Tangible Tetris

Leonardo ◽  
2019 ◽  
Vol 52 (2) ◽  
pp. 182-183
Author(s):  
Meng Wang ◽  
Haipeng Mi

Tangible Tetris is a mixed-reality interactive game allowing play with a physical transformable tetromino in a virtual playfield. The extension from game world to the physical brings plenty of new characteristics, strategies and fun to the classic game, as well as more possibilities in interactive art.

2017 ◽  
Vol 26 (2) ◽  
pp. 157-181 ◽  
Author(s):  
Eugene Ch’ng ◽  
Dew Harrison ◽  
Samantha Moore

This article presents a detailed design, development, and implementation of a Mixed Reality Art-Science collaboration project which was exhibited during Darwin’s bicentenary exhibition at Shrewsbury, England. As an artist-led project the concerns of the artist were paramount, and this article presents Shift-Life as part of an ongoing exploration into the parallels between the nonlinear human thinking process and computation using semantic association to link items into ideas, and ideas into holistic concepts. Our art explores perceptions and states of mind as we move our attention between the simulated world of the computer and the real world we inhabit, which means that any viewer engagement is participatory rather than passive. From a Mixed Reality point of view, the lead author intends to explore the convergence of the physical and virtual, therefore the formalization of the Mixed Reality system, focusing on the integration of artificial life, ecology, physical sensors, and participant interaction through an interface of physical props. It is common for digital media artists to allow viewers to activate a work either through a computer screen via direct keyboard or mouse manipulation, or through immersive means. For “Shift-Life” the artist was concerned with a direct “relational” approach where viewers would intuitively engage with the installation’s everyday objects, and with each other, to fully experience the piece. The Mixed Reality system is mediated via physical environmental sensors, which affect the virtual environment and autonomous agents, which in turn reacts and is expressed as virtual pixels projected onto a physical surface. The tangible hands-on interface proved to be instinctive, attractive, and informative on many levels, delivering a good example of collaboration between the arts and science.


Author(s):  
Atanas Markov ◽  

There are currently over 3.8 billion smartphone users in the world (Reference from 01.2021). Mobile technologies are becoming an integral part of our lives and this undoubtedly provides a large and diverse environment for the expression of artists from all fields. Mobile technology is changing the way we encounter art. They do it mobile and the term "on demand" is extended to "on the go". The works are becoming more diverse and innovative and every person with a smartphone is a potential user of art. Most modern smart devices are now able to provide Augmented Reality (AR) experiences. AR is already used by innovative brands in trade and marketing, but AR can, and is used, and will be used more and more in the art world. We will no longer associate the visual arts with just visiting art galleries or theater and concert halls. Technologies such as augmented reality (AR), virtual reality (VR), mixed reality (MR) or generalize Extended Reality (XR) open up new creative possibilities for artists and new experiences for the audience. This not only gives new sensations to the audience, but also frees the art from the gallery, thus reaching a completely new audience. Keywords: Augmented Reality (AR), Interactive Art, Visual Art


2009 ◽  
Vol 8 (2) ◽  
pp. 83-90 ◽  
Author(s):  
Adrian David Cheok ◽  
Michael Haller ◽  
Owen Noel Newton Fernando ◽  
Janaka Prasad Wijesena

Social and physical interactions are new paradigms that outline the vision of the next generation of entertainment. We can provide these interactions through employment of technologies such as mixed reality to merge the human physical world with the virtual game world. However, there are a few obstacles in achieving physical, mobile, tangible and social interaction for people's entertainment. The authors had organized a workshop on this topic of "Mixed Reality Entertainment and Art" at the ISMAR 2007 conference in Nara, and the presentations are summarized in this paper. Furthermore, the authors detail their related systems, including BlogWall, MediaMe, and Shared Design Space to provide artistic and entertainment mixed reality.


Author(s):  
Carola Moujan

The development of ubiquitous computing has brought up the emergence of a new type of space, sensitive and neither fully material nor totally virtual, within our environments. This essay discusses, from a cultural perspective, aesthetic and philosophical issues related to what has been called “mixed reality spaces”. It aims to show how early examples of interactive art can be found in Baroque architecture and, through analysis of the perceptual means used in some of those works, proposes a strategy for bringing aesthetic depth and relevance into mixed reality installations. Depicting philosophical implications between vision and touch and their consequences for aesthetics, this essay proposes that, while designing mixed reality installations, artist operate a radical shift from the vision to touch in order to create meaningful experiences and preserve freedom for the participant.


Author(s):  
Jacqueline A. Towson ◽  
Matthew S. Taylor ◽  
Diana L. Abarca ◽  
Claire Donehower Paul ◽  
Faith Ezekiel-Wilder

Purpose Communication between allied health professionals, teachers, and family members is a critical skill when addressing and providing for the individual needs of patients. Graduate students in speech-language pathology programs often have limited opportunities to practice these skills prior to or during externship placements. The purpose of this study was to research a mixed reality simulator as a viable option for speech-language pathology graduate students to practice interprofessional communication (IPC) skills delivering diagnostic information to different stakeholders compared to traditional role-play scenarios. Method Eighty graduate students ( N = 80) completing their third semester in one speech-language pathology program were randomly assigned to one of four conditions: mixed-reality simulation with and without coaching or role play with and without coaching. Data were collected on students' self-efficacy, IPC skills pre- and postintervention, and perceptions of the intervention. Results The students in the two coaching groups scored significantly higher than the students in the noncoaching groups on observed IPC skills. There were no significant differences in students' self-efficacy. Students' responses on social validity measures showed both interventions, including coaching, were acceptable and feasible. Conclusions Findings indicated that coaching paired with either mixed-reality simulation or role play are viable methods to target improvement of IPC skills for graduate students in speech-language pathology. These findings are particularly relevant given the recent approval for students to obtain clinical hours in simulated environments.


2019 ◽  
Vol 2019 (1) ◽  
pp. 237-242
Author(s):  
Siyuan Chen ◽  
Minchen Wei

Color appearance models have been extensively studied for characterizing and predicting the perceived color appearance of physical color stimuli under different viewing conditions. These stimuli are either surface colors reflecting illumination or self-luminous emitting radiations. With the rapid development of augmented reality (AR) and mixed reality (MR), it is critically important to understand how the color appearance of the objects that are produced by AR and MR are perceived, especially when these objects are overlaid on the real world. In this study, nine lighting conditions, with different correlated color temperature (CCT) levels and light levels, were created in a real-world environment. Under each lighting condition, human observers adjusted the color appearance of a virtual stimulus, which was overlaid on a real-world luminous environment, until it appeared the whitest. It was found that the CCT and light level of the real-world environment significantly affected the color appearance of the white stimulus, especially when the light level was high. Moreover, a lower degree of chromatic adaptation was found for viewing the virtual stimulus that was overlaid on the real world.


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