Archive for the 'technical details' Category

Locked and loaded

Tuesday, July 15th, 2008

The Venice transport (most of the hardware of Corpora) from Japan is ready to sail (actually they will fly). All the stuff was packed at the YCAM by the local crew and Sota, and now ready to travel to Venice, the location of the 11th Architectural Exhibition.  The boxes first shall arrive to Budapest, to the local Kunsthalle, then they will travel to Venice by truck.

Check out the images of the packing below!

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augmented reality viewpoints

Wednesday, May 7th, 2008

We investigated different positions for possible Augmented Reality viewpoints, where we could place our cameras. These will be used to to provide real-time images, upon which we can superimpose the Corpora structure. Thus we will be able to witness the structure as it grows in public space real time, and also see visitors moving within the generated
architecture.

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sensor placement

Wednesday, May 7th, 2008

We measured the wireless ranges for our Zigbee sensors in this environment, with emphasis on their range within the thick vegetation of the Giardini park. Also we measured if wirless sensors are able to cross the channel that is just behind the pavilion itself.

The sensors could form their mesh network, given some time to settle down, when places 15-20 meters apart. The channel could be traversed with ease. These results were reached when the sensors were placed on the ground – where we know that when they are high up the air, the range is even better. But, the bushes do decrease the range clearly.

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Camera and Sensor placement concept

Tuesday, April 29th, 2008

As the Team of embarking on a trip to Venice for a technical survey, Gyula Július, the project leader made some concept drawings on the possible sensor and camera locations for the Corpora system. The red dots are the suggested locations of cameras, and the green ones are for the sensors.


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Progress on cross-platfrom C++ development

Monday, March 24th, 2008

I’ve just posted a page describing my ventures into cross-platform C++ development using CMake and Eclipse CDT. The results are mostly based on the CMake – Eclipse tutorial, and also on some experimentation / verification on my own. The post includes a description and a code sample that is a little OpenGL application that compiles & runs on all Linux, Mac OS and Windows – including development using and IDE, interactive debugging among other things.

It’s always funny to work on multiple platforms at the same time – this is something I always liked actually.