VR Aquarium

Domingues, D.
Source: Domingues, D.

Diana Domingues

VR Aquarium ,
Co-workers & Funding
Eliseo Berni Reategui
  • VR Aquarium
    1488 × 2353
  • VR Aquarium
    2240 × 1559
  • VR Aquarium
    2240 × 1573
    640 × 480
VR AQUARIUM offered immersion in VR at the digital cavern of the NTAV Lab, installed at the Museum of Natural Sciences of the University of Caxias do Sul. The environment aesthetical appeal was the augmented reality and telepresence which enhanced the immersion in a synthetic and autonomous ecology inside the virtual reality landscape. The data landscape had Images of fishes living in a real aquarium of a next room of UCS Museum of Natural Sciences are projected in the cave transmitted by telepresence. The remote aquarium is translocated and gains the physic space projected on the four faces of the cave. The images of fishes are mixed to the simulated scenes of a synthetic aquarium in three dimensional modeling. The body physically enters the virtual reality immersive cube and is involved by synchronized multi-display images, showing animated synthetic fishes. By superposition, the scenes of the remote aquarium sent by webcam are mixed to the virtual modeled scenes and, through the use of stereoscopic glasses, the images of fishes and plants of the virtual aquarium gain relief and three-dimensionality. The virtual fishes traverse the bodies of the people that inhabit the cave and the immersive state mix real fishes mix with the synthetic fishes. The synthetic fishes pass in the cube space as alive fishes. The haptic sensorial interface of tracking (flock of birds) make possible to activate the synthetic fishes through simple gestures. When touched, the synthetic fishes launch an artificial intelligence program which gives to the synthetic creatures a collective behavior, obtained by the use of a flocking algorithm. The virtual fishes move as if they were in a school of fishes and the world gains a behavior similar to the biological world. Immersed in the virtual environment, the body experiments the dilution of its material limits and amplification of its sensorial organs. The immersive experience extrapolates the limits of body actions in the virtual world. The images of intelligent fishes whose displacements are similar to biological world configure a cybrid interface design that eliminates the boundaries between real and virtual worlds, confirming the magic of interactive technologies. The immersive experience can be taken as a dream lived awake. The amplified sensoriality through interfaces for interaction and immersion, and the autonomous response of the system modify the limits between real and virtual. The blurred experience in the cybrid landscape space confirms the magic of the interactive technologies, in a state to be acting in a simulated biological world. The body immersed may be dreaming awake.
  • subjects
    • Nature and Environment
    • Technology and Innovation
  • technology
    • displays
      • electronic displays
    • hardware
      • cameras
      • joysticks
      • mice (input device)
      • multi-touchscreens
      • video (analog)
      • webcams
    • interfaces
      • body sensors
      • interactive media
Technology & Material
Installation Requirements / Space
Cave, immersive cube for virtual reality with synchronized multi-display projections with 04 back-projections in the dimension of 2.75m x 2.75m
Augmented reality with the superposition of images of real and virtual fishes; Telepresence through webcam transmission though the internet;
three dimensional modeling with environment written in C++ using a proprietary graphic library called NTAV ROAMING.
Fish behaviors controlled by an artificial intelligence algorithm (flocking);
Interactivity and Immersion: stereoscopic vision through stereoscopic glasses or goggles
Multi-sensorial interfaces: touching senses: haptic interface with position tracking (flock of birds)
Exhibitions & Events