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Ulrike Gabriel was born in 1964 in Munich and is an artist and researcher focussing on generative systems. Ulrike co-founded the laboratory Codelab, Berlin where she spent some time as a director. She also worked in ecological agriculture in Argentina from 2003 to 2006. Ulrike was also a professor at the University of Art and Design HfG Offenbach (2006-2012). At this university, she led the teaching area of Electronic Media. She studied philosophy at the Ludwig Maximilian University from 1983–1985 and painting and applied graphics at the Academy of Fine Arts from 1985-1991 in Munich. After that she was a post-graduate at the Institute for New Media at the Städelschule, Frankfurt (1991-1992) and a research fellow at the Academy of Media Arts Cologne, department for media science (1996-1998).
Gabriel explores human reality while her work includes robotics, some Virtual Reality (VR) work, installations, performative formats and painting. [1]
Perceptual Arena is an interactive and immersive Virtual Reality installation developed by Ulrike Gabriel and otherspace in 1993 for the exhibition Artlab3, Hillside Plaza, Tokyo. This work has been further shown at V2 Exhibition Rotterdam, Le Manege Sallestrau Maubeuge, the Voyages Virtuales exhibitions in Paris, and at the Serious Chiller Lounge in Munich. Perceptual Arena is a realtime virtual environment that explores what the mind can do. This creates an audio-visual space texture that has the interaction of the user as an important attribute. The interaction is simply to be in the space, to distinguish it and to move around and to grab on to the resulting virtual clay. This defines the space and is what's used for the further interaction. The space matches the individual perception. The perceivable evolves through perception of it. To be involved and possibly mess up in this process can transform the world, but can also push it out of balance and therefore destroy. The use of polygons and sounds is created and always changing by the personal views. The viewer is the only thing that can manipulate what is happening. The complexity of the arena world results out of the total interrelation of all its factors which in the end all depend on the users input data. These are some things the viewers might encounter. The view onto the space, their movement in the space, a history of movement and view, a virtual sensor in the field of view which applies history onto the space, the total access with a data glove onto the space through the field of view, and the virtual clay which is object and result of all this factors.
In another work called Breath that was established in 1992 the human breath is explored. [2] There are sensors used in this project on the belt they wear that regulates breathing. The people who use these belts can alter the dynamics of the sounds being duplicated around them. The breathing causes the polygons in the computer-generated image to fluctuate. It is said that the more you breath regularly, the more complicated and disorganized the visual and acoustic processes become. Ulrike Gabriel creates a complicated system of biofeedback that goes beyond normal relationships between action and reaction. The way interaction with human beings is being used is something that is explored way beyond a normal mind. Gabriel is using her mind to go beyond the depths and think outside the box. The way breath in this project is being used is connected with virtual space in which the spectator experiences in a cybernetic world presenting images how breath mechanism can be linked with time. In the picture system, there are 400 polygons in the hyperplane that can move.
The technology used for this project is beyond our days. So to start out a participant stands in front of a big screen wearing a sensor belt around the waist. The sensor detects amplitude of the lung and abdominal muscles in breathing. So because of that action the data is fed to a computer. When it first starts out regularly grid-shaped CG polygons, subdivided in small pieces, are projected on the screen. As the data of the magnitude of breathing are sent in, parts of the cellular texture start to develop in real-time. When breathing is at a stable pitch the polygons begin to transform drastically. When solidity is gone and pitches move back and forth, polygons calm down as if they were going back to the beginning stage. Looking at his visualized breathing, the participant finds it difficult to continue to breath calmly. Gabriel presents that automatic physical functions such as breathing are actually automaton controlling us. It is said that a mechanical autonomous environment contradicts human consciousness. She regards human body as an accumulation of complex data, and tries to interface human body with computer in a paradoxical association.
Gabriel created Terrain, a series of installations where the motion of a colony of solar-powered robots is controlled by the viewer's brain waves. [3] [4]
Ulrike Gabriel.
Karsten Bott, Andreas Exner, Ulrike Gabriel, Nikolaus List, Charlotte Malcolm-Smith, Susanne Paesler, Andreas Schlaegel, Martin Schmidt/Florian Haas, Markus Zuckermann: Absolventen der Städelschule Frankfurt: Neunte Ausstellung der Jürgen Ponto-Stiftung 1995. Frankfurter Kunstverein (Hrsg.), Jürgen Ponto-Stiftung zur Förderung junger Künstler, Frankfurt 1995
Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive, or destructive. This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one.
Telepresence refers to a set of technologies which allow a person to feel as if they were present, to give the appearance or effect of being present via telerobotics, at a place other than their true location.
Telerobotics is the area of robotics concerned with the control of semi-autonomous robots from a distance, chiefly using television, wireless networks or tethered connections. It is a combination of two major subfields, which are teleoperation and telepresence.
A virtual world is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities and communicate with others. These avatars can be textual, graphical representations, or live video avatars with auditory and touch sensations. Virtual worlds are closely related to mirror worlds.
Human–machine system is a system in which the functions of a human operator and a machine are integrated. This term can also be used to emphasize the view of such a system as a single entity that interacts with external environment.
Strictly, digital theatre is a hybrid art form, gaining strength from theatre's ability to facilitate the imagination and create human connections and digital technology's ability to extend the reach of communication and visualization.
Rebecca Allen is an internationally recognized digital artist inspired by the aesthetics of motion, the study of perception and behavior and the potential of advanced technology. Her artwork, which spans four decades and takes the form of experimental video, large-scale performances, live simulations and virtual and augmented reality art installations, addresses issues of gender, identity and what it means to be human as technology redefines our sense of reality.
