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Ars Electronica Futurelab Research & Innovation Group
Definition of what I am NOT talking about




        com·put·er game (plural com·put·er games)

        noun

        Definition:

        game played on computer: a game in the form of computer software, run
        on a personal computer or games machine and played by one or more
        people using a keyboard, mouse, control pad, or joystick.




                                                                        Microsoft Encarta




                                                                 Ars Electronica Futurelab Research & Innovation Group
Most Computer games nevertheless …




        … use a handful of standardized interfaces

        ... are build on a very limited number of concepts

        … ignore context and environment




                                                 Ars Electronica Futurelab Research & Innovation Group
The reason is obvious




              This is the way how to sell things efficiently.




                                                    Ars Electronica Futurelab Research & Innovation Group
But this is what you might miss …




                                    Ars Electronica Futurelab Research & Innovation Group
From Immersion …




                       … to Transmersion?
                            Transmersion?

         Not about making interfaces invisible, but about
      transforming the interface itself to the main element
       for the player’s connection to the physical and social
                           environment




                                                Ars Electronica Futurelab Research & Innovation Group
An alternative, preliminary Definition of Computer Game …




        A computer game is structured, computer-based
       playing with goals rules challenge and interaction
                    goals, rules, challenge,
                      as key components.


                                                            (work in progress)




                                                             Ars Electronica Futurelab Research & Innovation Group
Shadowgram
                                                                                      Interactive Workshop System 2010




A person stands in front of an illuminated screen and is
photographed. The result is a shadow-image in which a human
silhouette is all that can be seen. This picture is then printed out as a
miniature sticker and applied to a “map” whose topography has been
derived from a cluster of topics like education, environment, health
system and society, whereby the body language of the silhouette, a
speech balloon containing a brief statement, and the respective
thematic cluster coalesce into a message.

Shadowgram                        Creative Catalyst for Social Brainstorming by Shadow Ars Electronica Futurelab Research & Innovation Group
For instance: the person in front of the illuminated screen covers his/her ears with his/her hands while being
photographed. This silhouette is then allocated to the environment cluster and a speech balloon containing a remark
about noise pollution is added to it. The upshot is a highly creative, graphic mode of “social brainstorming” and thus a
means of identifying problems and bringing out potential solutions.

"Shadowgram" is a work by the Ars Electronica Futurelab (AT).




                                                                                          Ars Electronica Futurelab Research & Innovation Group
Ars Electronica Futurelab Research & Innovation Group
Ars Electronica Futurelab Research & Innovation Group
Ars Electronica Futurelab Research & Innovation Group
“Robotinity” is a portmanteau word that blends robotics and humanity and thus succinctly expresses the new RoboLab’s central
theme: emblematic examples culled from fields of art, design and science illustrate just how closely human beings and machines are
already living and working together. These highly charged facts & circumstances will serve up a foretaste of the risks and rewards our
shared future just might have in store…


ROBOTINITY Exhibition                                     Formulation of Social Contextual Ars Electronica Futurelab Research & Innovation Group
                                                                                           Robot Studio
myBOT workshop




“myBOT” is an entertaining way to play with identities. The first step is to take portrait photos. Next, you use a simple program to
process them into a short stop-motion animation sequence. Then you select just the right robot body from a gallery of options and
specify its behavior. The result is a customized myBOT that might be funny or serious, offbeat or nerdy. “myBOT” enables you to
design a robot in a way that’s fun and easy.


MyBOT              Make your bot!
                                                                                                Ars Electronica Futurelab Research & Innovation Group
Outline of this talk




                                                            (St)age
                                                               of
                      Futurelab   Gulliver
                                               Fab Lab      Partici-
                                   World                    pation
         Ars                                                                        Research
     Electronica                                                                    Questions


                   Introduction        Case Study        Future Work


        Back-                                                                             Q&A
       ground
                                                Deep
                                  Geocity
                      Intention                 Space        CADET




t0
                                                            Ars Electronica Futurelab Research & Innovation Group
Background




Ars Electronica Timeline                                      ART – TECHNOLOGY – SOCIETY
                                                              Ars Electronica assembles and configures the commentary, concepts and
                                                              visions of our modern, information-based society, whereby currently
                                                              prevailing facts & circumstances are always taken as points of departure
         Festival Ars Electronica (since 1979)                for speculation about where we’re headed.
          Festival for Art, Technology and Society
                                                              In short: future manifestations that are presently in the process of
           Prix Ars Electronica (since 1987)
                                                              emerging are what Ars Electronica is interested in. Attention is never
            international Competition for Cyberarts
                                                              focused singularly on art, technology or society, but rather on their
                                                              complex metamorphoses and interrelationships.
            Ars Electronica Center (since 1996)
              Museum of the Future

            Ars Electronica Futurelab
              Laboratory for Future Innovations


                                                                                    New Ars Electronica Center
                                           2004 2005          2007         2009 Extension to 6500m², Opening Jan. 2009


  1979             1987           1996
                                                                   Ars Electronica Gallery in Vienna (Vienna Museumsquarter)

           Ars Electronica international              Ludwig Boltzmann Research Institute
                                                      for Media Art Research and Digital Archives


                                                                                                    Ars Electronica Futurelab Research & Innovation Group
Center
 Ars Electronica is a company
 owned by Linz City and an
 internationally unique
 platform for digital art an
 media culture, consisting of                                                                                         Futurelab
 four division:




