MIT Media Lab


What is Object-Based Media, anyway?

What happens when self-aware content meets context-aware consumer electronics? We make systems that explore how sensing, understanding, and new interface technologies can change everyday life, the ways in which we communicate with one another, storytelling, and entertainment.

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Upcoming presentations by members of the group:

SPIE Practical Holography, San Francisco, 3-4 Feb. 2013

The Economist Technology Frontiers 2013, London, 5-6 Mar. 2013

Slam Force Net
An intelligent basketball net (which visually and behaviorally matches a standard NBA net) can measure the energy behind a dunked basketball. Its first public appearance was in the 2012 Slam Dunk Competition. See the video...

Holographic TV
Holographic video work originated in the Spatial Imaging Group (using computing hardware developed by the Object-Based Media Group) moved to our lab in 2003. We are developing electro-optical technology that will enable the graphics processor in your PC to generate holographic video images in real time on an inexpensive screen. As part of this work we are developing gigahertz-bandwidth light modulator chips, real-time rendering methods to generate diffraction patterns from 3-D graphics models and parallax images, and user interfaces and content for holographic television. Most recently we have demonstrated real-time transmission of holographic video (Edwina in a Princess Leia costume) from a Kinect camera to our display. See video and stills...
J. Barabas, S. Jolly, D. E. Smalley, and V. M. Bove, Jr., "Diffraction Specific Coherent Panoramagrams of Real Scenes," Proc. SPIE Practical Holography XXV, v. 7957, 2011.

Direct Fringe Writing of Computer-Generated Holograms
Photorefractive polymer has many attractive properties for dynamic holographic displays, however, the current display systems based around its use involve generating holograms by optical interference methods that complicate the optical and computational architectures of the systems and limit the kinds of holograms that can be displayed. We are developing a system to write diffraction fringes directly, resulting in displays with reduced footprint and cost, and potentially higher perceptual quality.

Never-Ending Drawing Machine/Calliope
The Never-Ending Drawing Machine (NEDM), a portable stage for collaborative, cross-cultural, crossgenerational storytelling, integrates a paper-based tangible interface with a computing platform in order to emphasize the social experience of sharing object-based media with others. Incorporating analog and digital techniques as well as bi-directional capture and transmission of media, it offers co-creation among peers whose expertise may not necessarily be in the same medium, extending the possibility of integrating objects as objects, as characters or as backgrounds. Calliope is a newer, portable version of the system. Read more...
See NEDM on Stephen Fry's Planet Word...

ProtoTouch
An assortment of everyday objects is given the ability to understand multitouch gestures of the sort used in mobile-device user interfaces, enabling people to use such increasingly familiar gestures to control a variety of objects and to "copy" and "paste" configurations and other information among them.

SurroundVision
We are exploring technical and creative implications of using a mobile phone or tablet (and possibly also dedicated devices like toys) as a controllable "second screen" for enhancing television viewing. Thus a viewer could use the phone to look beyond the edges of the television to see the audience for a studio-based program, to pan around a sporting event, to take snapshots for a scavenger hunt, or to simulate binoculars to zoom in on a part of the scene. See the video (better one coming soon)

Infinity-by-Nine
We expand the home video viewing experience by generating imagery to extend the TV screen and give the impression that the scene wraps completely around the viewer. Optical flow, color analysis, and heuristics extrapolate beyond the screen edge, where projectors provide the viewer's perceptual vision with low-detail dynamic patterns that are perceptually consistent with the video imagery and increase the sense of immersive presence and participation. We perform this processing in real time using standard microprocessors and GPUs.

PillowTalk
PillowTalk is the first of a series of objects designed to aid creative endeavors through the unobtrusive acquisition of unconscious self-generated content to permit reflexive self-knowledge. Composed of a seamless recording device embedded in a pillow and a playback and visualization system in a jar, Pillow-Talk crystallizes that which we normally forget. This allows users to capture their dreams in a less mediated way, aiding recollection by priming the experience and providing no distraction for recall and capture through embodied interaction. Read more...

ShakeOnIt
We are exploring ways to encode information exchange into preexisting natural interaction patterns, both between people and between a single user and objects with which he or she interacts on a regular basis. Two devices are presented to provoke thoughts regarding these information interchange modalities: a pair of gloves that requires two users to complete a "secret handshake" in order to gain shared access to restricted information, and a doorknob that recognizes the grasp of a user and becomes operational if the person attempting to use it is authorized to do so. Read more...