Clothesline

Curiosity fuels our projects, and our projects propel the imagination. Along the way we seek inspiration, we research and learn, we push and innovate. Here we hang out our creative laundry.

Launching Satellite

The typical interactive surface does very little to engage our very fine touch senses. Our fingers reach out and find smooth glass, rather than objects. Finding new ways to integrate tangible interaction into digital experiences has long been a goal of Second Story’s. 

While brainstorming ideas for a new collaborative table interactive experience we hit on the idea of using Sifteo cubes in tandem with Microsoft Surface. The Sifteo cubes are both tactile and interactive as well as aware of their position in space: you can shake them, tilt them, rotate them. The Surface is a multitouch table that can "see" what’s touching it. 

The opportunity to combine these capabilities into one experience was too intriguing to pass up.

While the technical challenge was to combine the two different technologies, there was also the user experience challenge: What type of experience would suit the interaction between these small, peripheral devices and a multitouch table?

(download)

 

The answer evolved into Satellite, a collaborative musical table that link these intriguing new technologies: users play with the Sifteo cubes, turning them into "satellites" that communicate with the main unit.

The experience is fun, fluid, and creative: A planet is surrounded by four orbits, each of which represents a musical track. Placing a cube on an orbit claims the track. When the player presses the cube’s screen, a note appears. Tilting the cube in different directions changes the pitch of the note. The music evolves over time, forming an ephemeral, ambient composition that varies from polyrhythm to soothing melody, as the playhead sweeps across.

We’re fascinated with the potential of meshing digital interfaces with hybrid digital/tangible objects. The implications of groups using objects to interact with tables and each other are very exciting. While Satellite is a music-making experience, it’s just one in a galaxy of possible applications we look forward to exploring.

Posted by Second Story May 22, 2012

Tracking Faces

Second Story Labs has created a unique user experience by combining the new head tracking capabilities recently added to Microsoft Kinect’s arsenal of features, with a transparent EL screen from Planar. As people approach the camera, the depth-sensing device passively tracks their faces and provides a computer with the 3d position and orientation of the user's head. We combined this information with openGL code and the electroluminescent display from Planar to create a type of holographic 3D display.

By carefully calibrating the display and camera, we can make it appear as though a 3d model is floating behind the screen (as seen in this experiment) or just as easily augment an actual item located behind the screen with layers of information and graphics. This experience only works for one user at a time, but the effect is captivating and holds exciting potential for future transparent display installations.

—Matt Arnold, Lead Integration Engineer

Posted by Second Story May 21, 2012

In-Depth Storytelling

Here in the Second Story Lab, we research new and emerging technologies that have the potential to enhance user experiences. As part of this ongoing quest, we are always on the lookout for new ways of sensing people in spaces. When we saw the depth-sensing camera at the Emerging Technologies exhibit area of Siggraph in 2008, we were intrigued by the possibilities. It would be several more years before the technology matured and was made available to us in the many forms we see today.

The advent of the depth-sensing camera has enabled us to sense people in new and innovative ways. As this technology has evolved over the last two years, we’ve been experimenting with and incorporating it into exhibit spaces. Through the use of these simple cameras, we have introduced new ways in which people can interact with media and vice versa. This video explores some of the applications and innovations we’ve developed in the world of depth-sensing technology. As we look forward to the next evolution in this emerging field, we are excited as ever about the possibilities it opens for interactive storytelling.

—Matt Arnold, Lead Integration Engineer 

 

Posted by Second Story May 15, 2012

Dream of the 90s Is Alive...

(download)
Last summer, the crew from Portlandia descended upon Second Story and turned our workplace into a television set. Our guest appearance finally aired in March in an episode called No Olympics. The studio (which plays the part of downtown’s Federal Building) and a few select staff (you can see Traci and Alyssa) have joined the ranks of other sweet cameos from the likes of Mayor Sam Adams and that guy from Modest Mouse. We were surprised, and amazed, at how much of the dialogue is improvised on the spot. At the end of the shoot (only some of us got craft services), Fred and Carrie said that if they were forced to work in an office, they’d want to work here.

Enjoy a few snapshots of us hanging out on the set.

 

Posted by Second Story May 7, 2012

One State, Ten Days, Many Voices

For two weeks in April 2012, Second Story creative director David Waingarten and his crew, Jefe Greenheart and Kirsten Southwell, set out on a whirlwind tour of North Carolina. Their mission: to capture stories of real citizens speaking about issues that affect their lives. These short documentary films will be featured in the Emerging Issues Commons, an interactive exhibit and web app launching later this year in the new James B. Hunt Library on the North Carolina State University’s Centennial campus in Raleigh.