                                                                                                                       Festival




                                                                                                                       Prix

The annual budget of Ars Electronica:                   Is this an institute of Linz City?
balance sheet total 2009: 14,4 Mio €                    Ars Electronica Linz GmbH (=limited company) is 100% owned by the City of
Funding :     60 % subsidies                            Linz
              22 % own income
              18 % 3rd party projects                   Is AEC managed by tax?
                                                        Founding consists of subsidies (mainly City of Linz and Region Upper
Number of employee:                                     Austria), own income (entrance fee museum, festival tickets) and 3rd party
76 full time employee                                   projects developed by Ars Electronica Futurelab
96 part time employee
sum: 116 full time employee equivalent                  Is this an independent organization?
                                                        Ars Electronica is owned by the city but independent within it’s mission
Partner and past examples as a collaborative research   statement
Siemens CT, SAP AG , Vodafone Group R&D, KANSAI
TV, HONDA R&D, HAKUHODO, …                                                                Ars Electronica Futurelab Research & Innovation Group
Futurelab: A Visual Image for a Research System

                                      Business
                                                                                      FL Production Team
                                                                                      (Interface and Interaction Design, Information
                                                                                      Design, Advanced Sensing Technologies,
                                                                                      Network & Database Technologies etc…)

                                                                                      Experience Design
                                                                                      Media Architecture
                                                                                      Media Performance
Projects



                                                                                      FL Research & Innovation Group
Innovative Research




Basic Research
                                                                                      FL Fundamental Research




    Futurelab is one department in Ars Electronica, for conducting research and development. In this collaborative
    project, FL Research & Innovation Group will be conducting the research, with working FL production team.
                                                                                           Ars Electronica Futurelab Research & Innovation Group
Research Topics of Research & Innovation Group




                                                     Persuasive
                                                     Technology



                               Interaction             Creative              Functional
                                 Ecology               Catalyst              Aesthetic




                                                    ROBOTINITY



The Research & Innovation Group focuses on key issues for socialization of media and technologies.

Right now, we have five research topics and all topics formulate international research hubs in each topic.
These five topics are flexibly connecting and generating fusion models to coin new concepts, through actual working models.

                                                                                        Ars Electronica Futurelab Research & Innovation Group
Interaction Ecology




“How to Design “Interaction” in Embodied Media Environment”
Overview
This research topic aims for a holistic and analytic approach to Interaction Design.

Traditional User Centered Design commonly focuses on single user interactions between the user and an interface. To deal
with today’s increasingly complex systems, where centralized control over information on a variety of arbitrary interfaces in
varying detail is essential, this is not enough.

It is inevitable to find new cognitive models and metaphors to get along in these ecologies. They constitute themselves as a
functional set of artifacts, people and the surrounding environment and the rich interaction in between. We identify these as
"Interaction Ecologies".

Research Records and Partners
Vodafone, Siemens, SAP, Microsoft, HP, BMW, CADET (Austrian Governmental Fund)
                                                                                         Ars Electronica Futurelab Research & Innovation Group
Functional Aesthetic




“How to Design New Communication Integrating Functions and New Materials"
Overview
This research topic focuses on the new possibilities of functions produced by new materials. Now, media technologies are
intergrated to our daily lives and it needs natural and organic user interfaces.
In this research topic, we search for new forms of organic communication generated by new materials.


Research Records and Partners
Elekit, Johannes Kepler University Linz                                                                                        SWITCH
                                                                                         Ars Electronica Futurelab Research & Innovation Group
Robotinity




“How to Coexist with Robots in the Future”
Overview
Robotinity is a study how people coexist with robot. Depending on cultural backgrounds, the meaning of robot and technology
is totally different. What's the robot? What is our humanity? Both has to be considered when we design a robot.

In this research topic, we aim to search for factors how people coexist with robot.


Research Records and Partners
Honda R&D, Murata Manufacturing Company, ATR, Osaka University
                                                                                              Meet ASIMO in Deep Space
                                                                                        Ars Electronica Futurelab Research & Innovation Group
Creative Catalyst




“How to Create a Medium and Place for Prompting Creativities”
Overview
People are creative. However, many things are hidden in the world.
How media technologies can prompt new creativities for people? In this research topic, we research methodologies and tools
to enhance creativities.


Research Records and Partners
Hakuhodo, Kansai TV, Smart Technologies, STUDIOLAB (EU-FP7)
                                                                                                                         Shadowgram
                                                                                           Ars Electronica Futurelab Research & Innovation Group
Persuasive Technology




“How to Coexist with Technologies for Sustainable Society and Culture
Overview
It is dedicated to the application-oriented research and development of persuasive technologies and Ambient Devices, aimed
at raising awareness of environmentally sustainable practices at individual and societal level. Persuasion in the psychological
processes are studied believe that lead the addressee to setting changes and resulted in tangible changes in behavior. With
expertise regarding this and may also need social change processes in a positive direction can be controlled.
In this research, we search for social responsibilities how new media is developed for keeping sustainable society.
analysis and personalized system adaptations.

