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>>>NEW<<< Hackspace H-LOBOX - MOSAICO MIRAGE (ENG)






WHAT IS IT?
H-Lobox was born from the union of an experimental application developed by Ondazerostudio, for interactive stage/events visual installations, and of the showcases crafted in Hackspace Catania laboratory.
Basically, it’s an holographic “pepper’s ghost type” showcase, a box inside which objects appears with a tridimensional effect.
In the most advanced version it’s possible to interact with the virtual objects inside the showcase. And/or select them. By managing contents throug an application, an holographic showcase will be more versatile, customizable, and updatable with new contents. The application can also be arranged to display in front-retro projection for mapping & visual shows on stage.
THE OPTICAL WORKING PRINCIPLE
It’s based on a basic as well as simple law of light reflection, according to which, a light ray hitting a planar surface, is reflected with an opposite angle.
If this surface is transparent, or better, semi-reflective, and in place of a single light ray there is an image, this will appear as forming on a virtual plane behind the surface, on a distance equal to the distance of the source from the reflective surface.

If the angle of incidence is exactly 45°, the holographic image will appear on a virtual plane perpandicular to the source image. So, if the screen is horizontal, facing down, the object will appear in a virtual plane perfectly vertical for the observer. This plane intersects the screen in the same intersection point of the reflective surface.

HISTORICAL BACKGROUND
More than 2 centuries later, in 1858, the english engineer Henry Dircks, recovering the device of Dalla Porta, patented the “Dircksian Phantasmagoria”, 




a special theater installation that reproduced a room inside which a ghost could appear during an opera.

 According tho rumors, at that time, this technique was used also by charlatans to juggle peasants and extract them money in change of a “communication with the beyond service”. The intent of Dircks was to inform people about this scams by explaining this effect through theater shows.


By the way, this installation was too expensive and meant the complete restructuration of most theaters, and didn’t have a sequel.

Later, Dircks met another scientist at the Wenstminser University, John Henry Pepper, who was touring the teaters of all the reign entertaining people with scientific demonstraions. Pepper, who had a better knowledge of theater’s structure and plans, re-edited Dircks installation by semplifying it and making it more usable on larger surfaces.

This technique now was known to everyone as the Pepper’s Ghost effect.
In the following decades, Dirck’s technique, as well as Pepper’s one, would be inspiration for a lot of analogical special effects for cinema, and for enterteinment park attractions. In modern times, with the coming of digital projectors and monitors, this technique is getting back to popularity in a lot of different formats and purposes.


HOW IS IT DONE?
The structure of Hackspace & Ondazerostudio H-Lobox is made of wood, mdf, and was coated with tnt, but pvc/forex can be used for more solid casing. It has been made in different formats (3, 4 and single side) and sizes (21” to 50”, more a miniaturized version in 4 sides), and with common materials.

This scheme refers to a showcase made for a semi-permanent installation. It’s made by a stand, inside which a laptop or a bluray player is placed. There is a slot to place human tracking devices, like kinect or Leap Motion. On the table it’s possible to place real scenographic objects. Over the plane there is the monitor stand, a protective frame, the monitor and the covering grid.


Finally, the reflective surface that creates the “mirage” effect, may be of 2-5 mm plexiglass with reinforcement side bars. For bigger formats (>50”), best solution is putting to tension a thin foil on an aluminium frame. 
 
  In case of passive versions, the monitor receive the signal from a bluray/mp4 player with hdmi output.
In case of interactive versions, the monitor receives the signal from a hdmi or vga cable connected to a computer.

