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	<title>miscellanea.com &#124;&#124; andrew burrell &#187; tutorials &amp; resources</title>
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	<link>http://miscellanea.com</link>
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	<lastBuildDate>Fri, 25 Nov 2011 10:56:59 +0000</lastBuildDate>
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		<title>Knocking at the Castle Gates</title>
		<link>http://miscellanea.com/knocking-at-the-castle-gates/</link>
		<comments>http://miscellanea.com/knocking-at-the-castle-gates/#comments</comments>
		<pubDate>Thu, 10 Nov 2011 03:35:58 +0000</pubDate>
		<dc:creator>andrew</dc:creator>
				<category><![CDATA[tutorials & resources]]></category>
		<category><![CDATA[work In progress]]></category>
		<category><![CDATA[virtual macbeth]]></category>

		<guid isPermaLink="false">http://miscellanea.com/?p=626</guid>
		<description><![CDATA[Here’s a knocking indeed! If a man were porter of Hell Gate &#8230; freesound audio sample : knock.wav by someonesilly

Here’s a knocking indeed! If a man were porter of Hell Gate,
he should have old turning the key. [Knock] Knock, knock,
knock! Who’s there, i’ th’ name of Belzebub? … [Knock] Knock,
knock! Who’s there, in th’ other devil’s name?
Macbeth Act 2, scene 3, 1–8
]]></description>
		<wfw:commentRss>http://miscellanea.com/knocking-at-the-castle-gates/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Converting an 8000Hz bluetooth headset input to 4410Hz</title>
		<link>http://miscellanea.com/converting-an-8000hz-bluetooth-headset-input-to-4410hz/</link>
		<comments>http://miscellanea.com/converting-an-8000hz-bluetooth-headset-input-to-4410hz/#comments</comments>
		<pubDate>Thu, 10 Nov 2011 03:02:34 +0000</pubDate>
		<dc:creator>andrew</dc:creator>
				<category><![CDATA[tutorials & resources]]></category>
		<category><![CDATA[audio]]></category>
		<category><![CDATA[physical computing]]></category>

		<guid isPermaLink="false">http://miscellanea.com/?p=622</guid>
		<description><![CDATA[(OS X specific) I wanted to use a mobile phone style bluetooth headset as an audio input device for use in MAX but their native frequency is 8000Hz, which leads to audio issues when routed directly into MAX. 
The answer is to set up a aggregate audio device in the macs “Audio MIDI setup” utility as this screen shot illustrates. (The important part is to choose the Built-In Microphone (or some other 44100Hz source) as the Clock Source. Then when you choose the aggregate device in MAX’s DSP status (now ...]]></description>
		<wfw:commentRss>http://miscellanea.com/converting-an-8000hz-bluetooth-headset-input-to-4410hz/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Fledgling Virtual Environments in Unity</title>
		<link>http://miscellanea.com/fledgling-virtual-environments-in-unity/</link>
		<comments>http://miscellanea.com/fledgling-virtual-environments-in-unity/#comments</comments>
		<pubDate>Sat, 28 May 2011 08:29:57 +0000</pubDate>
		<dc:creator>andrew</dc:creator>
				<category><![CDATA[tutorials & resources]]></category>
		<category><![CDATA[work In progress]]></category>
		<category><![CDATA[smartfox]]></category>
		<category><![CDATA[unity]]></category>
		<category><![CDATA[virtual environment]]></category>

		<guid isPermaLink="false">http://miscellanea.com/?p=578</guid>
		<description><![CDATA[Over the last couple of weeks a number of people have asked me what I have been up to, and have asked for further details when I have said that I am using Unity as the base for a number of virtual art projects I am working on. So here is the beginning of a series of posts that will outline some of this stuff. I will, over time, include some tutorials, but this post is more of a "with what?"]]></description>
		<wfw:commentRss>http://miscellanea.com/fledgling-virtual-environments-in-unity/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>how to get more arduino analog inputs</title>
		<link>http://miscellanea.com/how-to-get-more-arduino-analog-inputs/</link>
		<comments>http://miscellanea.com/how-to-get-more-arduino-analog-inputs/#comments</comments>
		<pubDate>Wed, 26 Jan 2011 00:39:32 +0000</pubDate>
		<dc:creator>andrew</dc:creator>
				<category><![CDATA[tutorials & resources]]></category>
		<category><![CDATA[arduino]]></category>
		<category><![CDATA[electronics]]></category>