Research Records and Partners
Johannes Kepler University Linz
                                                                                              Ars Electronica Futurelab Research & Innovation Group
Outline of this talk




                                                         (St)age
                                                            of
                   Futurelab   Gulliver
                                            Fab Lab      Partici-
                                World                    pation
     Ars                                                                         Research
 Electronica                                                                     Questions


               Introduction         Case Study        Future Work


    Back-                                                                              Q&A
   ground
                                             Deep
                               Geocity
                   Intention                 Space        CADET




                                                         Ars Electronica Futurelab Research & Innovation Group
Case Study: Gullivers World




        Hidden                Gullivers
        Worlds                  Box




                 Gullivers
                  World


    Geocity                       Fab Lab

                   Deep
                   Space
Case Study: Gullivers World



 Research Topics

       •   Digital content creation
       •   Scene creation and non-linear story telling
       •   Playful and metaphoric Interaction Design
       •   Interface and tracking technologies
       •   Virtual / mixed reality installations
       •   Collaborative Environment
       •   Exhibition Design
Case Study: Gullivers World



 Constraints and Demands

        •   Visitors time: 10 to 20 minutes
        •   Workshops with 60+ minutes
        •   Single user as well as
        •   Groups of up to 15+
        •   70.000+ visitors / year
        •   Visitors age: 3 to 90+
        •   Visitors knowledge: novice to expert
        •   Integrate topics of broader artistic, social and/or
            technological concern
Case Study: Gullivers World

Hidden Worlds of Sound
and Voice (2002)




An interactive audiovisual installation whose central
theme is the magical relationship of speech to the ethereal
medium which conveys it. Participants in this exhibit are
able to "see" each others' voices, made visible in the form
of animated graphic figurations that appear to emerge
from the participants' mouths.

Golan Levin, Zachary Lieberman and Ars Electronica
Futurelab
Case Study: Gullivers World

Gulliver’s Box (2003)




This installation represents the effort to pursue new
approaches how to deal with Mixed Reality content. The
challenge at the core of this project was to position an
innovative medium somewhere between theater, film and
installation. The result is an infrastructure that offers
artists new opportunities to convey audiovisual
information, and one that ought to encourage creatives in
every discipline to work with these new approaches.
Adrian Cheok, Hirokazu Kato and Ars Electronica Futurelab
Case Study: Gullivers World




                              Gulliver’s Box: Interaction Design
Case Study: Gullivers World




                              Gulliver’s Box: visitor generated content
Case Study: Gullivers World

Gulliver’s World (2004)




Motivated by the success of Gulliver’s Box, Futurelab
took another long look at the concept and expanded it
in several directions. Important new features designed
into Gulliver’s World are that users are no longer
limited to preset environments and characters;
instead, they are called upon to design the artificial
world and its components themselves. This was
accomplished by the development of intuitive editors
with which the environment can be totally revised and
customized anew each time.
Hirokazu Kato and Ars Electronica Futurelab
Case Study: Gullivers World




                              Gulliver’s World: Character Design
Case Study: Gullivers World




                              Gulliver’s World: Interface Design
Case Study: Gullivers World




                              Gulliver’s World: Introduction Video
Case Study: Gullivers World




                                                                                               Data Distribution and Synchronisation
                              Gulliver’s World: complex interplay of different installations
Case Study: Gullivers World




                              Gulliver’s World: “Beholder” as central world simulator
Case Study: Gullivers World




                              Gulliver’s World: Clay workshop and 3d Scanner
Case Study: Gullivers World




                          Way from the physical into the virtual world: 12 reference pictures
Case Study: Gullivers World




                          Way from the physical into the virtual world: separation and calibration
Case Study: Gullivers World




                         Way from the physical into the virtual world: Visual Hull reconstruction
Case Study: Gullivers World




                              Way from the physical into the virtual world: Texture recreation
Case Study: Gullivers World




                              Gulliver’s World: Rotation Editor
Case Study: Gullivers World




                              Gulliver’s World: Rotation Editor
Case Study: Gullivers World




                     Gulliver’s World: Object carriers as physical representation for digital content
Case Study: Gullivers World




                              Gulliver’s World: Paint terrains and stamp objects
Case Study: Gullivers World




                     Gulliver’s World: Jigsaw puzzle metaphor for the last missing piece of a world
Case Study: Gullivers World




                              Gulliver’s World: Greenbox for video recordings of visitors
Case Study: Gullivers World




                         Gulliver’s World: A transparent box to carry the recorded data inside
Case Study: Gullivers World




                              Gulliver’s World: Character Editor
Case Study: Gullivers World




                   Gulliver’s World: Character modification influences abilities, behavior and storyline
Case Study: Gullivers World




                      Gulliver’s World: The World stage is the central element of the installation
Case Study: Gullivers World




                              Gulliver’s World: Collaborative virtual environment
Case Study: Gullivers World




                              Gulliver’s World: Motion analysis influences characters
Case Study: Gullivers World




                              Gulliver’s World: Stereoscopic Tracking of Boxes
Case Study: Gullivers World




                              Gulliver’s World: Infrared reflective markers
Case Study: Gullivers World




                              Gulliver’s World: Exploration through virtual expedition
Case Study: Gullivers World




                              Gulliver’s World: The shelf reveals the content of the box
Case Study: Gullivers World




                         Gulliver’s World: Pictures from the virtual world can be sent home
Case Study: Gullivers World

City Puzzle (2006)




An interactive simulation environment visualizes
technological approaches that city planners and
architects of the future will be working with. This
installation is an expanded spin-off of “Gulliver’s
World,” the Ars Electronica Center’s mixed reality
environment, and uses a simple urban planning
model as an example illustrating concrete
application possibilities. Visitors can manipulate
the various scenarios with haptic tools.
Ars Electronica Futurelab
Case Study: Gullivers World




                              City Puzzle: Characters become buildings
Case Study: Gullivers World




                     City Puzzle: By placing the characters the visitor starts to build a growing city
Case Study: Gullivers World




                              City Puzzle: The city comes to life
Case Study: Gullivers World




                              Gulliver’s World: Additional and improved haptic interfaces
Case Study: Gullivers World




                        City Puzzle: New interfaces allow the exploration of the virtual world
Hidden               Gullivers
    Worlds                 Box


             Gullivers
              World
Geocity                              FabLab

              Deep
              Space




                                              Ars Electronica Futurelab Research & Innovation Group
Imagine a future in which you no longer buy gym shoes in a store; instead, you print them out at home, use them, and then toss them
into the recycling bin when you’re done. What now seems like a weird futuristic vision could soon be reality. The idea behind FabLab
(from fabrication) is the capability of downloading objects from the internet and printing them out at home. And not just on paper; as
real stuff! A 3D printer uses a computer model to generate an actual object, and a computer-controlled laser cutter does the high-
precision shaping of any chosen material. Using the internet makes it possible to disseminate designs for articles of clothing or
pieces of furniture just as easily as sharing music and pictures today. What is indeed unimaginable is this technology’s impact on
established industries.