Virtual art is a term for the virtualization of art, made with the technical media developed at the end of the 1980s. These include human-machine interfaces such as visualization casks, stereoscopic spectacles and screens, digital painting and sculpture, generators of three-dimensional sound, data gloves, data clothes, position sensors, tactile and power feed-back systems, etc. As virtual art covers such a wide array of mediums it is a catch-all term for specific focuses within it. Much contemporary art has become, in Frank Popper's terms, virtualized.
A smart object is an object that enhances the interaction with not only people but also with other smart objects. Also known as smart connected products or smart connected things (SCoT), they are products, assets and other things embedded with processors, sensors, software and connectivity that allow data to be exchanged between the product and its environment, manufacturer, operator/user, and other products and systems. Connectivity also enables some capabilities of the product to exist outside the physical device, in what is known as the product cloud. The data collected from these products can be then analyzed to inform decision-making, enable operational efficiencies and continuously improve the performance of the product.
Char Davies is a Canadian contemporary artist known for creating immersive virtual reality (VR) artworks. A founding director of Softimage, Co, she is considered a world leader in the field of virtual reality and a pioneer of bio-feedback VR. Davies is based in rural Quebec and San Francisco.
In computing, 3D interaction is a form of human-machine interaction where users are able to move and perform interaction in 3D space. Both human and machine process information where the physical position of elements in the 3D space is relevant.
In the field of gesture recognition and image processing, finger tracking is a high-resolution technique developed in 1969 that is employed to know the consecutive position of the fingers of the user and hence represent objects in 3D. In addition to that, the finger tracking technique is used as a tool of the computer, acting as an external device in our computer, similar to a keyboard and a mouse.
A virtual touch screen (VTS) is a user interface system that augments virtual objects into reality either through a projector or optical display using sensors to track a person's interaction with the object. For instance, using a display and a rear projector system a person could create images that look three-dimensional and appear to float in midair. Some systems utilize an optical head-mounted display to augment the virtual objects onto the transparent display utilizing sensors to determine visual and physical interactions with the virtual objects projected.
Mindfulness and technology is a movement in research and design, that encourages the user to become aware of the present moment, rather than losing oneself in a technological device. This field encompasses multidisciplinary participation between design, psychology, computer science, and religion. Mindfulness stems from Buddhist meditation practices and refers to the awareness that arises through paying attention on purpose in the present moment, and in a non-judgmental mindset. In the field of Human-Computer Interaction, research is being done on Techno-spirituality — the study of how technology can facilitate feelings of awe, wonder, transcendence, and mindfulness and on Slow design, which facilitates self-reflection. The excessive use of personal devices, such as smartphones and laptops, can lead to the deterioration of mental and physical health. This area focuses on redesigning and creating technology to improve the wellbeing of its users.
Seiko Mikami was a Japanese artist known for her large-scale interactive art installations. Mikami was born in Shizuoka, Japan, in 1961, and she stepped into the art scene in the mid-1980s with large-scale art that studied information society and the human body. After moving to the United States in 1991, she studied computer science at the New York Institute of Technology, which lead her art to focus on the interaction between electronics and the human perception. She became a professor in the Department of Information Design at Tama University in 2000. Mikami died from cancer on January 2, 2015.
In virtual reality (VR) and augmented reality (AR), a pose tracking system detects the precise pose of head-mounted displays, controllers, other objects or body parts within Euclidean space. Pose tracking is often referred to as 6DOF tracking, for the six degrees of freedom in which the pose is often tracked.
Lone Echo is a 2017 virtual reality adventure game developed by Ready At Dawn, and published by Oculus Studios. Set aboard a space station orbiting Saturn, it allows players to move in zero-gravity by grabbing and pushing off of the environment. In addition to the narrative single-player game, the title includes a team-based multiplayer sports mode called Echo Arena, which was also released as a stand-alone game. A sequel, Lone Echo II, was announced in 2018 and released on October 12, 2021.
Volumetric capture or volumetric video is a technique that captures a three-dimensional space, such as a location or performance. This type of volumography acquires data that can be viewed on flat screens as well as using 3D displays and VR goggles. Consumer-facing formats are numerous and the required motion capture techniques lean on computer graphics, photogrammetry, and other computation-based methods. The viewer generally experiences the result in a real-time engine and has direct input in exploring the generated volume.
Ghislaine Boddington is a British artist, curator, presenter and director specialising in body responsive technologies, immersive experiences and collective embodiment, pioneering it as 'hyper-enhancement of the senses' and 'hyper-embodiment' since the late 80s.
A Diving rebreather is an underwater breathing apparatus that absorbs the carbon dioxide of a diver's exhaled breath to permit the rebreathing (recycling) of the substantially unused oxygen content, and unused inert content when present, of each breath. Oxygen is added to replenish the amount metabolised by the diver. This differs from open-circuit breathing apparatus, where the exhaled gas is discharged directly into the environment. The purpose is to extend the breathing endurance of a limited gas supply, and, for covert military use by frogmen or observation of underwater life, to eliminate the bubbles produced by an open circuit system. A diving rebreather is generally understood to be a portable unit carried by the user, and is therefore a type of self-contained underwater breathing apparatus (scuba). A semi-closed rebreather carried by the diver may also be known as a gas extender. The same technology on a submersible or surface installation is more likely to be referred to as a life-support system.