Hands-on: rapid interactive application prototyping for media arts and stage performance and beyond

We complement the last three editions of the course at SIGGRAPH Asia (2015, 2016) and SIGGRAPH (2017) to make it more of a hands-on nature and include OpenISS. We explore a rapid prototyping of interactive graphical applications for stage and beyond using Jitter/Max and Processing with OpenGL, shaders, and featuring connectivity with various devices. Such rapid prototyping environment is ideal for entertainment computing, as well as for artists and live performances using real-time interactive graphics. We share the expertise we developed in connecting the real-time graphics with on-stage performance with the Illimitable Space System (ISS) v2 and its OpenISS core.

[1]  Serguei A. Mokhov,et al.  Applications of the Illimitable Space System in the context of media technology and on-stage performance: A collaborative interdisciplinary experience , 2015, 2015 IEEE Games Entertainment Media Conference (GEM).

[2]  Theresa-Marie Rhyne Applying Color Theory to Digital Media and Visualization , 2017, CHI Extended Abstracts.

[3]  Jie Zhang,et al.  Agile Forward-Reverse Requirements Elicitation as a Creative Design Process: A Case Study of Illimitable Space System v2 , 2017, J. Integr. Des. Process. Sci..

[4]  Ramesh Raskar,et al.  Modeling and capturing the human body: for rendering, health and visualization , 2015, SIGGRAPH Courses.

[5]  R. Jagannathan,et al.  Multidimensional programming , 1995 .

[6]  James Tompkin,et al.  User-centric computational videography , 2015, SIGGRAPH Courses.

[7]  Bill Polson Pipeline design patterns , 2015, SIGGRAPH Courses.

[8]  Marian Florin Ursu,et al.  Interactive documentaries: A Golden Age , 2009, CIE.

[9]  Yvonne Rogers,et al.  Interaction Design: Beyond Human-Computer Interaction , 2002 .

[10]  Peter Grogono,et al.  Hands-on: rapid interactive application prototyping for media arts and stage production , 2016, SIGGRAPH ASIA Courses.

[11]  Peter Grogono,et al.  A brief technical note on haptic jellyfish with Falcon and OpenGL , 2014, CHI Extended Abstracts.

[12]  Joseph J. LaViola,et al.  Context aware 3D gesture recognition for games and virtual reality , 2015, SIGGRAPH Courses.

[13]  Craig Caldwell Bringing story to life: for programmers, animators, VFX artists, and interactive designers , 2015, SIGGRAPH Courses.

[14]  Peter Grogono,et al.  Illimitable Space System as a multimodal interactive artists' toolbox for real-time performance , 2014, SIGGRAPH ASIA Designing Tools For Crafting Interactive Artifacts.

[15]  Peter Grogono,et al.  Rapid interactive real-time application prototyping for media arts and stage performance , 2015, SIGGRAPH Asia Courses.

[16]  William W. Wadge,et al.  Lucid, a nonprocedural language with iteration , 1977, CACM.

[17]  Todd Winkler Composing Interactive Music: Techniques and Ideas Using Max , 1998 .

[18]  William W. Wadge,et al.  Lucid, the dataflow programming language , 1985 .

[19]  Peter Grogono,et al.  On a non-web-based multimodal interactive documentary production , 2014, 2014 International Conference on Virtual Systems & Multimedia (VSMM).

[20]  Serguei A. Mokhov,et al.  A stereoscopic OpenGL-based interactive plug-in framework for Maya and beyond , 2009, VRCAI '09.

[21]  Miao Song,et al.  Computer-Assisted Interactive Documentary and Performance Arts in Illimitable Space , 2012, ArXiv.

[22]  Serguei A. Mokhov,et al.  ISSv3: from human motion in the real to the interactive documentary film in AR/VR , 2016, SIGGRAPH ASIA Virtual Reality meets Physical Reality.

[23]  V. J. Manzo Max/MSP/Jitter for Music: A Practical Guide to Developing Interactive Music Systems for Education and More , 2011 .

[24]  Jakob Nielsen,et al.  Improving a human-computer dialogue , 1990, CACM.