Driving from the Blue Ridge Mountains to the Atlantic, the film crew traveled North Carolina’s back roads to find faces, landscapes, and moments that show the diversity and humanity of the state.

“Second Story’s been working on this project for almost two years,” says David, “with the goal of using interactive media to help illuminate how policies affect everyday people in North Carolina, to understand the state as a whole, its complexities, and educate people about the challenges the state is facing. This trip was a personal awakening to the importance of the Commons itself, both a physical location and an online avenue that reaches out to the entire state and beyond. We’ve steeped ourselves in facts, data, maps, state history, and policy ideas. But the crucial element is always the people. To me, our trip underlines the need to connect visitors emotionally to the reality of the land and the people whose lives we’re talking about. That’s what I hope these films will do.”

David, Jefe, and Kirsten logged thousands of miles, met hundreds of people, and came back with their own stories to tell. Get a glimpse of their journey in this video.

 

Posted by Second Story May 2, 2012

Creativity in Motion

It began with a full-studio, open brainstorm and ended ten days later with a 40-foot-long, floor-to-ceiling interactive sculpture. The studio was alive with an interdisciplinary effort that combined the analog (sewing, model-making, silk-screening) with the digital (Kinect depth-sensing devices, C++ using openFrameworks, C# using OpenTK). It was a creative spree with all hands on deck; here’s a behind-the-scenes video demonstrating the process in motion.

More details about the concept and application are available on the project page and our initial blog post about the installation.

Posted by Second Story May 1, 2012

Uncharted Territory

This past weekend, Second Story created a reactive media experience for the TEDx Portland afterparty at the Pacific Northwest College of Art. For one night only, partygoers charted new landscapes from their movements. That day, TEDx Portland had presented a slate of presenters, all speaking on the theme “Uncharted Territory.” 

This theme had great resonance to us here in Portland. Inspired by the iconic imagery of the Cascade Range and the dramatic skies that comes with our wonderful weather, we designed an experience that combined the solid and the fluid, the physical and the ephemeral. 

The physical installation consisted of a large free-standing wall made of repeated cardboard shapes. A translucent white fabric wrapped the structure and then rose up, stretching for 45 feet over partygoers’ heads, like a billowing sail or snow blowing off the top of a mountain. 

As partygoers danced in front of the wall, they saw their own bodies become landscapes, which flowed up, becoming more abstract with time and distance. Depth sensing cameras picked up the movements, transforming raw data into generative graphics. 

Stay tuned for a behind-the-scenes video, coming later this week.

(download)

 

 

Filed under  //   art   design   installation   projects   technology  
Posted by Scott Smith April 26, 2012

Real Fast Draw

 

Concept

Real Fast Draw began with a simple impetus: to add interactivity to our lectures and presentations. Interactivity is central to everything we do at Second Story, so it felt strange and almost hypocritical to stand before a group of people and simply orate. In order to better align medium with message, we decided to make an interactive deck of slides that audience members could play with while a speaker presented.

 

Constraints

Real Fast Draw had two eponymous constraints:

  1. It had to be built Real Fast. We had very little time and resources with which to build it: two people, one week.
  2. It had to work Real Fast. Namely, users needed to be able to interact with the canvas in real time, over a regular 3G network.

Constraints, of course, can be motivators as much as they can be impediments. In this case, they led us to use two relatively new "HTML5" web technologies: WebSockets and WebGL.

 

Drawing on Earlier Drawing Applications

To get real faster we decided to use a previous Second Story project as a point of reference. The project that best fit our goals was Infinite Creativity, a multiuser drawing experience. Infinite Creativity allowed users to draw shapes on their mobile devices or multi-touch screens and then send them to a shared canvas. Beautifully designed, it was exemplary of Second Story's work. Its multi-user model was a perfect fit for the sort of "interactive presentation" we aspired to:

 

8230_image

 

WebSockets: node.js and socket.io

Unlike Infinite Creativity, Real Fast Draw needed to be in Real Time: that is, rather than have users compose on their devices and subsequently send their compositions to the canvas, we would treat devices like mouse pads. As users moved their fingers on the screen, they would see immediate feedback up on the presentation screen.

To this end, communicating via standard HTTP would not suffice. Nor did we have a backend developer to create the necessary services for this to happen. These two constraints made it quite clear that the WebSockets were the way to go.

Our first step was to set up a server with node.js. Node.js makes it incredibly easy to build multi-user applications like Real Fast Draw. It is featherweight, simple to install, and a breeze to use.

