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Joel Gethin Lewis edited this page Jul 12, 2021 · 11 revisions

Welcome to the BodyElements wiki!

This index page is split into four sections:

  1. Creative concept
  2. Technical concept for development on MacOS/Swift
  3. Technical concept for development on Windows/C++
  4. Technical concept for development on Web/JavaScript

1. Creative Concept

The project was conceived by Christien Meindertsma for Dutch Design Week 2021, which will be taking place this year in Eindhoven from 16th-24th October 2021. This is the deadline for the project.

The idea is to create a real-time interactive installation that will allow one person at a time to learn about the atomic composition of the human body. The installation will have several different modes or acts:

  1. Body - the user sees themselves reflected on the screen (dimensions TBC), the video fades away and is replaced by a real-time particle simluation of all the different elements that make up the human body. As the user moves, the swarm tracks their body silhouette.

  1. Orbit - the body fades away, and the particles remain, swarming, attracted to a central point.

  1. Grid - the particles form into a square grid, allowing observers to easily see the different proportions of different elements.

  1. Stream - the body outline/shadow fades back in, but with a stream of particles passing from left to right - expressing the idea that we all come from stars and will return to them.

The particles would have a Seurat style to them - i.e. an alpha'd edge that fades to transparency. NOT hard edged, but perhaps labelled with their chemical symbol. Colour scheme is yet to be confirmed, but could be CPK colouring - which is the one used for physical chemical models.

The software/hardware challege can be broadly broken down into four areas:

  1. Video capture
  2. Pose detection
  3. Particle simulation
  4. Scene transition / interaction design for user experience

2. Technical concept for development on MacOS/Swift

+'s: high performance, native code. No custom hardware required. Apple hardware easy to support. Low power, high performance M1. Useful example for the wider creative coding community

-'s: smaller developer community, less familiar language, particle and body tracking

Software:

Hardware:

References:

3. Technical concept for development on Windows/C++

+'s: high performance, native code. All consitutent technical challenges solved (video input, 3D body tracking, large scale particle simulation). Familiar platform for development.

-'s: custom body tracking hardware required, PC required, installation more challenging as a result, remote support more challenging, availabilty of Azure Kinect, challenges running Kinect V1 or V2 UK versions in Netherlands

Software:

Hardware:

References:

4. Technical concept for development on Web/JavaScript

+'s: web-based platform for easy sharing on multiple platforms, no custom hardware needed, prototype already constructed

-'s: performance hit of having be interpreted - non native code

This was the initial path for development, using the following platforms:

Software:

Hardware:

The project could migrate to three.js if necessary for 100K or 1000K particle simulation.

References: