An interesting project on show at the Computer-Human Interaction Conference in Vancouver combines two Microsoft Kinect devices and a projector, together with a large acrylic globe and some custom software and hardware. This innovative setup is designed to present a 360-degree view of an object, which can then track a viewer’s movements and be controlled by gestures.
“Project Snowglobe” has been designed by students from Queens University and features a hemispherical mirror mounted inside an acrylic sphere onto which the projector displays its image. Watch the video after the jump to see “Project Snowglobe” in action.
The image viewed within the globe is not actually in 3D but is moved as the viewer moves around the globe and is tracked by the two Kinect devices.
Technical Details and Functionality
The core of “Project Snowglobe” lies in its ability to create an immersive visual experience using relatively accessible technology. The two Microsoft Kinect devices play a crucial role in tracking the viewer’s position and movements. These Kinects are capable of capturing depth information and skeletal tracking, which allows the system to understand where the viewer is in relation to the globe. This data is then processed by custom software that adjusts the projected image accordingly, giving the illusion that the object inside the globe is moving in response to the viewer’s movements.
The projector, mounted above the acrylic sphere, projects images onto the hemispherical mirror inside the globe. This mirror reflects the images onto the inner surface of the acrylic sphere, creating a seamless and continuous display that appears to be floating within the globe. The combination of these elements results in a dynamic and interactive display that can be controlled through simple gestures, making it an engaging tool for presentations, educational purposes, and interactive exhibits.
Applications and Future Potential
“Project Snowglobe” has a wide range of potential applications beyond just being a fascinating display at a conference. In the field of education, it could be used to create interactive learning experiences where students can explore 3D models of historical artifacts, biological specimens, or astronomical objects. Museums and science centers could also benefit from this technology by offering visitors a more engaging way to interact with exhibits.
In the realm of entertainment, “Project Snowglobe” could be used to create immersive gaming experiences or interactive art installations. Imagine a game where players can manipulate the environment inside the globe through gestures, or an art piece that responds to the viewer’s movements, creating a unique and personalized experience each time.
Moreover, the technology behind “Project Snowglobe” could be further developed to enhance virtual reality (VR) and augmented reality (AR) experiences. By integrating more advanced tracking systems and higher resolution projectors, the realism and interactivity of the display could be significantly improved. This could lead to new ways of visualizing complex data, conducting remote meetings, or even creating virtual tourism experiences.
In conclusion, “Project Snowglobe” is a testament to the innovative spirit of the students at Queens University and showcases the potential of combining existing technologies in new and creative ways. As the technology continues to evolve, we can expect to see even more exciting applications and developments in the field of interactive displays.
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