Next we installed socket.io, a framework for making WebSocket connections between browser clients and our node server. Socket.io even supports browsers that can't run HTML5 or WebSockets, by falling back on Flash and other technologies. The logic for our whole server is as simple as the following:

io.sockets.on('connection', function (socket) {
  socket.broadcast.emit('ca', { id: String(socket.id) });

    // TouchDown
  socket.on('d', function (data) {
    data.id = socket.id;
    socket.broadcast.emit('cd', data);
  });

    // TouchStill (touch is still down, but not dragging yet)
  socket.on('s', function () {
    socket.broadcast.emit('cs', { id: socket.id });
  });

    // TouchMove
  socket.on('m', function (data) {
    data.id = socket.id;
    socket.broadcast.emit('cm', data);
  });

  socket.on('disconnect', function () {
    socket.broadcast.emit('cr', { id: String(socket.id) });
  });
});

 

Using node.js and socket.io, we were able to get our canvas and clients talking in real time in just a couple hours, with no backend development effort. The application was working Real Fast, Real Fast.

An early prototype looked like this:

Rfd_proto-1

The Canvas, or not

At this point we were ready to move on to the presentation screen itself. We landed on a layout with the "canvas" occupying the top half of the screen, and our presentation slides at the bottom. Everything would be done within a browser, using Javascript. The slides would be unique pages loaded into an iFrame, while the canvas would be, of course, an HTML5 canvas.

In order for users to be able to tell themselves apart, each was assigned a unique shape and color upon connecting to the canvas. This shape would serve as a cursor on their device, and correspond to the shape being drawn on the canvas. These shapes and colors were taken wholesale from Infinite Creativity.

This worked great in early iterations: we had recreated the basics of the Infinite Creativity experience within a web browser, in real time.

As we began to test with multiple users, however, it soon became clear that the canvas would not be able to draw the hundreds (or even thousands) of shapes that users would be making every second. One swipe of a finger could create upwards of a hundred unique points. Multiply that by thirty or forty audience members and our presentation would be brought to its knees.

Real fast, we decided to switch to WebGL.

 

WebGL Sprites

Reimagining the canvas in WebGL was much less arduous of a process than it could have been, thanks in no small part to the three.js Javascript library. In fact, WebGL provided a perfect excuse to leave the two-dimensional canvas of Infinite Creativity and pursue a more 3D approach to drawing. In developing a reactive media wall for Coca-Cola last year, we became captivated with the way that a seemingly two-dimensional surface could suddenly be rotated to reveal the parallax happening between layers. What would Infinite Creativity look like with similar parallax between each of the users' shape trails?

The first step was to create a camera that would stay focused on the center of the drawing area while constantly changing its field of view.

Next, we took what had been simple shapes drawn into a canvas and made them GL sprites. The boost in performance was immediately palpable. We were now moving and rotating thousands of sprites at once while maintaining a reasonable frame rate. The look and feel of the application was much more exciting than it had been in 2D, as well:

Rfd_final1-1

 

WebGL Particles

At this point we were very close to what we wanted, although five or more users would begin to bring the frame rate down considerably. We needed to make one last (real fast) change.

We have been using OpenGL particles a lot lately, in experiences like The Bubble-izer and Protecting the Secret. While sprites allowed us to animate thousands of objects, particles pushed that number into the hundreds of thousands.

The trick with particles, as opposed to Sprites, is that you can't be constantly creating and destroying them. Your particle system must be a VBO of a fixed length, which gets pushed to the graphics card en masse. To deal with this, we simply create a VBO of 3000 particles for every new user, and make them all invisible. Whenever the user draws on their screen, we simply take invisible particles, move them into position, and make them visible.

Using particles, we were able to add as many users that we want without slowing down that canvas whatsoever. At last, we were drawing Real Fast:

Real_fast_draw_still

 

Posted by Second Story March 20, 2012

Scenes from the Volumetric Society Meet-up

Earlier this month, the Volumetric Society met at Second Story Interactive Studios for the very first regional meet-up. These are exciting times for anyone interested in depth-sensing and gesture-based technology and this was a great forum for discussion. We shared some of our recent work on Kinect-based interactives and this is a little montage of scenes from the evening. Stay tuned for future happenings!

Posted by Second Story February 27, 2012

Career Day at Second Story: A Visit from Portland Public School students

Last Thursday, Second Story hosted 20 Portland Public Schools high school juniors and seniors for a morning of career exploration. In concert with representatives from PPS and the Portland Workforce Alliance, we gave small groups of students an opportunity to see what we do every day, ask questions about our work, and talk to us individually about our own career paths. We love what we do, we're proud of how we got here, and we love sharing it all with young people as they think about their own futures. The students were incredibly enthusiastic, and asked great questions. We ended the day feeling better than ever about the future of technology, art and design.

_mg_6013

_mg_6009
_mg_6024
_mg_6040

_mg_6029

Posted by Second Story February 20, 2012