FABLAB AEC                      Do it your self in the future
                                                                                               Ars Electronica Futurelab Research & Innovation Group
Ars Electronica Futurelab Research & Innovation Group
The Gallery as central element




                                 Ars Electronica Futurelab Research & Innovation Group
Making digital objects physical




                                  Ars Electronica Futurelab Research & Innovation Group
Making physical objects digital




                                  Ars Electronica Futurelab Research & Innovation Group
Create Digital Content




                         Ars Electronica Futurelab Research & Innovation Group
Workshop and Lectures with Artists




                                     Ars Electronica Futurelab Research & Innovation Group
Print your personal iPhone cover




                                   Ars Electronica Futurelab Research & Innovation Group
Using LASER cut silhouettes …




                                Ars Electronica Futurelab Research & Innovation Group
… to create little phantasy worlds




                                     Ars Electronica Futurelab Research & Innovation Group
Create your plushy toys




                          Ars Electronica Futurelab Research & Innovation Group
Hidden            Gullivers
   Worlds              Box


            Gullivers
             World
FabLab                           Geocity


             Deep
             Space




                                           Ars Electronica Futurelab Research & Innovation Group
It’s estimated that planet Earth will have nearly 10 billion inhabitants in 2050, more than two-
thirds of them living in cities. All over the world, metropolitan areas are exploding into new
megacities. Homo sapiens is evolving into homo urbanicus, a being whose hopes—and, all too
often, disappointments—are connected more closely than ever before to the course of “life in the
big city” … “GeoCity” examines global developments and their local impact




GEO CITY Discursive and participatory urban Information Environment
                                                                                            Ars Electronica Futurelab Research & Innovation Group
Linz, Upper Austria




                      Ars Electronica Futurelab Research & Innovation Group
Three important Locations




                                       Ars Electronica Center
                    New City Hall




                                    Old City Hall




                                                        Ars Electronica Futurelab Research & Innovation Group
New City Hall




                Ars Electronica Futurelab Research & Innovation Group
1:2000 scale model




                     Ars Electronica Futurelab Research & Innovation Group
Old City Hall




                Ars Electronica Futurelab Research & Innovation Group
Changing Linz




                Ars Electronica Futurelab Research & Innovation Group
Interactive surface, graspable physical objects




                                                  Ars Electronica Futurelab Research & Innovation Group
Designing the environment




                            Ars Electronica Futurelab Research & Innovation Group
Ars Electronica Futurelab Research & Innovation Group
SimLinz




          Ars Electronica Futurelab Research & Innovation Group
Panorama Projection




                      Ars Electronica Futurelab Research & Innovation Group
Digital Booklet & Pen




Booklet & pen
                        Ars Electronica Futurelab Research & Innovation Group
Anoto Technology




                   Ars Electronica Futurelab Research & Innovation Group
Information map




                  Ars Electronica Futurelab Research & Innovation Group
Data Selection




                 Ars Electronica Futurelab Research & Innovation Group
Interactive Table Surface




                            Ars Electronica Futurelab Research & Innovation Group
Discursive Environment




                         Ars Electronica Futurelab Research & Innovation Group
Ars Electronica Futurelab Research & Innovation Group
Ongoing Development




SimLinz mobile, 2010



                       Ars Electronica Futurelab Research & Innovation Group
Urfahraner Markt




                   Ars Electronica Futurelab Research & Innovation Group
Urfahraner Markt




                   Ars Electronica Futurelab Research & Innovation Group
Urfahraner Markt




                   Ars Electronica Futurelab Research & Innovation Group
Urfahraner Markt




                   Ars Electronica Futurelab Research & Innovation Group
Life Signs: While your heart beats




                                     Ars Electronica Futurelab Research & Innovation Group
Sim Linz




           Ars Electronica Futurelab Research & Innovation Group
We are Linz




              Ars Electronica Futurelab Research & Innovation Group
Shadowgram




             Ars Electronica Futurelab Research & Innovation Group
Wall topography for Linz




                           Ars Electronica Futurelab Research & Innovation Group
Hidden               Gullivers
    Worlds                 Box


             Gullivers
              World
Geocity                          Deep Space


              FabLab




                                              Ars Electronica Futurelab Research & Innovation Group
CAVE technology was yesterday. Deep Space is right now. Experience a new
dimension of travel through space and time. Immerse yourself into breathtaking 3D
stereo universes featuring jumbo-format, high-definition images that will
absolutely blow you away!




DEEP SPACE                    Huge Immersive Environment
                                                                                    Ars Electronica Futurelab Research & Innovation Group
Ars Electronica Futurelab Research & Innovation Group
Playing Games




                Ars Electronica Futurelab Research & Innovation Group
Exploring the Universe




                         Ars Electronica Futurelab Research & Innovation Group
Concerts, 3d visualized




                          Ars Electronica Futurelab Research & Innovation Group
Ars Electronica Futurelab Research & Innovation Group
Ars Electronica Futurelab Research & Innovation Group
Give Lectures




                Ars Electronica Futurelab Research & Innovation Group
Conduct Research




 (August 31, 2010) Honda’s humanoid robot ASIMO will make its public debut in Austria at this year's Ars Electronica Festival.
 September 2-8 in Linz, festivalgoers will have the opportunity to experience an impressive demonstration of ASIMO’s extraordinary
 capabilities at Deep Space in the Ars Electronica Center. Research & Innovation Group collaborates with Honda R&D for the future
 vision of humanoid robot.


 ASIMO Project Social Experiment in Deep Space
                                                                                              Ars Electronica Futurelab Research & Innovation Group
Ars Electronica Futurelab Research & Innovation Group
Game based Interaction Experiments




                                     Ars Electronica Futurelab Research & Innovation Group
Outline of this talk




                                                         (St)age
                                                            of
                   Futurelab   Gulliver
                                            Fab Lab      Partici-
                                World                    pation
     Ars                                                                         Research
 Electronica                                                                     Questions


               Introduction         Case Study        Future Work


    Back-                                                                              Q&A
   ground
                                             Deep
                               Geocity
                   Intention                 Space        CADET




                                                         Ars Electronica Futurelab Research & Innovation Group
Multiple Participants interacting with Asimo simultaniously




                                                              Ars Electronica Futurelab Research & Innovation Group
Triggering “Soundballs” by stepping into Visualization




                                                         Ars Electronica Futurelab Research & Innovation Group
Tracking systems upgrade




                           Ars Electronica Futurelab Research & Innovation Group
Multicamera System




                     Ars Electronica Futurelab Research & Innovation Group
Stereoscopic Depth Estimation




                                Ars Electronica Futurelab Research & Innovation Group
Stereoscopic Depth Estimation




                                Ars Electronica Futurelab Research & Innovation Group
Playful research that doesn’t just aim to entertain is what the Center for Advances in Digital
Entertainment Technologies is all about. The mission: take the latest breakthroughs in full-
body & gesture tracking, bio-signal sensor systems and 3D technology and utilize them in
projects beyond the realm of the computer game sector.
Ars Electronica Futurelab and the Salzburg University of Applied Sciences’ Department of
Multimedia Technology and Multimedia Art have launched this joint research effort, funded by
the Austrian FFG.




CADET Center for Advances in Digital Entertainment Technologies                                  Ars Electronica Futurelab Research & Innovation Group
The Ars Electronica Futurelab is the only non-university R&D facility to be granted funding
this year by the FWF–Austrian Science Fund’s PEEK arts development program. Beginning in
2011, the Futurelab will collaborate with renowned media artist, choreographer and composer
Klaus Obermaier (AT) on a three-year project that aims to develop interactive dramatic
performances.




PEEK (St)age of Participation                                                                 Ars Electronica Futurelab Research & Innovation Group
Questions


            Ars Electronica Futurelab Research & Innovation Group
Contact Address

Roland Haring

Ars-Electronica-Straße 1
4040 Linz, Austria
rolandha@aec.at
research.aec.at


          Ars Electronica Futurelab Research & Innovation Group

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Designing Interactions at the Nexus of the Physical and Virtual World