SOFTWARE INTERFACE
The software that manages the interactive and non interactive contents, and their position on the screen is made entirely on Unity 3D enting. Development started in Jan 2015, with the purpose of creating an application to manage multiple interactive contents for VJ ing and Videomapping softwares.
The app has been developed initially on Mac and improved each time with new functionalities.
Version 1) Different 3D objects animated and rendered in real time could be displayed and changed by numeric keys on a computer.
Versione 2) Introduced 3-4 camera real time system for olographic pyramids. Each camera has a Syphon server attached so each side of the pyramid can be mapped separately on a layer..
Versione 3) cameras can be selected separately and repositioned directly by the application interface with keys. Mapping software is not necessary any more for camera mapping.
Versione 4) Introduced Characters with real time MOCAP by Kinect. Virtual Characters displayed inside the box follow user’s gestures in real time. Kinect data acquisition is obtained through OpenNi libraries and NiTe Middleware. Kinect is then interfaced with Unity through ZigFu or NiMate plugins. Both are composed by an indipendent bundle, running on OS, and a plugin inside the application to retrieve tracking data. The pairing between tracked joints and virtual character joint is made manually during development phase. 
Versione 5) Introduced Augmented Reality elements. User is tracked in the real space and reproduced scaled in virtual space. Here the user can interact with virtual objects displayed inside the box. Positon, distance, force fields, colliders are used to trigger animations and dynamic effects. Finally, real small sized objects can be reproduced (as well as 3D scanned) and imported in the virtual space to realize interactions between virtual objects and real objects inside the box.

PROGETTO MOSAICO MIRAGE per ETNACOMICS 2015
This installation was 3-sided type, with assisted interactivity and application control developed for Mac only.
Different objects are displayed, some pre-animated, some with different interactivities. The objects are selectable by pressing numeric keys. It’s also possible to activate a timer for auto-switching contents.
One after One, or on command it will  appear different objects like:
An animated Hackspace logo, a robot which copies gestures from the user, a dragon that changes pose when someone approaches, some floating marbles attracted by the user’s hands, a mechanical eye following the closer user changing color depending on distance, a real miniaturized jar (to put in on purpose) with particles bouncing on it.

  

PROGETTO H-LOBOX per CMC 2016 – Domina Coral Bay
Interface is very minimal. When started, a stickman is displayed with a male and female symbol on its sides. The User as soon as tracked sees the stickman copying his gestures and will bring his hand to touch one of the symbol.
The stickman will be replaced with the selected character. The two puppets are the customer’s mascottes and were designed on purpose for this project.


 Inside the virtual environment there are stylized molecules with a local force field, that can be touched and moved by the puppet. There are also buttons to get back to menu or select the other character. (images refers to MacOsx version).  

(note for developers) version for Windows
This project required a conversion to Windows for 2 reasons:
1)            Tracking quality with Microsoft SDK is cleaner and smoother than with Mac OSX libraries. Moreover, the plugin Zigfu doesn’t work properly under Windows 10.
2)             The need to install multiple workstations on a limited budget.
Development under Windows required a dramatic reconstruction of the application architecture. That’s becaus of Kinect SDK for Windows was crashing when scene changing or character disabling, even using the “don’t destroy” function.

WORKFLOW
1 – PROJECT : planning of physical structure of the H-Lobox (modello 3D).
2 – FLOWCHART: Determine the application architecture, number of scenes, scene switch triggers, all interactive and decorative elements to be imported in the scene, interactivity tools.
3 – MODELING : making of 3D models of virtual characters (modeling, texturing & materials, rig & skinning, pose & test)
4 – CRAFTING: making of the physical structure (cutting, assembly, decoration)
5 – VIRTUAL SCENOGRAPHY : virtual scene compositing and importing of virtual characters.
6 – CODING: code compiling and installation of 3rd part plugins.
7 – DEVELOPMENT: application build, code&game objects pairing, game manager compiling, basic functionality tests.
8 – HARDWARE CONFIGURATION: Computer configuration and installation of drivers for Kinect/Leap Motion and application.

 9 – DELIVERING: hardware integration, final decorations, and delivery/installation on site.

