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HyperReality Helmet Uses Kinect To Create An Out-Of-Body Experience
July 29, 2011 | William Zimmerman
Maxence Parache's experimental augmented-reality system lets you detach your point of view from your body.
by John Palvus, Fast Company's Co. Design blog via ISPR
July 28, 2011
We take our first-person visual perspective for granted every second of the day -- we have to, because our eyeballs are attached to our heads. But what if you could detach your personal "camera angle" at any moment and float away from your own body while still inhabiting it, like an on-demand out-of-body experience? Designer Maxence Paranche has created the next best thing in his HyperReality system, which uses a Microsoft Kinect to scan your physical environment and display it inside a virtual-reality helmet, so you can rotate the visual angle any way you like.
Paranche sees HyperReality being useful for fine art galleries who want to offer visitors a way to experience exhibits in an augmented way. He's already done test runs at the Geffrye Museum and The Last Tuesday Society. "The museum is experienced as a whole, as the user is navigating from the large-scaled architecture of the rooms to the smallest pieces of art thanks to this virtual vision," he says. "Behaviours are being modified, the notion of scale is being distorted, all this pushing the boundaries of the physical space." Hey, it sure beats those lame guided audio tours.
[Via Yanko Design]
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