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Which clippings match 'Immersive Environments' keyword pg.1 of 2
31 OCTOBER 2013

Squidsoup's Living Timeline at Amsterdam's Cinekid Festival

"We are delighted to be part of this year's Cinekid Festival (see http://www.cinekid.nl/ for more info) in Amsterdam, the Netherlands. In among a host of awesome content and highly engaging interactive kid–oriented experiences, we have installed our Living Timeline project. It feels great to give the piece its first international audience, and to be in this cool exhibition."

(Squidsoup)

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CONTRIBUTOR

Simon Perkins
23 MARCH 2013

5D Institute: The Future of Immersive Design

"5D Institute is a cutting edge USC non–profit Organized Research Unit dedicated to the dissemination, education, and appreciation of the future of narrative media through World Building.

World Building is the interdisciplinary process of building worlds that evolve into containers for the new narrative resolutions. World Building is the intersection of creativity and technology for students in academia and industry who need to understand now how to thrive in the media jungle of the future. World Building works beyond the edges of known media to express the full arc of our creative role in making new narrative worlds.

5D Institute is the world's leading World Building collective. Our network of preeminent World Builders transcends borders and boundaries in film, animation, fashion, gaming, theatre, television, music, architecture, science, interactive media and more.

Through the newly cemented partnership with USC School of Cinematic Arts, 5D Institute is evolving into an unmatched connector between the next generation of young and undiscovered creators traversing the bleeding edge of innovation and companies who want to be at the frontlines of the new media landscape.

Since Oct 2008, we have come together at 5D's distributed events to engage in a disruptive interrogation of our fractured disciplines, to create best practices and a new shared language across narrative media."

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TAGS

2008 • 5D Institute • arts and technology • beyond the edges of known media • building worlds • building worlds that evolve • creativity and technology • disruptive interrogation • distributed events • evolving experiencefilm and animation • fractured disciplines • immersion • immersive design • immersive environmentsimmersive experienceinteractive media • interdisciplinary process • narrative media • new media landscape • new narrative resolutions • new narrative worlds • Organized Research Unit • playfulnessshared language • the future of narrative media • University of Southern California • USC School of Cinematic Arts • world building

CONTRIBUTOR

Simon Perkins
17 DECEMBER 2012

Immersive underwater experience for high school students

"The Virtual Reef is a life–sized marine ecosystem expanding across two levels of the new Science and Engineering Centre. Multi–touch technologies enable the user to manipulate, intimately explore and interact with the reef world, specific behaviours and relationships.

Australia's leading marine science and interactive and visual design organisations, QUT and the Queensland Museum, bring knowledge and research of the underwater world to your fingertips through multi–touch screens and projectors.

Users will have the opportunity to go beyond the cinematic experience and interact with the marine world. Each interaction has associated content designed to complement the aims of the National Curriculum and provide an exploratory learning experience."

(Jeff Jones, the Cube, QUT)

Fig.1 "The Virtual Reef" project team: Professor Jeff Jones (Cube Project Leader), Associate Professor Michael Docherty (Project Leader), Warwick Mellow (Principal Animator/Art Director), Joti Carroll, Paul Gaze, Sean Gobey, Ben Alldridge, Sophia Carroll, Sherwin Huang, Bryce Christensen.

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TAGS

20123Danimation • art director • asset creation • Australia • Ben Alldridge • Bryce Christensen • character rigging • cinematic experience • creaturedigital engagementdigital technologyecologyecosystemexperience designexploratory learning experienceexplore and interactfish • Great Barrier Reef • healthy oceanshigh schoolimmersive environmentsimmersive experienceinteractioninteractive displayintimate interactionJeff JonesJoti Carroll • life-sized • marine • marine ecosystem • marine science • marine world • Michael Docherty • multi-touch screenmulti-touch technologiesnational curriculumnatural environment • Paul Gaze • Queensland Museum • Queensland University of TechnologyQUTQUT Cube Projectsreefresearch projectresource for studentsScience and Engineering Centre • scientific exploration • scientific visualisation • Sean Gobey • Sherwin Huang • simulated experience • Sophia Carroll • The Cube Projects • The Virtual Reef • underwater • underwater experience • underwater world • virtual heritagevisual representations of scientific conceptsvisualisationWarwick Mellowwildlife

CONTRIBUTOR

Simon Perkins
10 DECEMBER 2012

engageLab

"engageLab is a laboratory at the intersection of arts and technology founded by researchers of two research centers recognized by the Portuguese Foundation for Science and Technology, the Centre for Communication and Society Studies and the Centre ALGORITMI"

(engageLab)

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TAGS

arts and technology • augmented book • Centre ALGORITMI • Centre for Communication and Society Studies • digital art • digital interactive book • digital manipulatives • education technologies • engageLab • evolving experiencegame designHCI • HCI Computation • HCI psychology • human-computer interactionimmersive environments • interactive persuasion • interactive storytelling • narrative variations • observational studies • playfulPortugal • Portuguese Foundation for Science and Technology • research centreresearcherssensors • sensory interpretation • social signals • tangible interfaces • tangibles • University of Minho • virtual actors • virtual agents • virtual reality

CONTRIBUTOR

Simon Perkins
18 APRIL 2010

Blur Building: Anti high-definition and visual fidelity

"The Blur Building was built for the Swiss Expo 2002 on Lake Neuchatel. It is an architecture of atmosphere. The lightweight tensegrity structure measures 300 feet wide by 200 feet deep by 75 feet high. The primary building material is indigenous to the site, water. Water is pumped from the lake, filtered, and shot as a fine mist through 31,500 high–pressure mist nozzles. A smart weather system reads the shifting climactic conditions of temperature, humidity, wind speed and direction, and processes the data in a central computer that regulates water pressure.

Upon entering the fog mass, visual and acoustic references are erased, leaving only an optical 'white–out' and the 'white–noise' of pulsing nozzles. Blur is an anti–spectacle. Contrary to immersive environments that strive for high–definition visual fidelity with ever–greater technical virtuosity, Blur is decidedly low–definition: there is nothing to see but our dependence on vision itself."

(Diller Scofidio + Renfro)

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TAGS

2002 • anti-spectacle • architecture • architecture of atmosphere • Blur Building • Diller + ScofidioDiller Scofidio + Renfrofidelityfoghigh-definitionimmersiveimmersive environments • Lake Neuchatel • Liz Dillerlow-definition • mist • natureRic Scofidio • smart weather • spectaclestructure • Swiss Expo 2002 • technical virtuosity • tensegrity • visual fidelitywater • white noise • white-out • Yverdon-les-Bains

CONTRIBUTOR

Simon Perkins
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