March 11, 2011 The Future of Entertainment 2021 (From Sensation to Imagination) Derek Woodgate SXSW 2011.

Slides:



Advertisements
Similar presentations
Technical and design issues in implementation Dr. Mohamed Ally Director and Professor Centre for Distance Education Athabasca University Canada New Zealand.
Advertisements

Topic 5 Instructional audio OWT 410. Instructional audio Digital audio Definition of podcast Type of podcast Steps for creating audio podcasts Tools for.
M-learning thru M-devices- Is it real learning?. Real challenges? Mobility – a fad, trend or a culture? Learning – have we change our learning behaviour?
Bernd Schmitt Columbia Business School Marketing Experiential All rights are reserved. Members of MSI and academic researchers may make limited copies.
Revolutionary next generation human computer interaction.
Lecture 9: Virtual and augmented environments for design Dr. Xiangyu Wang.
Slide 1 Tiled Display Walls - Relation to the Access Grid and Other Systems Mike Walterman, Manager of Graphics Programming, Scientific Computing and Visualization.
Welcome Basic Concept Research Justification The Project Implementation Potential Issues Future Work What am going to talk about?
MUltimo3-D: a Testbed for Multimodel 3-D PC Presenter: Yi Shi & Saul Rodriguez March 14, 2008.
Graphics. Applications  Digital media  Entertainment  Art  Visualization  Science  Modeling  Games  Software  Virtual Reality.
Virtual Reality. What is virtual reality? a way to visualise, manipulate, and interact with a virtual environment visualise the computer generates visual,
OF INFORMATION AND KNOWLEDGE MITE INTERACTIVE REPRESENTATIONS 6323.
The Evolving Experience of the Internet Nathan Shedroff
Chapter 5. Seven Design Elements of Customer Interface Context  Functional look and feel  How it is presented Content  What is presented Community.
1 IUT de Montreuil Université Paris 8 Emotion in Interaction: Embodied Conversational Agents Catherine Pelachaud.
2.03B Common Types and Interface Devices and Systems of Virtual Reality 2.03 Explore virtual reality.
January 13, 2012 Oscar Lin Steve Leung School of Computing and Information Systems Faculty of Science and Technology Athabasca University, Canada.
Introduction to Graphics and Virtual Environments.
Consultation Workshop “Future R&D Challenges on Networked Media Systems” Welcome and Context Luis Rodríguez-Roselló Director a.i “Converged Networks &
3D Holographic Projection Technology ABIN BABY ROLL NO: 03.
©2005 University of Central Floridawww.mcl.ucf.eduMedia Convergence Laboratory Provocative Statement: Truly interactive stories have yet to be successfully.
Welcome to CGMB574 Virtual Reality Computer Graphics and Multimedia Department.
SOCIAL COMMUNITIES Chapter 5 Copyright © 2013 Pearson Education, Inc. publishing as Prentice Hall 1-5.
Chapter 5: Spatial Cognition Slide Template. FRAMES OF REFERENCE.
LS8 Digital games today – what do they deliver? April 2015 Digital Media Program, University of Lower Silesia Dr. Krystina Madej School of Literature,
Introduction to Virtual Environments Slater, Sherman and Bowman readings.
Visualizing Information in Global Networks in Real Time Design, Implementation, Usability Study.
Miguel Tavares Coimbra
An Effect of interactive media in a social awareness ubiquitous learning community Associate Professor Dr.Jaitip Nasonkhla.
Multimedia Applications: Virtual Reality and Games 1.
Introduction to Virtual Reality. Topic Papers Brooks, F. P. (1999). What's Real About Virtual Reality? Zyda, M. (2005). From Visual Simulation to Virtual.
1 Introduction to Virtual Environments User Interfaces and Usability Fall 09 John Quarles
卓越發展延續計畫分項三 User-Centric Interactive Media ~ 主 持 人 : 傅立成 共同主持人 : 李琳山,歐陽明,洪一平, 陳祝嵩 水美溫泉會館研討會
A Context Model based on Ontological Languages: a Proposal for Information Visualization School of Informatics Castilla-La Mancha University Ramón Hervás.
Haptic technology, or haptics, is a tactile feedback technology that takes advantage of our sense of touch by applying forces, vibrations, and/or motions.
Section 1.1 What is Multimedia?
2.03 Explore virtual reality design and use.
Visual Analytics of User Behavior Project Description: Analyze and predict user behavior in a virtual world to inform dynamic modifications to the environment.
Self-Organization, Embodiment, and Biologically Inspired Robotics Rolf Pfeifer, Max Lungarella, Fumiya Iida Science – Nov Rakesh Gosangi PRISM lab.
Crowds (and research in animation and games) CSE 3541 Matt Boggus.
HCI 입문 Graphics Korea University HCI System 2005 년 2 학기 김 창 헌.
© 2003 Gina Joue & Brian Duffy Dr. Brian Duffy
AUGMENTED AND VISUAL REALITY. WHAT IS AUGMENTED AND VISUAL REALITY?
Describe how emerging technologies are having an impact on everyday life (e.g. artificial intelligence, biometrics, vision enhancement, robotics, quantum.
Internet of Things. IoT Novel paradigm – Rapidly gaining ground in the wireless scenario Basic idea – Pervasive presence around us a variety of things.
TELE IMMERSION AMAN BABBER
"Multimedia".
Screenless Display Chris Donovan.
Real Time Collaboration and Sharing
 To begin planning consider:  The learning activity  The learning environment  How to get learner feedback  How the learning will be applied.
New Human-Computer Paradigms. New Realities 2 Augmented Reality Enhanced view of a physical world Augmented by computer generated input – Data/Graphics/GPS.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 4: Game Worlds.
November 15,  Today’s Agenda: ◦ Emotional and Social Development 1 st year ◦ Intellectual Development 1 st Year  Thursday: ◦ Test on all areas.
© Nous Infosystems Pvt. Ltd. – Confidential Social Engagement for Banks and Financial Services Leveraging 19 years of expertise in global software services.
Brain-Based Learning is also the application of a meaningful group of principles that represent our understanding of how our brain works in the context.
Mixed Reality Conferencing Hirokazu Kato, Mark Billinghurst HIT Lab., University of Washington.
WP6 Emotion in Interaction Embodied Conversational Agents WP6 core task: describe an interactive ECA system with capabilities beyond those of present day.
Action Line 4-2 Call 1&2 projects ALIVE: Enhancement of narrative spaces by telepresence CROSSES: Virtual Reality for training people to urban emergency.
Chapter 6 Designing the Event Experience. Chapter Objectives 1.Clearly define the characteristics of the event experience 2.Recognize the importance of.
What is Multimedia Anyway? David Millard and Paul Lewis.
AUGMENTED REALITY VIJAY COLLEGE OF ENGG. FOR WOMEN PRESENTED BY…….
Crowds (and research in computer animation and games)
HAPTIC REALITY SYSTEMS
Microsoft HoloLens 교양컴퓨터 | 스띠아와띠 페라 |
(c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved.
Crowds (and research in computer animation and games)
Smart Learning concepts to enhance SMART Universities in Africa
Microsoft HoloLens Shahed Chowdhuri
Microsoft HoloLens Shahed Chowdhuri
Presentation transcript:

