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	<title>Augmented stage &#187; Home</title>
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	<link>http://www.talltreelabs.org/wordpress</link>
	<description>A website for the research group Virtual Theatre</description>
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		<title>Performance Lecture Interface</title>
		<link>http://www.talltreelabs.org/wordpress/?p=261</link>
		<comments>http://www.talltreelabs.org/wordpress/?p=261#comments</comments>
		<pubDate>Thu, 27 May 2010 20:20:13 +0000</pubDate>
		<dc:creator>Joris Weijdom</dc:creator>
				<category><![CDATA[Home]]></category>
		<category><![CDATA[News and agenda]]></category>

		<guid isPermaLink="false">http://www.talltreelabs.org/wordpress/?p=261</guid>
		<description><![CDATA[[In DUTCH only]
Kun je met technologie improviseren op de vloer in een theatermaakproces? Hoe moet je zoiets doen?
 En wat levert dat dan op?
Zaterdag 19 juni 2010
 Huis aan de Werf, Grote zaal
 Aanvang 20:30
Toegang is gratis &#8211; reserveren niet nodig
 
Download de Flyer.
Het gebruik van technologie in het theater is zo oud als het [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;"><a href="http://www.talltreelabs.org/wordpress/wp-content/gallery/perspublicaties/digiflyer_plinterface_email-01.jpg"><img class="ngg-singlepic ngg-right alignright" src="http://www.talltreelabs.org/wordpress/wp-content/gallery/perspublicaties/digiflyer_plinterface_email-01.jpg" alt="digiflyer_PLMixedReality" width="320" height="454" /></a>[In DUTCH only]</p>
<p style="text-align: left;"><span style="font-size: medium;"><strong>Kun je met technologie improviseren op de vloer in een theatermaakproces? Hoe moet je zoiets doen?<br />
 En wat levert dat dan op?</strong></span></p>
<p style="text-align: left;"><strong>Zaterdag 19 juni 2010<br />
 Huis aan de Werf, Grote zaal<br />
 Aanvang 20:30</strong></p>
<p style="text-align: left;"><strong>Toegang is gratis &#8211; reserveren niet nodig<br />
 </strong></p>
<p style="text-align: left;">Download de <a href="/wordpress/wp-content/uploads/2010/05/digiflyer_PLinterface_email.pdf" target="_blank">Flyer</a>.</p>
<p style="text-align: left;">Het gebruik van technologie in het theater is zo oud als het theater zelf. Hedendaagse technologische ontwikkelingen gaan echter zo snel dat theatermakers niet alle innovaties kunnen bijhouden en integreren. In een theatermaakproces waar improvisatie en maken op de vloer een rol speelt lijkt complexe technologie vaak een belemmering voor de creatieve flow van het moment. Zowel technologie als de maker moeten zich aanpassen om samen te kunnen werken.</p>
<p style="text-align: left;">Deze theatrale lezing, een zogenaamde Performance Lecture, is een lezing met illustratieve theatrale momenten, geïnspireerd door Franz Kafka’s The Metamorphosis. Hiervoor wordt<br />
 gebruik gemaakt van de Performance Engine, een door de onderzoeksgroep ontwikkelt prototype van een interactief systeem  die improvisatie mogelijk maakt met digitale media.</p>
<p style="text-align: left;"><span id="more-261"></span>Doordat de interface, een soort intermediair tussen de gebruiker en het systeem, zo is ontworpen dat onmiddellijk aanpassingen kunnen worden gemaakt, kunnen makers keuzes op de vloer uitproberen en de consequenties ervan ervaren en interpreteren. Makers als Nirav Christophe, Falk Hubner en Moniek Merkx gingen in drie zogenaamde LABs met dit systeem op diverse manieren en momenten in hun maakproces op zoek naar de potentiële meerwaarde van digitale media in hun werk. De lezing zal deze praktijk gebaseerde onderzoeken in een breder kader presenteren.</p>
<p style="text-align: left;">Deze tweede Performance Lecture uit een reeks van twee maakt deel uit van de verslaglegging van het onderzoek van Joris Weijdom, hoofd van de onderzoeksgroep Virtueel Theater. Deze onderzoeksgroep maakt deel uit van het Lectoraat Theatrale Maakprocessen.</p>
<p style="text-align: left;">Naast de lezing bestaat de mogelijkheid om het eindexamenwerk te zien van de opleiding Design for Virtual<br />
 Theatre and Games (DVTG) op vrijdag 18 en zaterdag 19 juni. vanaf 16:00.</p>
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		<title>Presentation Performance Engine v0.4</title>
		<link>http://www.talltreelabs.org/wordpress/?p=241</link>
		<comments>http://www.talltreelabs.org/wordpress/?p=241#comments</comments>
		<pubDate>Tue, 09 Feb 2010 21:25:54 +0000</pubDate>
		<dc:creator>Joris Weijdom</dc:creator>
				<category><![CDATA[Home]]></category>
		<category><![CDATA[Performance engine]]></category>

