PING PROJECT
Antya Umstaetter
Media Designer
ART+COM e.V.,
Budapesterstr.44,
10787 Berlin,
Germany
phone:+49 30 254173
fax:+49 30 25417555
antya@artcom.de http://www.artcom.de/~antya/
Steffen Meschkat
ART+COM e.V.,
Budapesterstr.44,
10787 Berlin,
Germany
phone:+49 30 254173
fax:+49 30 25417555
mesch@artcom.de http://www.artcom.de/~mesch/
- Keywords:
- INTERACTIVE NETWORK TELEVISION, VIRTUAL LANDSCAPE, EYE AGENT
IMAGES
INTRODUCTION
Ping a visual datascape in Internet
Ping accessible via the interactive map in the World Wide Web
Ping a self-generating movie broadcasted via various TV-stations
ABSTRACT
Ping is a virtual landscape created interactively by the Users
of the Internet. A virtual camera device called eye agent automatically
renders a flight through that landscape, which is broadcasted on TV.
The potential feedback loop of the TV-watching Internet User creates
notable dynamics and dramaturgy of this self generating movie.
INTENTION
The main idea of the Ping-Project is the visualization of the
Internet and the generation of a real time movie created on a world
wide basis by Internet Users. Originally Ping was intended as a visual
ride through the Internet in the program free time of various TV
stations. Internet as a world wide medium created an interdisciplinary
structure by merging science, entertainment, arts, politics and other
disciplines. The goal of Ping is to make this structure visible and to
create a crossculture-communication basis. Ping uses the TV as a visual
output, its capacity of carrying visual information being high, while
its flexibility of being interactive is low due to broadcast character.
As for the Internet it is almost the opposite case: You navigate
actively through the information structure, but lack of bandwidth makes
it hard to communicate in a visual way. In combining the fast, visual
broadcast ability of the TV and the interactive on-line presence of the
global networks, a datascape is created, that you can actively
influence via the network and view via the television. In an on-line,
live setting, the two media grow together to become an interactive
realtime medium.
(The development of the movie in 1895 can be compared to the
development of linking virtual spaces in the network today. Every
datascape or virtual model of a space can potentially be part of the
net, which raises the question of the representation of actors and
their interaction in these environments. The user representation in
datascapes can be seen as live camera inputs incorporated to the
network, showing a framed part of the reality merging with the virtual
ones. Instead of looking out of a window, they are looking out of the
eye of a camera controlled by a local user. Film was esperanto for the
world. Network-esperanto may be a datascapes.)
STRUCTURE
The three main components of Ping
1. The interactive map sited in the WWW
2. The eye-agent (virtual camera)
3. The datascape
the interactive map
Users can see and change the interactive
Ping-map in the WWW in real time by choosing a spot on the map where
they want their objects to be placed. Images, movies, sounds, geometric
models and live-sources (e.g. live camera-views e.g.live images of
Users in presentation environments ) flow from any part of the networld
via the map into the thereby generated datascape. The map
interface provides the object representation of various types, the
picture spot and the contributors page.
the virtual camera (eye-agent)
The eye-agent acts like an editor or journalist, who is currently
attracted by new images or movies on the datascape, broadcasting these
viewed images directly. The choice of images can be made according to
personal interests: the characteristic of the eye-agent (e.g. speed and
viewing parameters) can be tuned individually for the TV stations or
programs (e.g. movements for a techno-video like appearance may be
tuned differently as for a scientific research program). By moving
around on the datascape, the eye agent is the controlling instance for
what is being broadcasted on TV.
the datascape
The visual datascape is composed from all Ping-map elements. The 2D
objects arriving on the map in the WWW are translated into 3D objects
and are then integrated in the datascape. 3D object logos on a level
below the datascape are used as an orientation for the user to
recognize the structure of the space. The TV viewer can interact
visually with the space via the network, and can be present in the net
space via a live camera. Ping is developing to structure an open system
architecture and to navigate through the visual datascape by using a
network wide distributed program.
INFRASTRUCTURE
The Ping mapper runs as an active document under the ART+COM http
server, which is accessible from the Internet through a 64kBits-1 link.
In order to render the eye agents view into the datascape in real time
and broadcast quality, we use a 4 processor SGI Onyx with Reality
Engine 2 graphics hardware located at the ART+COM site. We implemented
the eye agent based on the SGI Performer programming library. For
demonstration purposes, the eye agents datascape renderer may run on
any SGI IRIS workstation at respectively lower frame rate and
resolution than required for TV broadcast.
REFERENCES
Presentations
- WWW Conference in Geneva, Mai 1994
- Presentation, European Media Art Festival, Sept.94
- ZDF-TV, Aspekte, July 1994
- Graphicon Conference Nizhni Novgorod, Russia, Oct.94
- Presentation at School for Media Arts, Cologne, Oct.94
- Presentation at MLM, Munich, Oct. 94
- Window in the net event at ART+COM, Berlin, Nov.94
- Videofest, Berlin, Jan.95
References in the WWW
- NCSA:
http://union.ncsa.uiuc.edu/HyperNews/get/www/collab/creation.html
- OTIS:
http://sunsite.unc.edu/otis/art-links.html ,