Skip to main content

Swarmscape: A Synergistic Approach Combining Swarm Simulations, Body Movement and Volumetric Projections to Generate Immersive Interactive Environments

  • Conference paper
  • First Online:
Advances in Swarm Intelligence (ICSI 2016)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 9712))

Included in the following conference series:

  • 1689 Accesses

Abstract

The paper illustrates a real-time interactive, fully immersive spatial installation titled Ambiguous Topology. The installation creatively combines dynamic movement of the human body and swarm intelligence driven generative geometry production techniques to drive volumetric projection systems. Speed, frequency and intensity of movement of human body are used as parameters for activating a swarm of volumetrically projected digital particles/agents in space in real-time. Evolving 3D topological nuances within which the participant navigates and in doing so triggers further evolution of these immersive topologies are thus materialized.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Bisig, D., Palacio, P.: Phantom limb - hybrid embodiments for dance. In: Proceedings of the 17th Generative Art Conference, Rome, Italy, pp. 92–107 (2014)

    Google Scholar 

  2. Unemi, T., Bisig, D.: Visual deformation by swarm - a technique for virtual liquidization of objects. In: Proceedings of the 17th Generative Art Conference, Rome, Italy, pp. 348–356 (2014)

    Google Scholar 

  3. Boyd, J.E., Hushlak, G., Jacob, C.J.: SwarmArt: interactive art from swarm intelligence. In: Proceedings of the 12th Annual ACM International Conference on Multimedia. ACM (2004)

    Google Scholar 

  4. Reynolds, C.W.: Steering behaviors for autonomous characters. In: Proceedings of Game Developers Conference, 1999 (San Jose, California), pp. 763–782. Miller Freeman Game Group, San Francisco, California (1999)

    Google Scholar 

  5. Reynolds, C.W.: Flocks, herds and schools: a distributed behavioral model. Comput. Graph. 21(4), 25–34 (1987). ACM SIGGRAPH

    Article  Google Scholar 

  6. Reas, C., Fry, B.: Processing: A Programming Handbook for Visual Designers and Artists. The MIT Press, London (2014)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Nimish Biloria .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing Switzerland

About this paper

Cite this paper

Biloria, N., Chang, JR. (2016). Swarmscape: A Synergistic Approach Combining Swarm Simulations, Body Movement and Volumetric Projections to Generate Immersive Interactive Environments. In: Tan, Y., Shi, Y., Niu, B. (eds) Advances in Swarm Intelligence. ICSI 2016. Lecture Notes in Computer Science(), vol 9712. Springer, Cham. https://doi.org/10.1007/978-3-319-41000-5_14

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-41000-5_14

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-40999-3

  • Online ISBN: 978-3-319-41000-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics