KinectLapse at Critique 4

Demo of the KinectLapse presented at Critique 4.  The demo is a proof of concept for large-scale, user controlled 360 time lapse videos.  The exhibit used a combination of open source and proprietary software to create the interface.  Kinect tracking and input interface are available from the website, and the 360 video player is the Lucid player.  An online 360 demo can be viewed here.

360 Documentary “Reflections” – Web Version

Demo of 360 Documentary – Reflections

This is a low-bandwidth, low-resolution demo of the 360 documentary I completed for Critique 4.  The original version was designed to be viewed offline and provides much higher resolution for all of the contained media files.  The technique could easily be adapted for various types of non-linear documentaries, historical, educational, commercial or narrative purposes.

Continue reading


This video is the 2D version of the 360 panoramic large scale interactive projection.  The video installation is a proof of concept for a Kinect controlled panoramic time lapse.  For the critique a rudimentary Kinect mouse controller using TUIO trackers provided interactivity as seen in this demo.  An online representation of the work can be viewed here.  Again, this piece was designed for offline viewing, and download speeds may be slow due to large file sizes.



Leap Motion Controlled 360 composite video

Float is an experimental 360 composite of 2D source footage to create a spherical video.  I used the After Effects plugin Fulldome, a plugin designed for planetariums, in order to combine the footage into the equirectangular projection required for playback in the Lucid player.  Touchless control is accomplished with the Leap Motion device, but better controls would be achieved with custom software designed specifically for a panoramic viewer.  An interactive demo can be viewed here, but download may be slow.

Sounds of Light – Single Screen

This was the edit and first screen upon which the multiscreen time lapse was built.  With massive render times and complicated workflow for the multiscreen output, it was important to begin with a foundation.  The remaining edits for the other screens would all follow from this one.