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Gregory Hough project portfolio


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Gregory Hough project portfolio

  1. 1. Gregory Hough project portfolio Email: Website: Biofeedback Cinema I participated in Interactivos?14 in Madrid to develop the 'Biofeedback Cinema', working with artist Jessica Anne. This device allowed the properties of a camera to be manipulated by a user on the fly based on the electromagnetic activity of their brain. Using this device the camera operators are able to focus the camera image and control its pan and tilt merely by thinking about it. This essentially allowed hands free control of a camera, which could be used for television and movie production. My role in the project was software development and constructing the prototype, using my knowledge of Arduino, Raspberry Pi, OpenCV and Python. Interactivos?'14 project profile 3D doodling wand The 3D doodling wand is an affordable and simple- to-use wand that will allow anybody to interface with their computer in full 3D. Each wand has a cube on the end with a patterned marker on each face. A normal webcam will capture the markers and use them to calculate the 3D location/orientation of the wand. This can then be relayed as a 6DOF position to interact with 3D environments, from video games to 3D design work. The Living Archive The Living Archive is an art installation that makes sculptures and artefacts come to life via holography. The artefacts are recreated using a Pepper’s ghost and visitors will be able to interact with it using motion capture technology, moving it to explore its features. This work has been used to recreate lost art pieces in galleries and eventually be used in museums and similar venues. The Living Archive project was selected for the JHB Archive exhibition at the art gallery ‘BOM’ in September 2015, where it was debuted.
  2. 2. Interactive Mixed Reality TV Studio This project brought interaction between real actors and virtual objects to the virtual studio, a form of Augmented Reality for live television. Here the actor is able to directly manipulate a virtual object, placing their hands on the object's surfaces to move it. This is comparable to how one would appear to move a real object. In this system a depth sensitive camera is used for supporting bimanual interactions and occlusion. The interaction methods are simplified for the actor where possible. ScaMP: Ubiquitous projection ScaMP is a device that provides an actor with information on the virtual objects around them in the Interactive Mixed Reality TV Studio. ScaMP provides ubiquitous visual feedback to the actor by guiding a projection to their gaze location. The feedback could show the virtual set from a first or third person perspective. The device was formed from a projector with a servo guided mirror mounted in front of the lens alongside a camera based head tracking system. In addition the projected image was corrected for any warping that may occur in real time. The Internet of Clothes A current project, where clothes in a wardrobe are tagged and when they are not worn for a while, they automatically contact Oxfam who send an envelope for return with a list of items. There could be many iterations of this concepts - they could sell themselves on the vintage app Depop, or it could be used to remind people of clothes they’d forgotten about. The clothes are fitted with RFID tags (cheap and passive, so no power required), and scanned by a reader either on the door to the wardrobe, bedroom or even the house.