Helium Drones

Research project ‘Helium Drones’. Video by Lars Kienle, ZHdK © 2019

The Helium Drone project seeks to explore the aesthetic properties of installations based on floating devices that can autonomously navigate in space. In its complete state it will be a flocking swarm of diverse drones in different forms and shapes, each behaving in its individual way and interact with each other and the spectators on the ground. It will use the tracking system for location and navigation and the projection mapping system to wrap them into dynamically created ‘skins’.

A technological groundwork is laid out, with the goal to design a framework to quickly prototype and build helium drones with different shapes and propulsion concepts that integrate easily with the current technical setup of the IASpace. This involves the research for suitable materials and processes to build the floating volume, design of mechanical structures, electronics and network protocols, the evaluation and testing of motor and servos and the integration of motion and sensor data for autonomous flying capabilities (among many other things).

Involving many different skills, from designing and building physical structures to programming behaviors and creating interactive textures that are projected onto the creatures, it will be attractive to a wide spectrum of disciplines and a playground to experience multidisciplinary teamwork. There will also be an open source toolkit with instructions that can be made accessible to the public.

The performance Floating in Dancing Lights is a spin-off of the Helium Drones project. Video by Urs Berlinger & Hubert Schmelzer ZHdK © 2020 Click here for more info.

CREW

Project lead, motion tracking, projection mapping: Martin Fröhlich
Robotics, motion control, sensor integration: Max Kriegleder
Micro-controller, networks, protocols: Joel Gähwiler
Materials, rapid prototyping, construction: Roman Jurt
Theory: Serena Cangiano

Photo by Lars Kienle, ZHdK ©201

Further infos on the project:

Everything you need to know about Blimpy on GitHub
Here you can find the paper on the Blimpy framework as presented at the ISEA 2020.


cineDesk

cineDesk is a versatile previsualization tool that provides real-time simulations for the development of film scenes, VR experiences and games in 3D spaces. In the preproduction process of films, cineDesk primarily supports scene blocking and lighting previsualization. Directors, cinematographers and production designers can collaboratively explore how space, props and acting, are translated into cinematic sequences. The positions and movements of the virtual actors and the virtual camera in the 3D space are rendered in real time into 2D videos with the help of the Unreal game engine. This allows staging and visualization ideas to be explored interactively as a team. And, by means of virtual reality goggles, the virtual 3D space can be entered and experienced directly.

cineDesk, is a further development of the Previs Table, which goes back to cooperation with Stockholm University of the Arts. The actual research focuses on advanced features and multiple applications (e.g. for gaming, stage design, architecture etc.)

Developers: Norbert Kottman, Valentin Huber, videos: cineDesk, Scene-Blocking, research field : Virtual Production

> cineDesk has its own website. Please visit www.cinedesk.ch

SNSF-Project: Virtually Real

At the shoot of the short film LUX (Director: Wendy Pillonel, DoP: Ramón Königshausen) at the ZHdK studio. (Photo by Christian Iseli, ZHdK 2019)

The research project “Virtually Real – Aesthetics and the Perception of Virtual Spaces in Film” is the first IASpace project to be financed by third-party funds. The project concerns itself with the increasing virtualisation of film production, focussing on the transition to 3D recording of real environments and objects using laser scanning and photogrammetry. For a comparative study, short feature films will be recorded both virtually (in previously scanned 3D spaces) and conventionally (in the corresponding real spaces). The film variants are used to investigate the effects on perception and changes in work processes.

Studio shoot in front of green screen with real-time display of the scanned location (compare top center with the monitor on the bottom right). Project: LUX by Wendy Pillonel. (Photo by Christian Iseli, ZHdK 2019)

Project lead and principal investigator: Prof. Christian Iseli. Co-applicant: Dr. David Weibel (Institute of Psychology, University of Bern). Researchers: Tom Gerber, Wendy Pillonel, Miriam Loertscher, Martin Fröhlich, Valentin Huber. Project partners: Michael Schaerer, Max Rheiner. Industry partners: InstaLOD GmbH, Stuttgart; Leica Geosystems, Heerbrugg. Funded by the Swiss National Science Foundation (SNSF) / Call: Digital Lives

 


Multiuser VR

Photo by Stefan Dux © ZHdK 2020

The aim of the project is to develop a versatile co-location multiuser system, with which several users can dive into virtual worlds together in the same room. The system can be used for many different areas. As a multiplayer game in which the users feel even closer to their fellow players through increased physical presence. As a virtual film set to try out camera movements or interactions of actors without much effort. Or as an interactive experience that transports the user into a new dimension of immersion.

An iPad also serves as a window into the virtual world. The user can use this virtual camera to move through the room and in some cases even interact with the virtual world. The virtual world can also be placed on an interactive screen. This gives outsiders the opportunity to change the entire scene.

The co-location multiuser system can be used wherever the headsets can connect to a network thanks to the Mobile VR-Headsets. The system is developed by IA-Space staff members Chris Elvis Leisi and Oliver Sahli.

Output:

DOI

Leisi, Chris Elvis, & Sahli, Oliver. (2020, December 29). Co-Experiencing Virtual Spaces: A Standalone Multiuser Virtual Reality Framework.
Zenodo: http://doi.org/10.5281/zenodo.4399217
GitHub: https://github.com/immersive-arts/Co-Experiencing-Virtual-Spaces