MUDRA 3D/EU is a multimedia reference work, educational and training program for Austrian and European sign languages with 3D sign language representation, bi-directional search function and 3D educational games.
MUDRA was developed by Fischer Film GmbH (client) together with the author Wolfgang Georgsdorf from 1993 to 2002. A limited edition of the program has been sold in the past eight years.
The program’s advancement in terms of technology and content, a 3D application, games and a substantially expanded Austrian standard vocabulary as well as adapting the program for online programs and e-learning are the main aims of the new project.
The 3D application, the display of gestures as 3D animation, is a significant advantage for the user, as it enables an all round view – the subjective view of the gesture.
The implementation of an integrated software and hardware solution for 3D recording of gestures for the sign language program MUDRA 3D is realized by the Ars Electronica Futurelab.
Ars Electronica Futurelab has coducted research connected to the technological aspects of device-based full body tracking within the frame of the CADET project. The results led to the development of applied scenarios with regard to the analysis of technical possibilities of 3D recordings of gestures for a subsequent real-time-display applied within the MUDRA 3D/EU project.
MUDRA 3D/EU is realized with the support of Austria Wirtschaftsservice AWS Impulse and the Austrian Research Promotion Agency FFG.
credits: Roland Haring, Michael Platz, Johannes Bauer-Marschalinger, Christopher Lindinger
This project deals with the bio signal EMG (Electromyogram) and its potential as a control signal in connection with the Microcontroller-platform Arduino. The platform offers different pluggable modules, so called Shields, where unfortunately a professional EMG-Shield is missing. Due to this fact a first EMG-Shield prototype was developed. This process included the simulation of the electrical circuits, the implementation of these circuits on a breadboard and finally the verification. For this, a ping-pong-game was modified to test the ability of the EMG-signal as control-input. The test-application showed that it’s possible to control a ping-pong-game quite comfortable just by the power of a muscle. This underlines the high controlling-potential of the EMG-signal and motivates for further developments. Consequently, the circuit board, shown in our first video, has now been integrated to an Arduino Shield. The wiring and the software will soon be available online.
credits: Dieter Steininger, Michael Platz, Roland Haring, Christopher Lindinger, Veronika Pauser, Roland Aigner, Otto Naderer
In the interactive arcade game “BrainBattle” two players can take on the ultimate battle of brains against each other with brain computer interfaces. As a result, well-known classic games like Pong, Space Invaders and Pac Man are revitalized by an unusual form of interaction.
The term of the electroencephalogram is most probably far better known in the medical field. This technology, however, has taken over to the game area. In addition to realizing the game play with thoughts from the mind, the interface for “Brain Battle” also allows utilizing the tilt of the head and the movement of the facial muscles as means of interaction. A high degree of concentration is required in order to move the characters completely freehand on the playing field.
credits: Roland Haring, Veronika Pauser, Otto Naderer, Christopher Lindinger, Michael Badics, Imanol Gomez, My Trinh Gardiner
Jan 27-30, 2012. Techkriti Festival, Indian Institute of Technology, Kanpur, India.
Nov 26 and Nov 27, 2011. 10:00-18:00, LabDays: Gehirn at AEC, Linz.
Oct 20, 2011. INFORS 2011 at wolke19 Ares Tower, Vienna.
_2Real Kinect Wrapper
_2RealKinectWrapper is an API built as a library which simplifies the usage of multiple Microsoft Kinect sensors for C++ programmers. It supports both major SDKs (OpenNI and Microsoft’s Kinect SDK) with one easy to use programming interface. Simple examples for libCinder, OpenFrameworks and plain OpenGL/GLUT accompany the release to demonstrate it’s capabilities and usage.
The programming interface shouldn’t change in the future in terms of breaking your code, new functions nevertheless might be added. You can acquire different Images (Depth, RGB, IR,…) of different Kinects at the same time. However skeleton and user detection on multiple Kinects doesn’t seem to be supported by OpenNI and MS Kinect SDK to a functioning degree yet.
EnziTron is a new largescale and fun gaming experience. Like in the movie Tron the players’ bodies are transported into a computer game. They become alive at the huge glass facade of the Lentos Art Museuem in Linz. Goal of the game is to move quickly and use hands and feet to collect puzzle shapes that fly towards the player. The pieces add up to create the famous Enzis (Viennese outdoor furniture), which brings points and prizes for the best players.
The game was shown from Aug 25 to Aug 28, 2011 at the facade of Lentos Kunstmuseum Linz.
credits: Robert Praxmarer (Lead, Management), Thomas Wagner (Game Design, Project management) Andreas Ortner (Programming).