass by, the wall is activated by the movement and projects a distorted silhouette of the participants through the individual glowing strands of fibre optics. • Participants can use their body as an instrument to interact and alter their distorted silhouette by moving their body and touching the fibre optics. Any sound emitted by the user will also be echoed back and cause the projections to change color based on the user’s volume. The idea is to allow participants to develop an alternate awareness of self as they are encouraged to touch and interact with their silhouette and develop emotions through the body encounter and reflection. It also aims to explore the line between digital and physical, using the tangible fibre optic materials to represent the notion of digital pixels.
  • 3. Conceptual Research I Wooden mirror by Daniel Rozin • Mechanical mirrors that uses 830 square pieces of wood • Hooked up to an equal number of motors that move wooden blocks based on the data captured from built in camera. • The camera detects movement in light and reflects an image of the person standing in front of this piece on its surface. • Similarities: • Output: user reflection based on data captured from camera • Concept of Exploring the line between digital and physical- Both uses tangible materials (i.e. wood, fibre optics) to represent digital pixels. • Difference: • The experiences differ in terms of the sensory modalities explored: – Multimodal vs. intermodal • Integrate sense of touch • Atmosphere
  • 4. Conceptual Research II Fibre optic cloud by MIT • An organic sculpture that reacts to human interaction • Propose innovative technologies and sensory experiences for trade show concepts • Hundreds of sensors and over 15,000 fibre optics; Constructed of carbon glass and over 4 meter high • Encourages visitors to touch and interact with information in new ways, manifest emotions through sound and light. (i.e. by lightly touching the fibre optic areas, visitors can call up texts/images that provide useful information and suggestions for the trade show experience) • Similarities: • The use of materials and implementation (i.e. fibre optics as the carrier of light) • Sensory Modality: Touch, Visual, Audio • Playfulness & migrating forms • Difference: • Environment (i.e. organic shape vs. solid wall) • Scope of the project
  • 5. Conceptual Research III Body Mover by ART + COM (interface exhibition at the expo 2000): • Interactive multi-user installation that uses the body as an interface. • Players could interact with other visitors and the surrounding physical objects in 20x5 meter space • Camera detects presence of visitors and displays digital aura under the person’s feet on the floor. • Players can manipulate the glow by movement and hit any of the objects on the floor to create different sound (i.e. extend hand in one direction) • Similarities: – Implementation (camera tracking system & silhouette projections on surface) – Embodiment (player’s can influence the projection through body movement & dynamic visual and acoustic experience) • Difference: • Social Media Aspect (multi-user installation) & level of interaction
  • 6. Technical Research 1. Instructable with the IR camera in order to isolate clean silhouette 2. Springboard by Greg Corness Material specs: • Fibre optics • Fabric • Wood & screws • Household glue • Corner brackets • Canvas for small matrix • Tapes, chalks and strings • Projector • Webcam, microphone and speakers
  • 7. Implementation a. The Experience: • Sound and silhouette are revealed through audience interaction: • The silhouette is ambiguous and represents other’s perception of the users • Self awareness is increased when users hear their own voice (i.e. our voice sound • different to us compare to how it sounds to outside source) • Users can alter their silhouette by touching the fibre optics – blurring the boundary • between reality and reflection • Intermodal sensory experience – sound input augments visual senses b. Flow of logic • camera motion tracking environment
  • 8. System Diagram microphone input webcam input Computer Projector Speakers
  • 9. Reflection/Future Plan • Higher resolution • Time management • Incorporating more element of touch into the project