Documentos de Académico
Documentos de Profesional
Documentos de Cultura
Ed Lantz
President & CTO, Vortex Immersion Media, Inc. Co-Founder & Director, IMERSA, Inc. ed@vorteximmersion.com www.vorteximmersion.com www.imersa.org
There are rare moments in technology when everything changes. When the entire framework defining how we interact with machines (and consequently, each other) shifts perceptibly. That happened when the TV was invented, it happened when the computer mouse was made available commercially. These kinds of changes forever alter our economics, our social life, and our individual experiences. It's now about to happen again. Only this time, the shift that is coming is on such a large scale that not only will it change things dramatically, it will usher in a new era in human economics (and therefore, everything else). We call the new era the Era of Experience.
- James McQuivey, Forrester Blogs, January 24, 2011
User Experience
Applications
Gesture Interactivity
Relationships Products & Services Travel Media Politics Hobbies Entertainment Food & Drinks Fashion Games Career Leisure
Multisensory Immersion
User Experience
Video Games
Themed Entertainment
P. Milgram, H. Takemura, A. Utsumi, F. Kishino, Augmented Reality: A class of displays on the reality-virtuality continuum, SPIE Vol. 2351, Telemanipulator and Telepresence Technologies (1994)
Virtual Reality
Courtesy NASA
Third-Person VR Display
See-Through Goggles
CAVE
Reality Centers
Fulldome Theaters
Domes
Mega-Walls
Wrap-Around Screens
Personal Small-Scale
Group Large-Scale
Virtual Reflectance
Virtual Illumination
Holographic Audio
IMAX Producers Claim Audio is 60% of the Experience Holographic Wavefront Reconstruction
Sound sources can be placed anywhere within theater space Virtual plane waves provide identical directionality for all seats Commercial system now available (IOSONO)
Virtual Worlds
Massively multiplayer online games Virtual worlds offer possibilities that the real world cannot
Easy access to experiences, people, places, tools, data, simulations Instant gratification, creative expression, wideband communication
Many residents of Second Life said that in-world friendships could be more real than actual-world friendships, and many found sex online deeply meaningful. Tom Boellstorff, Coming of Age in Second Life
The Holodeck
The Matrix
Story: An imaginative journey within the mind that evokes affective and cognitive neurological responses in viewers brain and nervous system as if the story were real. Storytelling: The art and science of invoking story narratives within the minds of audiences through various sensory stimulation channels and storytelling modalities. Sensory Channels include auditory, visual, aroma, taste, haptic and various special effects. Digital channels require sensory interface devices. Storytelling Modalities include: dialog, narration, music and sound effects (auditory); acting, cinematography, production design, visual effects (visual).
Cognitive (thoughts, beliefs, language, etc.): Conceptualization, Imaging Problem Solving Rationalizations, Interpretations Recognition, Remembering Linguistic Articulation Realizations, Logical Connections Learning, Skills, Technical Information
Affective (feelings, moods, reactions, etc.): Energized, Motivated - adrenaline Ecstacy, Bliss, Connectedness - oxytocin, anandamide Curiosity, Anticipation - endorphins, beta-endorphins Chills, Goose Bumps - pilomotor reflex Sense of Accomplishment - norepinephrine, epinephrine Humor, Laughter, Pleasure - dopamine Sexual Arousal - androgens and estrogens Happiness, Satisfaction - serotonin Relaxation - GABA, anandamide
Transformative Media
The Eyes and Ears are a Wideband Interface to the Brain
Arts, Media and Entertainment are Powerful Tools for Reprogramming our Neural Software
Transformative Media
An experience that substantially alters a persons possibility space or life path
Discovering new facts, cultures, connections Epiphany, realization, revelation Spiritual, numinous, or unity experience Awakening to empathy, compassion, love Often triggered by new friends, social circles Trauma, loss, fear, etc. can also be transformative transformed world view = transformed world
Courtesy Sky-Skan
Hayden Planetarium Rose Center for Earth and Space American Museum of Natural History New York, NY
Inflatable (Air-Supported)
600
Number of Theaters
500
400
300
200
100
0 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009
Year Opened
Fulldome Programming
Immersive Cinema Digital Planetariums Live Art and Music Performances Video Game Tournaments Special Events
Top
Front
Right
Back Left
Digital Planetariums
Fulldome Planetariums allow Navigation through a Scientifically Accurate Model of the Known Universe
Carter Emmart, Director of Astrovisualization at the American Museum of Natural Historys Rose Center for Earth and Space
David Arkenstone
Bella Gaia
Features NASA and NOAA Earth Science Datasets Music and Immersive Visuals create Powerful Experience Cognitive Goal: Earth Science Understanding Affective Goal: Overview Effect
Premium Cinema
Live Performances
Aroma Composer
Vibrasonic Chair
Multisensory immersion
Enhanced realism
Differentiated
Competitive Position
Differentiated
Experiences: ???
Competitive Position
Thank You!
Ed Lantz
President & CTO, Vortex Immersion Media, Inc. Co-Founder & Director, IMERSA, Inc. ed@vorteximmersion.com www.vorteximmersion.com www.imersa.org