Gamuza is a d3cod3 open source software project, based on/developed with openframeworks. It can be used under CC-GNU GPL license and is basically a bridge over c++ programming designed for developing purpose-independent interactive installation mainly based on video tracking techniques.
Many parts of the code comes from different people, sometimes modified depending on needs, and always commented into the code.
The basic idea of this project is to offer a specific tool designed for non-professional or absolute beginners programmers working on art/interaction/design field, and to provide an easy-to-use fast-approaching tool to cover computer vision interaction design teaching needs.
This software is the practical part of a research project, about the spacial/technical characteristics of computer vision based artistic interactive installation of the last forty years. From the analysis of artist reference, and through the models recognized, this paths are the base of the idea.
just wanted to say that you’ve done an amazing job putting all the OF code snippets together into the one app. i see a lot of familiar code in there and some that i haven’t seen before, which is always exciting.
Not for the moment, i’m working on gamuza 0.3 version, adding a lot of stuff, with multiple modular interface, the one for video tracking, another one with audio analysis and a sequencing synth, another one for arduino (some kind of pduino but in a of graphical interface); i’m the only one working on this and it’s impossible to develop for every platform, for every os version, for every OF version, etc…
The project is open to everyone, i will be happy do upload or link in the gamuza webpage every working different OF, OS version people will send me
In the line vidGrabber.setDeviceID(0); you change the number to your right device number, compile and run
Anyway, in september i’ll finally release gamuza0.3 with new gui (ofxControlPanel), multitab multicamera detetion, with lots of new stuff, tracking section, audio analysis section, audio synthesis section, arduino section, output texture mapping using FBO with shaders…