Dog of Zone  is an experimental interactive projection that is being developed as a subject of PhD thesis at Academy of Fine Arts in Cracow, Poland. The project is an exploration of a hybrid approach to making art by combining wide range of mediums in a seamless way. It includes traditional drawing, computer animation and programming.  The work of  Dog of Zone  has been running since 2010 and is a further development of the theme started in the series of graphics  Dogs of Zone . The practical part (the projection itself) is almost finished. The entire project will hopefully see the light of the day sometime in 2018.
       
     
MVI_2318 (00301).jpg
       
     
 Following are a few shots of a projection from a point of view of Interactor (User).
       
     
MVI_2309_FAST (01344).jpg
       
     
2017_10_06_NORMAL (02188).jpg
       
     
MVI_2309_FAST (01771).jpg
       
     
Graphics
       
     
Projection Setup
       
     
Interaction
       
     
Animation
       
     
Rendering
       
     
  Dog of Zone  is an experimental interactive projection that is being developed as a subject of PhD thesis at Academy of Fine Arts in Cracow, Poland. The project is an exploration of a hybrid approach to making art by combining wide range of mediums in a seamless way. It includes traditional drawing, computer animation and programming.  The work of  Dog of Zone  has been running since 2010 and is a further development of the theme started in the series of graphics  Dogs of Zone . The practical part (the projection itself) is almost finished. The entire project will hopefully see the light of the day sometime in 2018.
       
     

Dog of Zone is an experimental interactive projection that is being developed as a subject of PhD thesis at Academy of Fine Arts in Cracow, Poland. The project is an exploration of a hybrid approach to making art by combining wide range of mediums in a seamless way. It includes traditional drawing, computer animation and programming.

The work of Dog of Zone has been running since 2010 and is a further development of the theme started in the series of graphics Dogs of Zone. The practical part (the projection itself) is almost finished. The entire project will hopefully see the light of the day sometime in 2018.

MVI_2318 (00301).jpg
       
     
 Following are a few shots of a projection from a point of view of Interactor (User).
       
     

Following are a few shots of a projection from a point of view of Interactor (User).

MVI_2309_FAST (01344).jpg
       
     
2017_10_06_NORMAL (02188).jpg
       
     
MVI_2309_FAST (01771).jpg
       
     
Graphics
       
     
Graphics

The projection is accompanied by series of graphics that exist both as part of the animated projection and stand alone works of art.

Projection Setup
       
     
Projection Setup

Interactive projection works with the Microsoft Kinect sensor (K). Projection viewer acts as a player. The sensor is placed right under the projection screen (P) and it's facing outwards. This creates the active area (Z) that expands in the range of 1 to 4 meters in front of the sensor. Custom software is driving the projection based on Viewer's movements recorded inside the area covered by Kinect. Only body movements in horizontal plane are supported (limb movements or vertical motions such as jumping are not recognised).

Interaction
       
     
Interaction

The interaction is programmed by a custom application built in Unity using C# scripts. The application allows for scripting interaction by mapping out events and defining conditions upon which these events can happen (user's position, direction or speed of movement, etc.). The events can trigger animation loops and sounds.

Animation
       
     
Animation

All animation loops used in the projection are short, prerendered sequences created in Foundry MODO. Character rigging and animation was done with the help of my custom plugin for MODO - Auto Character Setup.

Rendering
       
     
Rendering

The final look heavily depends on displacement and procedural modeling effects. Animated base model is displaced by hand crafted textures painted for each frame of animation separtely. Some portions of the geometry are also removed via procedural modeling operators in MODO.