One week after our participation at the Gogbot Festival 2010 it is time for a report with some pictures and a small conclusion.
We prepared a version of the UnityCanvas that was mostly developed during our holidays combined with a number of installations that react on the visitors actions, leaving a "digital shadow" on the UnityCanvas.
As always we were tight on schedule on the last days before Gogbot began. Luckily we didn't have much lectures in the week before it began so we could spend most of the time to finish things up.
We got a place in the "Grote Kerk" right in the middle of Enschede. Everything stood in time on Thursday:

In the background is the screen construction we got from the university, in foreground we have Pieter and Heleen at the terminals Douwe built and testing out the installations.
So at eight the lights went out and the doors opened. People came in and, to our surprise, everything worked well.
One observation was that children really enjoyed it the most. Not very surprising if you think about it, because we probably had the installation with the lowest threshold to the most interactivity and play.
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written by Jan Kolkmeier on 2010-09-20A fully network capable version of the UnityCanvas was tested today. We hooked up six machines, each with two clients, to a server. Of the two clients per machine one was a processing sketch that makes connection via socket to the "drawing API" of the UnityCanvas. The other client that ran on the machines was an instance of Unity3d that basically just sees what the server sees. In the final version the point of this is to have different camera angles etc. per client, and show these on different screens in the lab.
The drawing input is not very elaborate yet, but it was fun scripting some sine waves and other figures onto the canvas through the socket connection. The performance however was quite promising!
The most important thing is to get concrete with the making of the client-stations for the canvas. Further some more features need to be implemented to the canvas itself, such as color, rotation and size parameters. Some more primitives to spawn. Also twitter integration and a way to send images and include them as textures are on top of our TODO-list.
We also want to include a character to generate a jump-and-run-like game experience.
Today we used the xsens motion capture suit. Read about it on my blog.
written by Pieter Pelt on 2010-06-02The waypoint system we made for the telemedicine project is a perfect match for the draw & walk demonstration, so here is my take at it:
written by Jan Kolkmeier on 2010-05-28
first draw then walk, and then walk or draw, illustrating mapping(s) from 2D to 3D space(s).
Herjan and I were working on the Dynamical System Project, which is for us to build the RepRap in 20-Sim.
We just make the first significant step: getting all axis-movement simulated. I now connected this information to a simple 3D-animation. There we see the RepRap-Extruder movement when printing a cup (without bottom).
For more information and the movie see my blog here.
written by sQuoB on 2010-05-22