Conception
It's a dialogue between shader and reality. The metamorphoses of touching can raise people’s brittleness about boundary of dematerialized shader and actual screen. The screen can be regarded as the spectrum of experiencer’s volatile emotions. Distorting the limits and immersing the spectator into a short detachment of reality. Nothing is uncounted experience, creating an immaterial boundary is the process of people wander their heart. It’s all start from the screen seduced you to interact with it.
Basically, I used Kinect to detect depth image and I read depth gray image into brightness color pixels. Then I used certain range of pixels to trigger each single scenes.
The fabric I chosen is spandex. Through measuring, the elasticity of spandex can be pulled off more than 20cm, which is quite good for depth detecting. The problem is the ratio of projector I used is 16 : 9, but the proportion of Kinect 2 depth image is 6 : 9(approximate to 640 * 480P). Thus, when mapping to the real screen, I could not get the accurate position output. The tricky way to solve is that mapping to the same ratio. In this project, I need to figure out noises problem too as the leg of timber structure can influence detection of Kinect. So the solution ended up with mapping specific area in gray depth image to frame which has already been changed mapping proportion. Consequently, I wrote this in the nested for loop when I go through each pixels of depth image.
Development
There are still loads of problem I need to solve
How to optimize program since this program contains 8 different scenes, which can be stressful to run on my laptop. The framerate is lower compare with running them separately.
< >I need to find a good way to calculate the average position in a certain grid. When people experience, the touching point wound not be shaky anymore.

Thanks
Sound: KKU NV
Performer: Amy Louise Cartwright
Wood Fabrication: Freddie Hong
Special Thanks For Helping: Jakob, Qiuhan Huang, Arturas
Thanks: Theo Papatheodorou

Addon & Reference
ofxFboBlur-master
ofxGui
ofxKinectV2
ofxOpenCv
ofxUI
ofxXmlSettings

since 1-glslsandbox.com/e#32405.1
simpleParticleSysterm

SHADER
Published: