Not Signed-In
Which clippings match 'Immersion' keyword pg.1 of 3
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."

1

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 experience • film 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
31 JANUARY 2012

Imaging Research Center at the University of Maryland

"Since 1987 IRC researchers and students have been exploring the rapidly developing landscape of visual technology. Initial research involved high-end 3D computer animation to create rich worlds and characters. Visualizations of the otherwise invisible, ranging from biology to long-gone or unrealized architecture continue to be created at the IRC for national broadcast and current feature films.

As digital media tools became more powerful, the IRC began developing interactive, real-time virtual worlds that could respond to the decisions of an involved viewer. Researching and utilizing current game-art technologies, the IRC has created internationally recognized interactive visualizations for museums and other institutions. Additionally, pure research in real-time visualization has involved UMBC students in immersive projects that have attracted national attention.

Today, visualization capabilities have become all but limitless. At the same time, the role imagery plays in contemporary culture is of rising importance. Research at the IRC has expanded to include multidisciplinary research projects to better understand and realize an effective use of imagery to help culture process its most profound ideas. Understanding social media, online communities, and interactive collaborative virtual spaces are basic aspects of this research."

(Imaging Research Center, University of Maryland Baltimore County)

TAGS

19873D • 3D computer animation • animationapplied researchBaltimore Maryland • biology visualisation • character designcontemporary culturedesign researchdesign researcherdigital mediaexperimental knowledge • game art • game art technologies • gamesimagery • Imaging Research Center • immersion • interactive collaborative virtual spaces • interactive virtual worlds • interactive visualisations • IRCmuseumreal-time • real-time virtual worlds • real-time visualisation • researchresearch centreresearch projectresearchers • rich worlds • science visualisation • social media research • UMBC • undergraduate research • University of Maryland • University of Maryland Baltimore County • virtual spacesvirtual worlds • visual technology • visualisation • visualisation capabilities • visualisations

CONTRIBUTOR

Simon Perkins
30 JUNE 2011

Robbie Cooper's Immersion project

"Immersion is a project that records video of people 'through the screen' as they play games, use the internet and watch TV. There's three of us involved in the actual production of the footage- Andrew Wiggins is a camera man based in London, whilst Charly Smith is a First Assistant Director, also based in London. In 2010 we'll be working with the Media Center at Bournemouth University, on an 18 month study called 'War and Leisure', of teenagers and war in the media. Using the Facial Action Coding System, developed by Paul Ekman, we'll be analysing the reactions of teenagers to war in video games, movies, news footage, documentaries and online video. Outside of this study we're also filming people consuming a range of media- everything from the shopping channel, porn, sports, to programming created for babies."

(Robbie Cooper)

Fig.1 Cooper, R. (2010). "Immersion". Bradford, National Media Museum.

1

TAGS

addiction • analysing reactions • Andrew Wiggins • applied research • Bournemouth Media School • Bournemouth University • Charly Smith • consumptionface • Facial Action Coding System • filming people • gestureimmersion • Immersion project • internet use • intimacyliving pictures • micro expression • micro expressions • National Media Museumobservation • Paul Ekman • play games • playing video games • portraiture • Robbie Cooper • shopping channel • surveillanceteenagers • through the screen • viewing porn • visual spectaclevoyeurism • War and Leisure • war documentaries • war in news footage • war in the media • war in video games • war movies • watch TV • watching • watching online video • watching sports

CONTRIBUTOR

Simon Perkins
18 JUNE 2011

MediaArtTube Exhibition 1.0: Biofeedback Art

"Biofeedback art is recently emerged interactive art form which applies technologies to capture biological changes of the body and create an artistic meaning through them. Biofeedback interfaces measures EEG, galvanic skin response, facial analysis, temperature analysis, eye-tracking or hearth rate in order to monitor the users bio-philosophical and produce a dynamic psychological/behavioural/emotion-based analysis of the person. The artistic meaning production based on the applications of these qualities which often deals with embodiment, enaction, body awareness, immersion or active/passive bodily engagement. There are a variety of tools can be used by artists which are usually divided to contact (for example EEG) or non-contact (facial analysis through camera). The MediaArtTube Exhibition 1.0 presents a collection of engaging art works and experiments in this hot topic of media art."

(MediaArtTube)

Fig.1 Brainloop interactive performance platform http://www.aksioma.org/brainloop/index.html

Fig.2 Yasushi Noguchi, Hideyuki Ando - Watch Me!, eye-responsive Installation 2009 http://r-dimension.xsrv.jp/projects_e/watch_me/

1
2

TAGS

actuators • affective art • affective computing • affective environment • applied researchArs Electronica • art works • behavioural analysis • bio art • bio-philosophical analysis • bio-sensors • biofeedback • biofeedback art • biofeedback interfaces • biological changes • blood volume pressure • bodily engagementbodybody awareness • body data • brain • cognitive-based concept • communication devicecomputer interfaceconvergencecorrelative analogue • creative technology • data visualisationdevicedigital art • EEG • electroencephalography • electronic art • embodied interaction • embodimentemotion research • emotion-based analysis • erotic ambiguity • external world • eye-tracking • facial analysis • galvanic skin response • graphic representationHCI • heartbeat • hearth rate monitor • humidity • hybrid art • immersioninformation aestheticsinteraction designinteractive art • interactive media art • interactive performanceinteractive visualisationinterface artinterface designkinetic artman machinemeasurementmedia art • MediaArtTube • micro-bio-electrochemical systems • micro-electromechanical • mobile phonenew media artpsychological analysispulse • responsive environment • robotrobot artscreen-based interface • skin conductivity • smell • stroke • sweat • tangible biofeedback • tangible interface • technology-based art • temperature analysis • tickle • time-based art • ventilators • vibrationvibratorvirtual realityvirtual worldvisualisation

CONTRIBUTOR

Simon Perkins
24 MARCH 2011

L.A. Noire brings actors' full performance to gaming

"With a technology called MotionScan, an actor's complete performance--their facial expressions, how they talk, when they blink--are captured for use in a video game. We spoke to Brendan McNamara, the head of the team behind the detective game using this tech, 'L.A. Noire.' ...

Made by Team Bondi and Rockstar--the AAA developer behind the violent and cinematic Grand Theft Auto series--L.A. Noire is set in post-WWII Los Angeles, giving the player the role of Cole Phelps (Mad Men's Aaron Staton), a war-hero turned police detective."

(Kevin Ohannessian, Fast Company, 4 February 2011)

1

TAGS

3DaestheticsAustraliabelievability • Brendan McNamara • CGI • CGI actors • cinematic • criminal investigation • detail • detective • detective story • digital actors • expressionfacial animation • facial expressions • facial nuancefidelitygamesgesturegraphic representationhyperrealismimitationimmersion • L.A. Noire • LA Noire • lifelikeLos Angeles • mannerism • mimesismimicrymotion capture • MotionScan • murder mystery • nuance • performance capture • post-World War II • puppetrealistic • Rockstar Games • story • Team Bondi • video gamevisual depictionvisual designvisual spectaclevisualisation • whodunit

CONTRIBUTOR

Simon Perkins
Sign-In

Sign-In to Folksonomy

Can't access your account?

New to Folksonomy?

Sign-Up or learn more.