Tele-present Wind

Tele-present Wind
Tele-present Wind
Tele-present Wind
Tele-present Wind

tele-present wind

Installation by David Bowen reproduces realtime wind data with a collection of mechanized stalks:

This installation consists of a series of 126 x/y tilting mechanical devices connected to thin dried plant stalks installed in a gallery and a dried plant stalk connected to an accelerometer installed outdoors. When the wind blows it causes the stalk outside to sway. The accelerometer detects this movement transmitting the motion to the grouping of devices in the gallery. Therefore the stalks in the gallery space move in real-time and in unison based on the movement of the wind outside.

May-September 2018 a newly expanded version of tele-present wind was installed at Azkuna Zentroa, Bilbao and the sensor was installed in an outdoor location adjacent to the Visualization and Digital Imaging Lab at the University of Minnesota. Thus the individual components of the installation in Spain moved in unison as they mimicked the direction and intensity of the wind halfway around the world. As it monitored and collected real-time data from this remote and distant location, the system relayed a physical representation of the dynamic and fluid environmental conditions.

More Here

Related: Another project by David from 2012 did something similar with ‘Tele-Present Water’ [Link]

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This is a state of the art object detection framework called Faster R-CNN described here https://arxiv.org/abs/1506.01497 using tensorflow.

I took the following video and fed it through Tensorflow Faster R-CNN model, this isn’t running on an embedded device yet.

Link

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Graphics research from LIRIS, Purdue University and Ubisoft is method of generating 3D landscape terrain from simple pen markings with the assistance of neural networks:

Authoring virtual terrains presents a challenge and there is a strong need for authoring tools able to create realistic terrains with simple user-inputs and with high user control. We propose an example-based authoring pipeline that uses a set of terrain synthesizers dedicated to specific tasks. Each terrain synthesizer is a Conditional Generative Adversarial Network trained by using real-world terrains and their sketched counterparts. The training sets are built automatically with a view that the terrain synthesizers learn the generation from features that are easy to sketch. During the authoring process, the artist first creates a rough sketch of the main terrain features, such as rivers, valleys and ridges, and the algorithm automatically synthesizes a terrain corresponding to the sketch using the learned features of the training samples. Moreover, an erosion synthesizer can also generate terrain evolution by erosion at a very low computational cost. Our framework allows for an easy terrain authoring and provides a high level of realism for a minimum sketch cost. We show various examples of terrain synthesis created by experienced as well as inexperienced users who are able to design a vast variety of complex terrains in a very short time. 

Link

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More Here

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https://instagram.com/p/BQIDI5eh5_m/

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This house is being 3-D printed with human and robot construction. Mesh mould technology uses the precision of robot building capacities to eliminate waste.

follow @the-future-now

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