		<guid isPermaLink="false">http://miscellanea.com/?p=525</guid>
		<description><![CDATA[I needed extra analog inputs for an arduino project and it seems a multiplexer was the way to go.. It took a little while to sift through a heap of information on using a multiplexer with the arduino, and in the end I grabbed some 4051 ICs ]]></description>
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		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>kinect &#8211;&gt; openFrameworks &#8211;&gt; Syphon &#8211;&gt; max/msp/jitter</title>
		<link>http://miscellanea.com/kinect-openframeworks-syphon-maxmspjitter/</link>
		<comments>http://miscellanea.com/kinect-openframeworks-syphon-maxmspjitter/#comments</comments>
		<pubDate>Sat, 20 Nov 2010 03:57:30 +0000</pubDate>
		<dc:creator>andrew</dc:creator>
				<category><![CDATA[tutorials & resources]]></category>

		<guid isPermaLink="false">http://palace-of-memory.net/?p=302</guid>
		<description><![CDATA[(this post is sub-titled &#8220;what I leant yesterday&#8221;)
edit: it is no more or less redundant as the jitter object now provides a more direct route ( see: http://cycling74.com/forums/topic.php?id=29469 ). But I will leave this up incase it is still helpful to anyone (and most of all for my own reference)

A quick rundown of getting the kinect&#8217;s depth map image into max via a series of intermediary steps. (OS X only)

here is a link to the final app that the following should produce &#8211;&#62;http://miscellanea.com/downloads/kinectSyphonApp.zip
This is based on a bringing together a ...]]></description>
		<wfw:commentRss>http://miscellanea.com/kinect-openframeworks-syphon-maxmspjitter/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>OpenSim or Second Life data to Pachube</title>
		<link>http://miscellanea.com/sending-opensim-or-secondlife-data-to-pachube/</link>
		<comments>http://miscellanea.com/sending-opensim-or-secondlife-data-to-pachube/#comments</comments>
		<pubDate>Sun, 05 Sep 2010 11:26:39 +0000</pubDate>
		<dc:creator>andrew</dc:creator>
				<category><![CDATA[tutorials & resources]]></category>
		<category><![CDATA[opensim]]></category>
		<category><![CDATA[pachube]]></category>
		<category><![CDATA[physical computing]]></category>
		<category><![CDATA[second life]]></category>
		<category><![CDATA[unity]]></category>
		<category><![CDATA[untiy3d]]></category>

		<guid isPermaLink="false">http://palace-of-memory.net/?p=263</guid>
		<description><![CDATA[As part of the mellifera – echoes of travels in new territories it was necessary to connect data from Second Life (and later OpenSim) to Unity. Rather than spend too much of the valuable development time fiddling around with php backends, I decided to run with pachube as a mediator for our data. What follows is the LSL code, commented so it should be fairly self explanatory.  the following script is for outbound traffic only and works in both Second Life and OpenSim. (the pachube site itself also has ...]]></description>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Unity/Max motion tracking</title>
		<link>http://miscellanea.com/unitymax-motion-tracking/</link>
		<comments>http://miscellanea.com/unitymax-motion-tracking/#comments</comments>
		<pubDate>Tue, 27 Jul 2010 11:09:14 +0000</pubDate>
		<dc:creator>andrew</dc:creator>
				<category><![CDATA[tutorials & resources]]></category>
		<category><![CDATA[work In progress]]></category>
		<category><![CDATA[max]]></category>
		<category><![CDATA[mixed reality]]></category>
		<category><![CDATA[unity]]></category>

		<guid isPermaLink="false">http://palace-of-memory.net/?p=250</guid>
		<description><![CDATA[a short video of a quick proof of concept testing unity/max integration using OSC.  All video processing is done in max, and the resulting data (x,y location data) is sent to Unity via OSC, and then mapped to the camera position.
A fundamental to the motion tracking are the cv.jit objects (computer vision for jitter) http://jmpelletier.com/cvjit/ . Next step in the process involves interpreting the video data to include movement on the z axis.

