scholarly journals A VIDEO PROJECTION MAPPING CONCEPTUAL DESIGN AND APPLICATION: YEKPARE

Author(s):  
Berna Ekim
2021 ◽  
Vol 3 ◽  
pp. 119-126
Author(s):  
Nur Rahmat Ardi Candra Dwi Atmaja ◽  
Johan Ies Wahyudi ◽  
Damar Tri Afrianto

The process of changing the initial shape of a facade into a new shape resulting in an optical illusion is an activity called Video Mapping. These objects will visually change from their usual form into a new form that is different and very fantastic. Projection mapping is a medium that can provide the audience with experience to feel three-dimensional effects in two-dimensional fields, or it can also be called immersive media. With the display of a projection mapping on a flat plane, it is possible to reach a wider segment of the material and content regarding government policies related to the Covid-19 preventive health protocol which can be displayed through projection video mapping media. Planning to create work for the Video Projection Mapping Documentation is none other than the departure from anxiety about the presence of conventional media and social media which report simply and monotonously related to government policies related to the prevention of Covid-19 and its health protocols. This is what causes people to just casually respond to the infographic because the content and visualization lack persuasive, dramatic and creative power. Because of this, a method of art creation is formulated in this artistic research, namely how to create infographics that emphasize new media as an alternative media for socializing government policies related to Covid-19 through the creation of the work Documentation Video Projection Mapping as an alternative media for the socialization of Covid-19 prevention. Keywords:  infografis, ekplorasi, video dokumentasi, projection mapping


Author(s):  
C. Barbiani ◽  
F. Guerra ◽  
T. Pasini ◽  
M. Visonà

In this paper, we describe a cross-disciplinary process that uses photogrammetric surveys as a precise basis for video projection mapping techniques. Beginning with a solid basis that uses geoinformatics technologies, such as laser scanning and photogrammetric survey, the method sets, as a first step, the physical and geometrical acquisition of the object. Precision and accuracy are the basics that allow the analysis of the artwork, both at a small or large scale, to evaluate details and correspondences. Testing contents at different scales of the object, using 3D printed replicas or real architectures is the second step of the investigation.<br>The core of the process is the use of equations of collinearity into an interactive system such as Max&amp;thinsp;7, a visual programming language for music and multimedia, in order to facilitate operators to have a fast image correction, directly inside the interactive software. Interactivity gives also the opportunity to easily configure a set of actions to let the spectators to directly change and control the animation content. The paper goes through the different phases of the research, analysing the results and the progress through a series of events on real architecture and experiments on 3d printed models to test the level of involvement of the audience and the flexibility of the system in terms of content.<br>The idea of using the collinearity equation inside da software Max&amp;thinsp;7 was developed for the M.Arch final Thesis by Massimo Visonà and Tommaso Pasini of the University of Venice (IUAV) in collaboration with the Digital Exhibit Postgraduate Master Course (MDE Iuav).


Author(s):  
R. Quattrini ◽  
R. Pierdicca ◽  
A. Lucidi ◽  
F. Di Stefano ◽  
E. S. Malinverni

<p><strong>Abstract.</strong> Thrilling the society toward science and research is not trivial. Albeit the “academic industry” lavishes many efforts to spread its results not only among the insiders but to the whole mankind, the importance of sharing the knowledge of research is seldom a priority. The European Researcher Night is probably the most important EU action trying to overcome this limitation, putting altogether researcher from different disciplines to show their findings through stands, short communications and events. Within this framework, the event able to attracts citizens is the video mapping projection. In this article is described a multi-disciplinary process that makes use of a photogrammetric survey as an accurate source for video projection mapping. While well-established geomatics technologies (e.g. laser scanning and photogrammetry) paves the way for the virtual reconstruction of the architecture, they are even essential to perform analysis and studies which enables visual artist or art historians to tell the story of a building in a new and fascinating way. Besides the realization of the visual mapping and a critical discussion over the procedure that has been used to translate a 3D model in a visual storytelling of the building, the article also describes an innovative way that has been set up for the management of the whole SHARPER event. The system is app-based and was designed to allow the visitors to interact with the event directly from their smartphones; several active sensors have been displaced among the city, asking the user to search for virtual owls and to catch them by answering some questions, engaging the people by exploiting the gamification paradigm. This latter has been stressed further, since the video projection was conceived as a competition between the students of the Master degree course in Engineering-Architecture. Through the application, the attendant to the visual mapping where thus enabled to vote his/her favourite video in real-time.</p>


Author(s):  
Ehud Kroll ◽  
Sridhar S. Condoor ◽  
David G. Jansson
Keyword(s):  

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