		<guid isPermaLink="false">http://www.talltreelabs.org/wordpress/?p=241</guid>
		<description><![CDATA[On Saturday 7th of november at 13:30 we gave a live presentation of the Performance Engine v0.4 at the Central Museum Studio. This presentation was part of the afternoon program of ‘Niemandsland – Utrecht meets Berlin’.  Organized by Born Digital.
In this 50 minute presentation we show all major features of the Performance Engine and give [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;">On Saturday 7th of november at 13:30 we gave a live presentation of the Performance Engine v0.4 at the Central Museum Studio. This presentation was part of the afternoon <a href="http://www.borndigital.nu/page/utrecht-meets-berlin" target="_blank">program of ‘Niemandsland – Utrecht meets Berlin’</a>.  Organized by <a href="http://www.borndigital.nu/" target="_blank">Born Digital</a>.</p>
<p style="text-align: left;">In this 50 minute presentation we show all major features of the Performance Engine and give some insight on its research context and development philosophy. The 50 minute video below is divided into six chapters, so you have a choice of watching the full presentation or jump right to the part that has your particular interest. Read a brief description of the chapters below the video (click on the &#8216;Continue reading&#8230;&#8217; link).</p>
<p style="text-align: left;">This video is entirely in Dutch though, for an English version please have a look at a <a href="http://www.talltreelabs.org/wordpress/?p=231" target="_blank">similar presentation we did in september in Huis ad Werf</a>.</p>
<p style="text-align: left;">Please select your preferred resolution (360p /480p / 720p)  in the player toolbar after pressing the play button for better videoquality. Pressing the button right next to the play button (left side) will show you the thumbnails of all 7 video parts. Or use simply the arrow buttons to browse through them. If you like to see the whole 50 minute presentation just press play and enjoy!</p>
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<p style="text-align: left;">Read the content of the chapters below and choose the part of your particular interest!</p>
<p style="text-align: left;"><span id="more-241"></span></p>
<p style="text-align: left;"><strong>Part 1-6: Introduction research context </strong>(8:39 min)<strong><br />
 </strong>As the title suggest in this four minute introduction the context of the research is briefly explained. For a more in-depth information please read the <a href="../?page_id=71">Theory section</a> of this website.</p>
<p style="text-align: left;"><strong>Part 2-6: Development overview</strong> (4:31 min)<br />
 In this video a short overview is given of the development of the Performance Engine through several versions. Some attention is given to the development of its custom GUI.</p>
<p style="text-align: left;"><strong>Part 3-6: The </strong><strong>Statemachine, Audio-engine and WII-mote patch </strong>(9:41 min)<br />
 Here the live demonstration starts with the text-engine and moves quickly on to the core of the system; the Statemachine. The basic functionality and principles of the Statemachine is explained and demonstrated. With the help of the WII-mote module a sound is triggered with a simple buttonpress and other features are used to control volume.</p>
<p style="text-align: left;"><strong>Part 4-6: Motiontracking, the Audio-engine and the 2D-engine </strong>(9:23 min)<br />
 Motion tracking is a great way to trigger and control media onstage. In the first part of this video color tracking, a particular form of motion tracking, is demonstrated. The Audio Engine is capable of producing Surround sound by connecting the Motion tracking data with the physical speaker locations. The same tracking method is used in the demonstration of the 2D-engine. This time position data is used to control video.</p>
<p style="text-align: left;">In the last part of this video another motion tracking method is shown enabling the performer to move more freely. Together with the so-called Region patch the performer can trigger media and events at certain regions on the floor. This combination of techniques opens up a whole range of interesting possibilities.</p>
<p style="text-align: left;"><strong>Part </strong><strong>5-6: The 3D Engine and examples</strong> (8:26 min)<br />
 The Performance Engine v0.4 makes use of the 3D Engine software called <a href="http://unity3d.com/" target="_blank">Unity 3D</a>. With serious modifications on the free <a href="http://disis.music.vt.edu/main/portfolio.html" target="_blank">Miyu MaxMSP patch </a>the 3D engine is connected to the Statemachine. In the first part of this video motion-tracking and the Wii-mote patch are combined to create a live interactive demonstration of &#8216;breaking down the wall&#8217;.</p>
<p>In the second part of this video a few simple connections with the embedded Reactivision marker motion tracking system is demonstrated in a fully rendered real-time 3D world. Enabling the performer to interact with objects inside of the virtual 3D space.</p>
<p style="text-align: left;"><strong>Part </strong><strong>6-6: Performance Engine undemonstrated options</strong> (7;28 min)<br />
 In this part of the presentation the features are briefly summarized that have not been shown in the live presentation. Also the &#8216;koppelpatch&#8217; template is mentioned; a file that can be used by other artists/programmers to create their own modules for the system. Or as a means to build a way of communication of an already existing system with the Performance Engine.</p>
<p style="text-align: left;">Please <a href="?page_id=183">contact </a>us for more information.</p>
<p style="text-align: left;"><strong><br />
 </strong></p>
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