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Distributed Virtual Environments in Art and Education

Distributed Virtual Environments in Art and Education. Glenn Bresnahan Boston University Scientific Computing and Visualization. Background/context. Scientific Computing and Visualization

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Distributed Virtual Environments in Art and Education

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  1. Distributed Virtual Environments in Art and Education Glenn Bresnahan Boston University Scientific Computing and Visualization

  2. Background/context Scientific Computing and Visualization • Application of high performance computing and networking systems to solve challenging problems in science in engineering • Development and use of advanced computer graphic display technologies to visualize scientific data Artistic Explorations in Virtual Enviroments

  3. Scientific Computing High end multi-processor computers Multi-gigabit interconnects Artistic Explorations in Virtual Enviroments

  4. Scientific Visualization Artistic Explorations in Virtual Enviroments

  5. Visualization Technologies • Large format, tiled stereoscopic display wall • Distributed VR/visualization software • Shared 3D spaces • 3D navigation • Multi-channel Audio Artistic Explorations in Virtual Enviroments

  6. Computing and the Arts • Long history of working with arts • Launched HipArt in 1998 • Mission http://scv.bu.edu/visualization/hipart Engage artists in high-performance and emerging computer and communication technologies. Explore the artistic space at the boundaries of modern computing technology. Artistic Explorations in Virtual Enviroments

  7. HiPArt’s Program • Sponsor creative projects involving advanced technology • Foster collaborations between artists and technologists • Provide artists with access to advanced visualization, computing and communications facilities • Showcase innovative artistic work Artistic Explorations in Virtual Enviroments

  8. Why Advanced Technology? • Moore’s Law: • Computers double in power every 18 months • Yesterday’s supercomputer is tomorrow’s PC • Supercomputer + 10 years = Laptop Artistic Explorations in Virtual Enviroments

  9. Distributed Immersive Environments • Multi-person, multi-site shared virtual space • Navigation • Avatar representation • Telephony Artistic Explorations in Virtual Enviroments

  10. DAFFIE Virtual Environments Distributed Applications Framework For Immersive Environments Erik Brisson, Robert Putnam, Glenn Bresnahan • DAFFIE design goals • Shared/distributed and collaborative virtual space • Easy to create environments without programming • Easy to import existing data/models • Easily extended to provide new capabilities • Network-centric Artistic Explorations in Virtual Enviroments

  11. How It Works • The virtual environment is shared across the network • Virtual participants are represented by avatars • Participants interact via their avatars • Participants talk via telephony • Sound is localized in 3D space using a speaker array • Participants interact with the virtual environment using immersive displays (or workstations) • Wide field of view • Stereoscopic imaging (w/ glasses) • Body (head and hand) tracking (optionally) • Behaviors are controlled by agents • Participants may interact with real world objects Artistic Explorations in Virtual Enviroments

  12. Creating a Virtual World • Components • 2D images (Corel, Photoshop) • 2D animation (flipbooks, video clips) • Sounds (Audacity, Audition) • 3D models (Maya, Blender) • 3D animated sequences (Maya, Studio Max) • Design/layout of the space • Mapping of components • Dynamic behaviors via agents Artistic Explorations in Virtual Enviroments

  13. DAFFIE Example Artistic Explorations in Virtual Enviroments

  14. DAFFIE Agents • Independent programs that run on the network and manipulate the virtual world • Create interactions between avatars (participants) and object • Allow control of physical objects and sensor inputs • Standard collection of agents • Proximity agent • Navigation, etc Artistic Explorations in Virtual Enviroments

  15. HipArt projects • Artworld (1998) – collaborative • Spirited Ruins (1999 – 2002) – collaborative • Soft, Fluffy and Virtual (2002) – C. Ludlum • Tracer (2002) – R. and D. Cornell • The Stitched Wall (2002) – C. Ludlum • Terpsichord Haunt (2003) – L. Giannitrapani • On The Street Where I Live (2005) – J. Schwartz • Surge (2007) – R. and D. Cornell Artistic Explorations in Virtual Enviroments

  16. Collaborative Virtual Environments • Easy integration of individual elements • Small & large collaborations Artistic Explorations in Virtual Enviroments

  17. Spirited Ruins Artistic Explorations in Virtual Enviroments

  18. Spirited Ruins • Large collaboration • Approximately two dozen artists • Approximately one dozen organizations • Several versions spanning several years • Multiples virtual spaces (rooms) • Multiple gallery showings • Physical sculptures and sensors • Interactions in both physical and virtual spaces Artistic Explorations in Virtual Enviroments

  19. Spirited Ruins Artistic Explorations in Virtual Enviroments

  20. Physical and Virtual Interactions Artistic Explorations in Virtual Enviroments

  21. Physical and Virtual Interactions Artistic Explorations in Virtual Enviroments

  22. Art and Technology Artistic Explorations in Virtual Enviroments

  23. From Painting to VR Artistic Explorations in Virtual Enviroments

  24. Painting in VR Artistic Explorations in Virtual Enviroments

  25. Putting it Together • Finding collaborators • Create basic theme • Design basic environment and layout • Feasibility issues • Creation of elements • Integration Artistic Explorations in Virtual Enviroments

  26. VR in Art Education • College of Fine Arts classes (L. Giannitrapani) • Foundations of Visual Computing (AR230) • 3D Design and Animation (AR573) • Directed studies • Undergraduate and graduate students • Projects • Choco (2003) • Café (2005) • Jazz (2005) • Carni (2006) • Interactions (2007) • AR573 students • Chapel Hill Chauncy Hall High School (C. Ludlum) Artistic Explorations in Virtual Enviroments

  27. Choco Artistic Explorations in Virtual Enviroments

  28. Carni Artistic Explorations in Virtual Enviroments

  29. VR in Computer Science Education New Voices, New Visions Broadening Participation in Computing • Collaboration between Boston U., U. of New Mexico and Pueblo of Jemez • Funded by NSF BPC program • Increase number Native American students pursuing CS and CS-related studies and careers • Create a new curriculum that integrates art, culture and technology to create a compelling educational experience Artistic Explorations in Virtual Enviroments

  30. BPC: New Voices, New Visions • Project oriented course to build virtual worlds incorporating Native American culture & aesthetics • Application of powerful CS concepts to empower the creation of an engaging VR experience • Cyber-classroom connecting BU, UNM and Jemez Pueblo using Access Grid video conferencing • DAFFIE VR used as a core technology; 3D Stereoscopic Display Wall installed at all sites • Artistic direction by Native American artists • 1st year course at UNM; 2nd year at Walatowa High in Jemez Artistic Explorations in Virtual Enviroments

  31. BPC Student Workflow • Create media files and layouts on PCs • Use PC tools to associate data with virtual space • Use tools to layout 3D space • View on stereoscopic display wall (DVD) • Develop agents using Logo (Turtle3D) Artistic Explorations in Virtual Enviroments

  32. BPC Student Work – Semester 1 Artistic Explorations in Virtual Enviroments

  33. BPC Final Project Artistic Explorations in Virtual Enviroments

  34. END OF TALK Questions? Artistic Explorations in Virtual Enviroments

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