  • 1. Ars Electronica Futurelab Research & Innovation Group
  • 2. Definition of what I am NOT talking about com·put·er game (plural com·put·er games) noun Definition: game played on computer: a game in the form of computer software, run on a personal computer or games machine and played by one or more people using a keyboard, mouse, control pad, or joystick. Microsoft Encarta Ars Electronica Futurelab Research & Innovation Group
  • 3. Most Computer games nevertheless … … use a handful of standardized interfaces ... are build on a very limited number of concepts … ignore context and environment Ars Electronica Futurelab Research & Innovation Group
  • 4. The reason is obvious This is the way how to sell things efficiently. Ars Electronica Futurelab Research & Innovation Group
  • 5. But this is what you might miss … Ars Electronica Futurelab Research & Innovation Group
  • 6. From Immersion … … to Transmersion? Transmersion? Not about making interfaces invisible, but about transforming the interface itself to the main element for the player’s connection to the physical and social environment Ars Electronica Futurelab Research & Innovation Group
  • 7. An alternative, preliminary Definition of Computer Game … A computer game is structured, computer-based playing with goals rules challenge and interaction goals, rules, challenge, as key components. (work in progress) Ars Electronica Futurelab Research & Innovation Group
  • 8. Shadowgram Interactive Workshop System 2010 A person stands in front of an illuminated screen and is photographed. The result is a shadow-image in which a human silhouette is all that can be seen. This picture is then printed out as a miniature sticker and applied to a “map” whose topography has been derived from a cluster of topics like education, environment, health system and society, whereby the body language of the silhouette, a speech balloon containing a brief statement, and the respective thematic cluster coalesce into a message. Shadowgram Creative Catalyst for Social Brainstorming by Shadow Ars Electronica Futurelab Research & Innovation Group
  • 9. For instance: the person in front of the illuminated screen covers his/her ears with his/her hands while being photographed. This silhouette is then allocated to the environment cluster and a speech balloon containing a remark about noise pollution is added to it. The upshot is a highly creative, graphic mode of “social brainstorming” and thus a means of identifying problems and bringing out potential solutions. "Shadowgram" is a work by the Ars Electronica Futurelab (AT). Ars Electronica Futurelab Research & Innovation Group
  • 10. Ars Electronica Futurelab Research & Innovation Group
  • 11. Ars Electronica Futurelab Research & Innovation Group
  • 12. Ars Electronica Futurelab Research & Innovation Group
  • 13. “Robotinity” is a portmanteau word that blends robotics and humanity and thus succinctly expresses the new RoboLab’s central theme: emblematic examples culled from fields of art, design and science illustrate just how closely human beings and machines are already living and working together. These highly charged facts & circumstances will serve up a foretaste of the risks and rewards our shared future just might have in store… ROBOTINITY Exhibition Formulation of Social Contextual Ars Electronica Futurelab Research & Innovation Group Robot Studio
  • 14. myBOT workshop “myBOT” is an entertaining way to play with identities. The first step is to take portrait photos. Next, you use a simple program to process them into a short stop-motion animation sequence. Then you select just the right robot body from a gallery of options and specify its behavior. The result is a customized myBOT that might be funny or serious, offbeat or nerdy. “myBOT” enables you to design a robot in a way that’s fun and easy. MyBOT Make your bot! Ars Electronica Futurelab Research & Innovation Group
  • 15. Outline of this talk (St)age of Futurelab Gulliver Fab Lab Partici- World pation Ars Research Electronica Questions Introduction Case Study Future Work Back- Q&A ground Deep Geocity Intention Space CADET t0 Ars Electronica Futurelab Research & Innovation Group
  • 16. Background Ars Electronica Timeline ART – TECHNOLOGY – SOCIETY Ars Electronica assembles and configures the commentary, concepts and visions of our modern, information-based society, whereby currently prevailing facts & circumstances are always taken as points of departure Festival Ars Electronica (since 1979) for speculation about where we’re headed. Festival for Art, Technology and Society In short: future manifestations that are presently in the process of Prix Ars Electronica (since 1987) emerging are what Ars Electronica is interested in. Attention is never international Competition for Cyberarts focused singularly on art, technology or society, but rather on their complex metamorphoses and interrelationships. Ars Electronica Center (since 1996) Museum of the Future Ars Electronica Futurelab Laboratory for Future Innovations New Ars Electronica Center 2004 2005 2007 2009 Extension to 6500m², Opening Jan. 2009 1979 1987 1996 Ars Electronica Gallery in Vienna (Vienna Museumsquarter) Ars Electronica international Ludwig Boltzmann Research Institute for Media Art Research and Digital Archives Ars Electronica Futurelab Research & Innovation Group
  • 17. Center Ars Electronica is a company owned by Linz City and an internationally unique platform for digital art an media culture, consisting of Futurelab four division: Festival Prix The annual budget of Ars Electronica: Is this an institute of Linz City? balance sheet total 2009: 14,4 Mio € Ars Electronica Linz GmbH (=limited company) is 100% owned by the City of Funding : 60 % subsidies Linz 22 % own income 18 % 3rd party projects Is AEC managed by tax? Founding consists of subsidies (mainly City of Linz and Region Upper Number of employee: Austria), own income (entrance fee museum, festival tickets) and 3rd party 76 full time employee projects developed by Ars Electronica Futurelab 96 part time employee sum: 116 full time employee equivalent Is this an independent organization? Ars Electronica is owned by the city but independent within it’s mission Partner and past examples as a collaborative research statement Siemens CT, SAP AG , Vodafone Group R&D, KANSAI TV, HONDA R&D, HAKUHODO, … Ars Electronica Futurelab Research & Innovation Group
  • 18. Futurelab: A Visual Image for a Research System Business FL Production Team (Interface and Interaction Design, Information Design, Advanced Sensing Technologies, Network & Database Technologies etc…) Experience Design Media Architecture Media Performance Projects FL Research & Innovation Group Innovative Research Basic Research FL Fundamental Research Futurelab is one department in Ars Electronica, for conducting research and development. In this collaborative project, FL Research & Innovation Group will be conducting the research, with working FL production team. Ars Electronica Futurelab Research & Innovation Group
