something in the way

a tumblog about design + code
Aug 11

1975: The First Digital Camera

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I’ve had these images laying around for ages and stumbled across them again tonight. This is a prototype digital camera Kodak produced way back in 1975. The “toaster-sized” system relied on a cassette tape for recording data. The digitized images took 23 seconds to record to tape which then had to be played back using a specialized system (shown in the second photo — note the name of the Motorola computer, “EXORciser”). This is one of those times where I’m tempted to say “look how far we’ve come in such a short time!”. But damn, 1975? I wasn’t even born. I never would have guessed they had this sort of tech back then.

I’m really not sure I’d be doing the things I do now if I was coming up back in those days. Either computers have made me lazy, or I’m just inherently lazy, but I honestly can’t imagine dealing with 23-second-per-image write times and cassette tapes.

Check out this piece about the process of creating the prototype by one of the original team members, Steve Sasson: Plugged In – We Had No Idea


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Jul 1

Flash Augmented Reality, Made Easier: Open Source FLARManager

You’ve seen the demos. You like the idea of tracking tags in the real world to create visuals. And now you want to try augmented reality for yourself - and, incidentally, you’re a Flash developer.

Reader Eric Socolofsky writes to share a framework he’s created that makes it much easier to work with the Flash-based, open source FLARToolkit, called FLARManager. Version 0.4 is just released:

http://words.transmote.com/wp/20090618/flarmanager-v04/

FLARManager has a number of features that improve upon the existing work done by FLARToolkit:

  • Building the apps themselves is easier. Fire up the framework with Flex Builder (or Flash, or Eclipse, or FlashDevelop), and you have access to all the libraries you need, so you can start playing more or less out of the box. Hello, world, indeed.
  • You don’t have to rely on Papervision if you don’t want to. Papervision, the faux-3D library for Flash, is included with the distribution. But marker tracking is decoupled from Papervision, so you don’t have to use it if you don’t need it.
  • Better event management. Marker adding, updating, and removal, multiple pattern detection and management, and the like are all extended in FLARManager.
  • Great documentation. Eric has taken the time to read some fantastic getting started tutorials, all accessible from the site above so you can go play.

Now, you wouldn’t pick Flash for speed - that’s not the idea.

This is about the slowest implementation of ARToolkit you’ll find. But you’d use it for compatibility, because of easy deployment to the browser. Speaking of speed, the NyARToolkit Java implementation actually outperforms the original C version. I’m the last person you should talk to about writing efficient, optimized code, but I can tell you that the notion that Java is “slower” than C is simply wrong. There are a great many other, more important variables, and in some cases Java can in fact outperform C. That doesn’t mean that Java is always the right tool for the job any more than C is, though, and in fact because Java’s Garbage Collector and event scheduling aren’t really built for real-time performance, and because “native” code is suited to certain situations, there are in fact times when you wouldn’t want to use Java. Understanding the application is what really matters - and that’s why it’s nice that NyARToolkit and siblings are available for AS3, C#, the mobile Android platform, iPhone, and others.

Eric doesn’t just do this to fool around, either; he works in interactive design for museums, and has what has to be one of the world’s sweetest “day jobs” - working for the legendary Exploratorium. He’s also working with Processing and the wonderful reacTIVision library on a separate project that’s working with tangible table-based interfaces; more on that separately. Thanks, Eric!

If you get interesting work in augmented reality going, let us know. And if you need some inspiration, my current favorite is from our friend Marco Tempest, working with Zach Lieberman in OpenFrameworks on augmented magic.

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Feb 23

Weekend Inspiration: Cheap Camera + Free Blender Software = Motion in Hours

For further proof that you can make footage in Blender, here’s an example whipped up by Troy James Sobotka. Troy’s approach is one familiar to a lot of us: grab the simplest camera possible, go shoot something, go make something. I think it’s part of what I find appealing about the world of live visualists - exploration is encouraged. The tools in this case:

  • A Kodak Zi6 camera - cost: US$160. (I’m impressed; sure, it’s broad daylight which is ideal for cheap cameras - but it still looks better than what I’ve seen from the Flip.)
  • Blender for editing, effects
  • ffmpeg for export (no capture necessary — thanks, flash memory camera!)
  • Two hours shooting, four hours editing. (Now, if they did it on the day they had a gig, then they’d be a VJ.

I’m not saying you wouldn’t still prefer your fancy pro HD cam and Final Cut, but that’s not the point - the point is, you can make these tools work if you like. And, hey, if I had to choose, I’d save my money there and go buy my favorite VJ software package / more projectors and gear. More details:

The Driblet of an Aphorism: Right Where it Belongs (via)

As a follow-up to why I’m interested in Blender for video editing.

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