A short excerpt from the projection testing session recording as seen from the point of view of visitor/interactor.
The dog is reacting to visitor movements. With gentle, slow movements the dog only follows the visitor by moving from one side to the other horizontally. A stronger movement will make the dog react in an abrupt, violent way.
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 explores a concept of the Zone - an unstable, uncontrolled space that seems to act as a living being. The Zone manifests itself via the dog - the object of the Zone. On the technical side Dog of Zone is an exploration of a hybrid approach to making art by combining wide range of mediums (traditional drawing, computer animation, programming, sound) in a seamless way.
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.
Following are a few shots of a projection from a point of view of interactor (user).
The projection is accompanied by series of graphics that exist both as part of the animated projection and stand alone works of art.
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).
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.
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.
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.