  • 19. Research Topics of Research & Innovation Group Persuasive Technology Interaction Creative Functional Ecology Catalyst Aesthetic ROBOTINITY The Research & Innovation Group focuses on key issues for socialization of media and technologies. Right now, we have five research topics and all topics formulate international research hubs in each topic. These five topics are flexibly connecting and generating fusion models to coin new concepts, through actual working models. Ars Electronica Futurelab Research & Innovation Group
  • 20. Interaction Ecology “How to Design “Interaction” in Embodied Media Environment” Overview This research topic aims for a holistic and analytic approach to Interaction Design. Traditional User Centered Design commonly focuses on single user interactions between the user and an interface. To deal with today’s increasingly complex systems, where centralized control over information on a variety of arbitrary interfaces in varying detail is essential, this is not enough. It is inevitable to find new cognitive models and metaphors to get along in these ecologies. They constitute themselves as a functional set of artifacts, people and the surrounding environment and the rich interaction in between. We identify these as "Interaction Ecologies". Research Records and Partners Vodafone, Siemens, SAP, Microsoft, HP, BMW, CADET (Austrian Governmental Fund) Ars Electronica Futurelab Research & Innovation Group
  • 21. Functional Aesthetic “How to Design New Communication Integrating Functions and New Materials" Overview This research topic focuses on the new possibilities of functions produced by new materials. Now, media technologies are intergrated to our daily lives and it needs natural and organic user interfaces. In this research topic, we search for new forms of organic communication generated by new materials. Research Records and Partners Elekit, Johannes Kepler University Linz SWITCH Ars Electronica Futurelab Research & Innovation Group
  • 22. Robotinity “How to Coexist with Robots in the Future” Overview Robotinity is a study how people coexist with robot. Depending on cultural backgrounds, the meaning of robot and technology is totally different. What's the robot? What is our humanity? Both has to be considered when we design a robot. In this research topic, we aim to search for factors how people coexist with robot. Research Records and Partners Honda R&D, Murata Manufacturing Company, ATR, Osaka University Meet ASIMO in Deep Space Ars Electronica Futurelab Research & Innovation Group
  • 23. Creative Catalyst “How to Create a Medium and Place for Prompting Creativities” Overview People are creative. However, many things are hidden in the world. How media technologies can prompt new creativities for people? In this research topic, we research methodologies and tools to enhance creativities. Research Records and Partners Hakuhodo, Kansai TV, Smart Technologies, STUDIOLAB (EU-FP7) Shadowgram Ars Electronica Futurelab Research & Innovation Group
  • 24. Persuasive Technology “How to Coexist with Technologies for Sustainable Society and Culture Overview It is dedicated to the application-oriented research and development of persuasive technologies and Ambient Devices, aimed at raising awareness of environmentally sustainable practices at individual and societal level. Persuasion in the psychological processes are studied believe that lead the addressee to setting changes and resulted in tangible changes in behavior. With expertise regarding this and may also need social change processes in a positive direction can be controlled. In this research, we search for social responsibilities how new media is developed for keeping sustainable society. analysis and personalized system adaptations. Research Records and Partners Johannes Kepler University Linz Ars Electronica Futurelab Research & Innovation Group
  • 25. Outline of this talk (St)age of Futurelab Gulliver Fab Lab Partici- World pation Ars Research Electronica Questions Introduction Case Study Future Work Back- Q&A ground Deep Geocity Intention Space CADET Ars Electronica Futurelab Research & Innovation Group
  • 26. Case Study: Gullivers World Hidden Gullivers Worlds Box Gullivers World Geocity Fab Lab Deep Space
  • 27. Case Study: Gullivers World Research Topics • Digital content creation • Scene creation and non-linear story telling • Playful and metaphoric Interaction Design • Interface and tracking technologies • Virtual / mixed reality installations • Collaborative Environment • Exhibition Design
  • 28. Case Study: Gullivers World Constraints and Demands • Visitors time: 10 to 20 minutes • Workshops with 60+ minutes • Single user as well as • Groups of up to 15+ • 70.000+ visitors / year • Visitors age: 3 to 90+ • Visitors knowledge: novice to expert • Integrate topics of broader artistic, social and/or technological concern
  • 29. Case Study: Gullivers World Hidden Worlds of Sound and Voice (2002) An interactive audiovisual installation whose central theme is the magical relationship of speech to the ethereal medium which conveys it. Participants in this exhibit are able to "see" each others' voices, made visible in the form of animated graphic figurations that appear to emerge from the participants' mouths. Golan Levin, Zachary Lieberman and Ars Electronica Futurelab
  • 30. Case Study: Gullivers World Gulliver’s Box (2003) This installation represents the effort to pursue new approaches how to deal with Mixed Reality content. The challenge at the core of this project was to position an innovative medium somewhere between theater, film and installation. The result is an infrastructure that offers artists new opportunities to convey audiovisual information, and one that ought to encourage creatives in every discipline to work with these new approaches. Adrian Cheok, Hirokazu Kato and Ars Electronica Futurelab
  • 31. Case Study: Gullivers World Gulliver’s Box: Interaction Design
  • 32. Case Study: Gullivers World Gulliver’s Box: visitor generated content
  • 33. Case Study: Gullivers World Gulliver’s World (2004) Motivated by the success of Gulliver’s Box, Futurelab took another long look at the concept and expanded it in several directions. Important new features designed into Gulliver’s World are that users are no longer limited to preset environments and characters; instead, they are called upon to design the artificial world and its components themselves. This was accomplished by the development of intuitive editors with which the environment can be totally revised and customized anew each time. Hirokazu Kato and Ars Electronica Futurelab
  • 34. Case Study: Gullivers World Gulliver’s World: Character Design
  • 35. Case Study: Gullivers World Gulliver’s World: Interface Design
  • 36. Case Study: Gullivers World Gulliver’s World: Introduction Video
  • 37. Case Study: Gullivers World Data Distribution and Synchronisation Gulliver’s World: complex interplay of different installations
  • 38. Case Study: Gullivers World Gulliver’s World: “Beholder” as central world simulator
  • 39. Case Study: Gullivers World Gulliver’s World: Clay workshop and 3d Scanner
  • 40. Case Study: Gullivers World Way from the physical into the virtual world: 12 reference pictures