1)    BOX PLANNING
In the planning phase, all measures must be decided time by time, according to display size, Basically, some proportions must be respected.
-               Semi-reflective surface must be inclinated 45°.
-            The box height (h) must be slightly less than the monitor height (real display size).
-    The plane (on which it’s possible to place real objects) must be ¼ - 1/3 deeper than monitor height.
-               Both Kinect and Leap Motion should be placed at 80cm – 1m above the ground.
-               Reflective surface must be clean, without scratches, and kept perfectly plane by using side brackets and horizontal crossbar on top. Because too much thickness must be avoided, to avoid double reflections, both glass and synthetics tend to bend with bad image deformations. 


2)    FLOWCHART
All the application structure must be planned according to the predicted usage of the installation.
There are basically 4 :
-       Passive semi-permanent (external dvd/media player linked to box with hdmi cable) .
-       Passive portable/compact (contents are displayed directly on a smartphone/tablet screen) .
-       Assisted Interactive (interactive contents managed by operator and mixed on VJ software with other contents).
-       Permanent Interactive (automatized starting and shutting off, limited contents).
 


1)        MODELING
Characters models can be created with Maya as well as Blender, C4D, 3DS, Lightwave, etc…
Cheaper way is modeling all in Hard Surface technique, and keep polygons number below 15.000
Hair models for dynamic simulation, should  exported as a separate skin mesh, for simulation in Unity.
The extension used for export was FBX with embedded media, skeleton definitions, animations.

4) CRAFTING
Materials can be different. Smaller models can be made all plexiglas, including a thin reflective surface (0,5mm). Glass has to be avoided for any mobile or not permanent installation. Big sized showcases should be made of wood/aluminium bars
As coating TNT is cheap and fast to place and resize. Plywood is more solid. Better material is Forex, better but expensive.
The reflective surface in big-sized cases must be reinforced with brackets and a crossbar on top. In giant formats better solution is a frame with a pvc or holographic foil put to tension.

5) VIRTUAL SCENOGRAPHY
Scene must be composed respecting all real-world scale proportions, in order to calibrate better movements and visual/dynamic effects.  In this phase lights are set as well as virtual cameras, colliders and rigid bodies for dynamic simulations and triggers.

6) CODING    
In this phase all codes required for game objects behaviours are written. Language used in Unity are C# and Javascript.

7) DEVELOPMENT
Codes are paired to game objects, and the game manager script is compiled to manage all the application.

               


8) HARDWARE CONFIGURATION
For interactive versions, a PC is configured with an OS (Unity can build for Windows, Mac Osx, Linux). An Arduino processor can be configured too, expecially for automatized models with MIDI customized controllers.

9) ASSEMBLY & DELIVERY
If all tests run are ok, all the hardware is placed inside the box, and the device is ready for transport. 
BIgger installations must be mounted on place.


CASE HISTORY AND FUTURE IMPLEMENTATIONS

Actually, the installation has been exposed in the assisted interactive version, with pyramidal layout, at the Hackspace stand, Etnacomics 2015, and in a customized version, for the event CMC 2016, at Domina Coral Bay Hotel, by MCA events. In this case showcases of different sizes (46” to 50”) were realized both in interactive semi-assisted version and passive.

In all the events, the installation attracted the attendance, confirming the effectiveness of the holographic system itself, as well as paired to an application for contents control and interactivity (which anyway stands alone). The context brought out also the limits of this kind of installations. In particular, tracking with kinect, expecially for Mocap and BodyMapping functions, is limited by the need of a wide free space and by the presence of the only user in front of the box, and at a minimum distance of 3m: technically impossible in a expo/showroom context.

Animations driven by people passing-by, their approach to the showcase, or by their generic position ,are more effective and less affected by kinect limits.

MOSAICO MIRAGE TESTING ON PEPPER'S GHOST PYRAMID
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The development of the software part will continue with hand and face tracking, focused on a small-scale interaction.

Mocap will be continued on different kinds of installations, like back-projections, interactive screens, holographic stages, bodymapping ballet/dance shows.


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