Research and Art
______________

short bio
curriculum vitae



Mood ModArt A reactive artwork that detects facial cues from participants moods in remote sources via mobile app.
This installation presents a dynamic time lapse still-life painting that shifts subtly caused by sensing personal characteristics of the participants via a mobile app from remote locations. The body of work explores an autonomously responsive media delivery modified by detected and analyzed biometric data. In the exhibition space, the art works presented are a series of time lapse animated or filmed scenes that change with atmosheric,stylistic or other variable elements. environment. 2011 2012
 

Embedded Direct Marketing A reactive artwork that detects facial cues from participants moods in remote sources via mobile app.
Effective ways to directly communicate with consumers in
mobile environments are explored in this application. In online environments, the ability to tag banner ads to the person, without the need to access personal profiles, allows for targeted marketing to the individual, keeping the message within the
target market demographics.
2011 2012

Subtle
Presence
Ubiquitous Art and Medis Using Biometric Data
The work explores the “subtle presence” of an autonomusly responsive media delivery using biometric data, analysis of faces, age and gender from a non-invasive capture. This installation presents time lapse animated and dynamic still-life painting that shifts subtly due to individual presence and the sensing of personal characteristics of the viewer(s) in the exhibition space. The system is autonomously responsive and gives meaningful responses to the visual/sensor cues captured from environment.
2010 2011

HiPOP A High Impact User-centric Point-of-Purchase Information Delivery Using Biometric Data
This project explores the feasibility of a user centric delivery of point-of-purchase marketing and strategic communication using biometric data capture, intelligent analysis of facial data, height, weight, body type, age, gender and other forms of data that can be directly captured in a non-invasive manner. Such a system must have an inherent intelligence that is ambient, and ubiquitous; allowing for interpretation of a wide variety of stimuli and that can be easily collected.
2009 2011

Positioning 3D Location Tracking Using Ultrasonic Devices
This project explores the ultrasonic tracking method, due to its inherent high accuracy and low cost. It basically measures the time of flight of ultrasonic waves, which is relatively slow compared to the speed at which an embedded microcontroller can process.
2009 2010

Tiger Training v1.0

"Tiger Training" explores the relationship between real
and virtual worlds via interaction with virtual animals in an immersive mixed reality environment. This interactive, audience participative installation encourages viewers to "train" virtual animals using hand signals and voice commands.
2009 2010


The Long Bar v1.0 installed, SIGGRAPH ASIA Curated Synthesis - Show.
images and demonstration video of research into Mixed and Augmented Realtiy technologies for the creation of a new form of location based entertainment. Drawn from urban legends about the famous Long Bar and the authors, actors and luminaries that frequented the bar, the project creates an interactive, audience participative installation that allows the viewer to experience animated and simulated content in a real world environment.
2008 2009

A Writers Notebook installed, DemoGraphics, ISEA 2008, Singapore.
images and demonstration video of research into Mixed and Augmented Realtiy technologies for the creation of a new form of location based entertainment. The project creates an interactive, audience participative installation that allows the viewer to experience animated and simulated content in a real world environment.
2008

Ultimate Commodity v2.0

presented, Fringe Toronto Theatre Festival, July 2007.
images and demonstration video of technology and staging of the theatrical play. "Everyman, The ulitmate Commodity," using 3D augmented reality characters embedded with live actors in an experimental theatre project. this new work uses custom software, custom hybrid sensor tracking technology and wireless communication.
2007

"periphery"

presented at the 2nd International Art and Science Exhibition,
Beijing, China, November 2006.

a site specific interactive media installation using computer vision motion and position tracking.
2006

Haptic
Feedback in Mixed Reality
This work builds an interactive system which incorporates high
fidelity haptic feedbacks to the user. We want the user to have
a rich multimodal sensory experience in an interactive AR environment. Within this setup, the users can interact
intuitively with the virtual avatars.
2009 2010

Markerless
Tracking

This project proposes a markerless tracking technique
using image analysis/synthesis approach. Its task is to minimize the relative difference in image illumination between the synthesized and captured images. Through the use of a 3D geometric model and correct illumination synthesis, it promises more robust and stable results under different scenarios.
2009 - 2010

"On-the-Fly" There have been many applications of augmented
reality, such as in education, entertainment and simulation etc.
Most tabletop augmented reality applications use fiducial markers for tracking, and rely on accurate tracking and mapping of database of marker images. The problem with this marker-based approach is that loss of tracking is unavoidably frequent, due to partially occluded marker, poor ambient lighting.
2009 2010

Ultimate Commodity v1.0

presented, Theatre Studio, Eplanade, Singapore
an experimental theatre project using augmented reality technologies with fidicial marker tracking.
2006

Journey to the Oceans of the World installed in the SIGGRAPH 2002 Art Gallery
a unique 360° "in the round" animation installation that was fully immersive and placed the viewer in a virtual ocean environment.
2002

911 International art exhibit,"Art on the Net, 2002 911" Machida Japan
a shift of hue as suggestion and metaphor a memory loop of
the september 11 events.
2002


June 14 a shift of hue as suggestion and metaphor.
2001


QTVR Land QuicktimeVR demo: largescale virtual landsacpe
for the computer game, Jesperian Chrinicles.
1995

artwork early prints and paintings, etc.
1983 –1988



William Russell Pensyl
Pensyl Animation, Dallas, TX | Cliffside Park, NJ
Chair, Professor, Northeastern University(ret.)
Boston, MA| Singapore
857 370 0155