Unity/Max motion track test from andrew burrell on Vimeo.
]]></description>
		<wfw:commentRss>http://miscellanea.com/unitymax-motion-tracking/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>a quick note on tools</title>
		<link>http://miscellanea.com/a-quick-note-on-tools/</link>
		<comments>http://miscellanea.com/a-quick-note-on-tools/#comments</comments>
		<pubDate>Fri, 02 Apr 2010 23:00:50 +0000</pubDate>
		<dc:creator>andrew</dc:creator>
				<category><![CDATA[tutorials & resources]]></category>
		<category><![CDATA[c#]]></category>
		<category><![CDATA[unity]]></category>

		<guid isPermaLink="false">http://palace-of-memory.net/?p=153</guid>
		<description><![CDATA[just in case anyone was wondering.. unity on a mac running VMware fusion  to code in Visual Studio C# Express works a treat.. auto-complete is an  excellent learning tool..
]]></description>
		<wfw:commentRss>http://miscellanea.com/a-quick-note-on-tools/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Some notes on using ReactionGrid after SL</title>
		<link>http://miscellanea.com/some-notes-on-using-reactiongrid-after-sl/</link>
		<comments>http://miscellanea.com/some-notes-on-using-reactiongrid-after-sl/#comments</comments>
		<pubDate>Fri, 11 Dec 2009 05:37:43 +0000</pubDate>
		<dc:creator>andrew</dc:creator>
				<category><![CDATA[tutorials & resources]]></category>
		<category><![CDATA[opensim]]></category>
		<category><![CDATA[project documentation]]></category>
		<category><![CDATA[ReactionGrid]]></category>

		<guid isPermaLink="false">http://palace-of-memory.net/?p=130</guid>
		<description><![CDATA[This post is not so much a how to, than a list of links to how to pages and other useful information. Including inventory transfer, building and scripting.

Inventory Transfer:
  Since opening up the Caerleon sims on ReactionGrid, I have had a lot of questions about exporting content from Second Life to reactionGrid. This post is not so much a how to, than a list of links to how to pages. (there is plenty of stuff out there already) One important thing to consider though, is that the content you ...]]></description>
		<wfw:commentRss>http://miscellanea.com/some-notes-on-using-reactiongrid-after-sl/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>OSX OpenSim local sandbox</title>
		<link>http://miscellanea.com/osx-opensim-local-sandbox/</link>
		<comments>http://miscellanea.com/osx-opensim-local-sandbox/#comments</comments>
		<pubDate>Thu, 03 Dec 2009 00:58:41 +0000</pubDate>
		<dc:creator>andrew</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Headline]]></category>
		<category><![CDATA[tutorials & resources]]></category>
		<category><![CDATA[howTo]]></category>
		<category><![CDATA[opensim]]></category>

		<guid isPermaLink="false">http://palace-of-memory.net/?p=127</guid>
		<description><![CDATA[Here is the long promised instructions for using the pre-compiled version of OpenSim provided by OsGrid to make a local sandbox version of OpenSim.

This will utilize the inbuilt database and allow you to test and build stuff on a local computer &#8211; which you could then export to a live grid such as SL or ReactionGrid&#8230;
_____________
tested (most recently) on OSX 10.6.2 and  OSgrid OpenSimulator 0.6.8.96be5e5
These instructions work for me.. It might be a good idea to do a time machine backup before ferreting around in the terminal&#8230;just in case)
1.    install ...]]></description>
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		<slash:comments>6</slash:comments>
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