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Experiential entertainment making a sense event - Derek Woodgate
 

Experiential entertainment making a sense event - Derek Woodgate

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    Experiential entertainment making a sense event - Derek Woodgate Experiential entertainment making a sense event - Derek Woodgate 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”
    •                              F  rom  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 be adaptive 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!