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Presentation Performance Engine v0.4

On Saturday 7th of november at 13:30 we gave a live presentation of the Performance Engine v0.4 at the Central Museum Studio. This presentation was part of the afternoon program of ‘Niemandsland – Utrecht meets Berlin’.  Organized by Born Digital.

In this 50 minute presentation we show all major features of the Performance Engine and give some insight on its research context and development philosophy. The 50 minute video below is divided into six chapters, so you have a choice of watching the full presentation or jump right to the part that has your particular interest. Read a brief description of the chapters below the video (click on the ‘Continue reading…’ link).

This video is entirely in Dutch though, for an English version please have a look at a similar presentation we did in september in Huis ad Werf.

Please select your preferred resolution (360p /480p / 720p)  in the player toolbar after pressing the play button for better videoquality. Pressing the button right next to the play button (left side) will show you the thumbnails of all 7 video parts. Or use simply the arrow buttons to browse through them. If you like to see the whole 50 minute presentation just press play and enjoy!

Read the content of the chapters below and choose the part of your particular interest!

Part 1-6: Introduction research context (8:39 min)
As the title suggest in this four minute introduction the context of the research is briefly explained. For a more in-depth information please read the Theory section of this website.

Part 2-6: Development overview (4:31 min)
In this video a short overview is given of the development of the Performance Engine through several versions. Some attention is given to the development of its custom GUI.

Part 3-6: The Statemachine, Audio-engine and WII-mote patch (9:41 min)
Here the live demonstration starts with the text-engine and moves quickly on to the core of the system; the Statemachine. The basic functionality and principles of the Statemachine is explained and demonstrated. With the help of the WII-mote module a sound is triggered with a simple buttonpress and other features are used to control volume.

Part 4-6: Motiontracking, the Audio-engine and the 2D-engine (9:23 min)
Motion tracking is a great way to trigger and control media onstage. In the first part of this video color tracking, a particular form of motion tracking, is demonstrated. The Audio Engine is capable of producing Surround sound by connecting the Motion tracking data with the physical speaker locations. The same tracking method is used in the demonstration of the 2D-engine. This time position data is used to control video.

In the last part of this video another motion tracking method is shown enabling the performer to move more freely. Together with the so-called Region patch the performer can trigger media and events at certain regions on the floor. This combination of techniques opens up a whole range of interesting possibilities.

Part 5-6: The 3D Engine and examples (8:26 min)
The Performance Engine v0.4 makes use of the 3D Engine software called Unity 3D. With serious modifications on the free Miyu MaxMSP patch the 3D engine is connected to the Statemachine. In the first part of this video motion-tracking and the Wii-mote patch are combined to create a live interactive demonstration of ‘breaking down the wall’.

In the second part of this video a few simple connections with the embedded Reactivision marker motion tracking system is demonstrated in a fully rendered real-time 3D world. Enabling the performer to interact with objects inside of the virtual 3D space.

Part 6-6: Performance Engine undemonstrated options (7;28 min)
In this part of the presentation the features are briefly summarized that have not been shown in the live presentation. Also the ‘koppelpatch’ template is mentioned; a file that can be used by other artists/programmers to create their own modules for the system. Or as a means to build a way of communication of an already existing system with the Performance Engine.

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