March 11, 2011 The Future of Entertainment 2021 (From Sensation to Imagination) Derek Woodgate SXSW 2011

From experience to ambience Encounter Presence “Ambience is what we let in”

From ambience to sensation Sensation = Body, mind and environment harmonized and engaged with meaningful intensity

Creating a ‘sense event’ in 2021 “It was a near life experience” – Fight Club Refocus “life” and “live”

Radical transformation of entertainment Augmented and fluid environments Multi-sensory /cognitive dynamics Extended bodies and interfaces Redefinition of content

Augmented & Fluid Environments Adaptive projection maps Holographic overlays Hybrid and imaginary spaces Simulated worlds Programmed atmospheres

The show is designed to be adaptive to personal aesthetics, imagination, moods and emotions

Augmented & Fluid Environments 2 Image processing software Gaming video engines Narrative building software Dynamic spatial interfaces

Augmented & Fluid Environments 3 Context aware systems Data conversion / analysis Collocated sensing actuation platforms Nano sensing & quantum tunneling Telerobotics

Reconfigurable and Hybrid performances

Multi-sensory / cognitive dynamics Building relationships across the senses Sensitive looking and listening The sound of the soul Infrared movement tracking Olfactory interfaces Behavior / emotion adaptive programming

I am the performance

Multi-sensory / cognitive dynamics (2)  Bio-mapping and emotion modeling  Reading and distributed interactive video arrays for enhanced situational and interactive awareness  Affective and cognitive perception, feedback and awareness  Social interfacing and feedback  Ubiquitous sensing and multi-agent tracking

Additional focus on behavioral identities and customized delivery of optimized programming

Extended bodies and interfaces Upskilling Body augmentation Full immersion and gravity Implants and memory enhancement Life-sized holograms Transhumanism

 Enhanced memory boosters that create augmented sensation  Nano-size electronics inside active contact lenses display images directly onto the retina

Content?  Life will provide the content!  Laugh and cry and dream and be cool  Be passive or active at will  Experiment and to personalize

I am the Protagonist

Experiensualism  Seamless fusion between entertainment and communication  Seamless movement between real and virtual  Continuous human morphing

The power of imagination A mind knows no difference between an event we experience and an event we imagine and visualize, so our body reacts the same way! (Antz Chasse, Vicente, 2004)

In 2021, imagination sensation entertainment will be as popular as in-the- flesh events!

March 11, 2011 The Future of Entertainment 2021 (From sensation to Imagination) Derek Woodgate