• Share
  • Email
  • Embed
  • Like
  • Save
  • Private Content
Experiential entertainment  making a sense eventtfinal
 

Experiential entertainment making a sense eventtfinal

on

  • 204 views

 

Statistics

Views

Total Views
204
Views on SlideShare
204
Embed Views
0

Actions

Likes
0
Downloads
0
Comments
0

0 Embeds 0

No embeds

Accessibility

Categories

Upload Details

Uploaded via as Adobe PDF

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment

    Experiential entertainment  making a sense eventtfinal Experiential entertainment making a sense eventtfinal Presentation Transcript

    • Making
a
“sense
event”
Derek
Woodgate

    • “For a num ber of yeawanted to rs Ive become an designer r experience ather than just a musician…”   ‐
Peter
Gabriel 

    • What
is
the
Sense
Event?
   A
unique,
intense,
interacAve,
cuBng
 edge
experience
through
augmented
 ambience,
amplified
mulA‐sensory
 engagement
and
immersive
 technologies,
where
sensa(on  embraces, but surpasses meaning. 
    • The
Sense
Event
“The
only
reality
in
life
is
sensaAon.
The
only
reality
in
 art
is
consciousness
of
that
sensaAon”
– Pesoa  “SensaAon
is
in
the
encounter,
in
the
immediacy,
in
 the
imaginaAon,
both
in
terms
of
the
affect
and
 emoAonal
intelligence.

 Neither
merely
mental,
nor
merely
physical,
this
 sensaAon
or
experience
is
the
interacAon
between
 the
Self
and
the
World,
creaAng
one’s
personal
 ambience
”
– Derek Woodgate, Future Flow 
    • From
experience
to
ambience
 “Ambience is what we let in”
    • 








From
ambience
to
sensaAon
   SensaAon
=
Body,
mind,
culture
and
environment
 harmonized
and
engaged
with
meaningful
intensity

    • Understanding
sensaAon

    • 

Building
sensaAon
into
experiences:
The Need    Full
immersion
   A
sense
of
belongingness
   Seamless,
mulA‐sensory
engagement
and
immersion
   Ability
to
share
and
collaborate
   Opportunity
to
create
and
contribute
   Desire
to
explore
and
grow
   AestheAc
infusion
   Instant
graAficaAon
or

fulfillment

or
excitement

    • Building
sensaAon
into
experiences:
Context
  Context‐sensiAve
experience
  New
Harmony
‐
sensory
energy
and
engagement
  Deeper
understanding
through
emoAonal
and
cogniAve
 interfaces
  Sense
of
well‐being
and
enhanced
personal
potenAal
  Expressing
humanness

    • CreaAng
a
‘sense
event’

 “It was a near life experience”
–
Fight Club  Refocus
“life”
and
“live”

    • CreaAng
a
“sense
event”
  SensaAon,
affect
and
 emoAonal
intelligence
  Future‐focused
–
 expressing
a
feel‐good
 factor
about
the
future
  Design
a
framework
of
 integrated
experiences
 around
a
theme
that
 captures
these
elements
 Mul7ple
avenues
of
expression

    • Visualizing
the
theme

    • VisualizaAon
&
Rendering
 • 
AestheAc
/
look
 • 
Feeling
generated
 • 
DescripAon
 • 
Color
cues
 Main
auditorium

    • The
Future
of
Play
Logo

    • Venue

    • Venue
layout

    • Four
potenAal
performance
spaces
  The
Experiment:
Sound
Play
(Music
and
performances)
  Immersion
Chamber:
Social
Play
(community
and
communicaAon)
  The
InteracAve
Playground:
AcAon
Play
(new
games
and
sports,
etc.)
  The
Hanging
Garden:
Mental
Play
(exploraAon,

adventure

and

 imaginaAon)
 Play
as
transforma7ve

    • Pre‐planning
  PotenAal
content
and
arAst
list
  Create
iniAal
collateral,
including
video
  Projected
Financials
  Tech
specs
  InstallaAon
building
costs
and
transportaAon
  Keynotes
  Sponsors
as
parAcipants
in
the
event
–
adding
content
value
  ProducAon
plan,
catering,
sustainability
/
recycling
plan
  Project
Launch
party
  Collaborate:
UniversiAes:
MIT,
Carnegie
Mellon,
Berkeley,
UT

    • Outline
of
potenAal
content
  World‐class
performers
  Experimental
electronica
 Unique,
world
  Augmented
and
fluid
environments
 firsts
  3D
audio
visual
show
  Robots
and
AI
games
  InteracAve
toys

and
training
tools
  InteracAve
visuals

    • PotenAal
content
•  Simulated
and
imagined
 spaces
•  3D
holographic
worlds
•  Performance
and
 interacAve
art
 •  CreaAve
machines
 •  Augmented
and
fluid
 environments

 •  Extended
bodies
and
 interfaces

    • PotenAal
performers,
etc.

    • Additional focus onbehavioral identities and customized delivery ofoptimized programming
    • MulA‐sensory
/
cogniAve
dynamics
   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
    • Preparing
the
event
  Book
arAsts
and
configure
event
  Prepare
technical
aspects
of
the
event
  Create
fluid,
adapAve
environments:
 
‐
Image
processing
sofware
 
‐
Gaming
video
engines
 
‐
NarraAve
building
sofware
 
‐
Dynamic
spaAal
interfaces
 •  Build
installaAons
 •  Create
project
plan,
etc.
 •  Ramp
up
volunteers
(around
70)

    • Make the sense eventdesigned to beadaptive to personalaesthetics,imagination, moodsand emotions
    • The
event

    • • Adaptive projectionmaps• Holographic overlays• Hybrid and imaginaryspaces• Simulated worlds• Programmedatmospheres
    • •           DatamaAcs
  
Seamless
fusion
 between
entertainment
 and
communicaAon
  
Seamless
movement
 between
real
and
virtual

    • Reconfigurable and Hybrid performances
    • “Creatingaudienceinteraction isabout hookingin to everyformat ofmemory we havethought aboutand thenthinking abouthow we candescribe theexperience.”‐ DJ Spooky 
    • Psychomanteum
Fully
immersive,
 interacAve
 installaAon.

The
audience
will
be
the
scary
ghost

    • The
power
of
imaginaAon
  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) 
    • By
2020,
imagina7on
sensa7on
     entertainment
will
be
as
 popular
as
in‐the‐flesh
events!