  • 41. Case Study: Gullivers World Way from the physical into the virtual world: separation and calibration
  • 42. Case Study: Gullivers World Way from the physical into the virtual world: Visual Hull reconstruction
  • 43. Case Study: Gullivers World Way from the physical into the virtual world: Texture recreation
  • 44. Case Study: Gullivers World Gulliver’s World: Rotation Editor
  • 45. Case Study: Gullivers World Gulliver’s World: Rotation Editor
  • 46. Case Study: Gullivers World Gulliver’s World: Object carriers as physical representation for digital content
  • 47. Case Study: Gullivers World Gulliver’s World: Paint terrains and stamp objects
  • 48. Case Study: Gullivers World Gulliver’s World: Jigsaw puzzle metaphor for the last missing piece of a world
  • 49. Case Study: Gullivers World Gulliver’s World: Greenbox for video recordings of visitors
  • 50. Case Study: Gullivers World Gulliver’s World: A transparent box to carry the recorded data inside
  • 51. Case Study: Gullivers World Gulliver’s World: Character Editor
  • 52. Case Study: Gullivers World Gulliver’s World: Character modification influences abilities, behavior and storyline
  • 53. Case Study: Gullivers World Gulliver’s World: The World stage is the central element of the installation
  • 54. Case Study: Gullivers World Gulliver’s World: Collaborative virtual environment
  • 55. Case Study: Gullivers World Gulliver’s World: Motion analysis influences characters
  • 56. Case Study: Gullivers World Gulliver’s World: Stereoscopic Tracking of Boxes
  • 57. Case Study: Gullivers World Gulliver’s World: Infrared reflective markers
  • 58. Case Study: Gullivers World Gulliver’s World: Exploration through virtual expedition
  • 59. Case Study: Gullivers World Gulliver’s World: The shelf reveals the content of the box
  • 60. Case Study: Gullivers World Gulliver’s World: Pictures from the virtual world can be sent home
  • 61. Case Study: Gullivers World City Puzzle (2006) An interactive simulation environment visualizes technological approaches that city planners and architects of the future will be working with. This installation is an expanded spin-off of “Gulliver’s World,” the Ars Electronica Center’s mixed reality environment, and uses a simple urban planning model as an example illustrating concrete application possibilities. Visitors can manipulate the various scenarios with haptic tools. Ars Electronica Futurelab
  • 62. Case Study: Gullivers World City Puzzle: Characters become buildings
  • 63. Case Study: Gullivers World City Puzzle: By placing the characters the visitor starts to build a growing city
  • 64. Case Study: Gullivers World City Puzzle: The city comes to life
  • 65. Case Study: Gullivers World Gulliver’s World: Additional and improved haptic interfaces
  • 66. Case Study: Gullivers World City Puzzle: New interfaces allow the exploration of the virtual world
  • 67. Hidden Gullivers Worlds Box Gullivers World Geocity FabLab Deep Space Ars Electronica Futurelab Research & Innovation Group
  • 68. Imagine a future in which you no longer buy gym shoes in a store; instead, you print them out at home, use them, and then toss them into the recycling bin when you’re done. What now seems like a weird futuristic vision could soon be reality. The idea behind FabLab (from fabrication) is the capability of downloading objects from the internet and printing them out at home. And not just on paper; as real stuff! A 3D printer uses a computer model to generate an actual object, and a computer-controlled laser cutter does the high- precision shaping of any chosen material. Using the internet makes it possible to disseminate designs for articles of clothing or pieces of furniture just as easily as sharing music and pictures today. What is indeed unimaginable is this technology’s impact on established industries. FABLAB AEC Do it your self in the future Ars Electronica Futurelab Research & Innovation Group
  • 69. Ars Electronica Futurelab Research & Innovation Group
  • 70. The Gallery as central element Ars Electronica Futurelab Research & Innovation Group
  • 71. Making digital objects physical Ars Electronica Futurelab Research & Innovation Group
  • 72. Making physical objects digital Ars Electronica Futurelab Research & Innovation Group
  • 73. Create Digital Content Ars Electronica Futurelab Research & Innovation Group
  • 74. Workshop and Lectures with Artists Ars Electronica Futurelab Research & Innovation Group
  • 75. Print your personal iPhone cover Ars Electronica Futurelab Research & Innovation Group
  • 76. Using LASER cut silhouettes … Ars Electronica Futurelab Research & Innovation Group
  • 77. … to create little phantasy worlds Ars Electronica Futurelab Research & Innovation Group
  • 78. Create your plushy toys Ars Electronica Futurelab Research & Innovation Group
  • 79. Hidden Gullivers Worlds Box Gullivers World FabLab Geocity Deep Space Ars Electronica Futurelab Research & Innovation Group
  • 80. It’s estimated that planet Earth will have nearly 10 billion inhabitants in 2050, more than two- thirds of them living in cities. All over the world, metropolitan areas are exploding into new megacities. Homo sapiens is evolving into homo urbanicus, a being whose hopes—and, all too often, disappointments—are connected more closely than ever before to the course of “life in the big city” … “GeoCity” examines global developments and their local impact GEO CITY Discursive and participatory urban Information Environment Ars Electronica Futurelab Research & Innovation Group
  • 81. Linz, Upper Austria Ars Electronica Futurelab Research & Innovation Group
  • 82. Three important Locations Ars Electronica Center New City Hall Old City Hall Ars Electronica Futurelab Research & Innovation Group
  • 83. New City Hall Ars Electronica Futurelab Research & Innovation Group
  • 84. 1:2000 scale model Ars Electronica Futurelab Research & Innovation Group
  • 85. Old City Hall Ars Electronica Futurelab Research & Innovation Group
  • 86. Changing Linz Ars Electronica Futurelab Research & Innovation Group
  • 87. Interactive surface, graspable physical objects Ars Electronica Futurelab Research & Innovation Group
  • 88. Designing the environment Ars Electronica Futurelab Research & Innovation Group
  • 89. Ars Electronica Futurelab Research & Innovation Group
  • 90. SimLinz Ars Electronica Futurelab Research & Innovation Group
  • 91. Panorama Projection Ars Electronica Futurelab Research & Innovation Group
  • 92. Digital Booklet & Pen Booklet & pen Ars Electronica Futurelab Research & Innovation Group
  • 93. Anoto Technology Ars Electronica Futurelab Research & Innovation Group
  • 94. Information map Ars Electronica Futurelab Research & Innovation Group
  • 95. Data Selection Ars Electronica Futurelab Research & Innovation Group
  • 96. Interactive Table Surface Ars Electronica Futurelab Research & Innovation Group
  • 97. Discursive Environment Ars Electronica Futurelab Research & Innovation Group
  • 98. Ars Electronica Futurelab Research & Innovation Group
  • 99. Ongoing Development SimLinz mobile, 2010 Ars Electronica Futurelab Research & Innovation Group
  • 100. Urfahraner Markt Ars Electronica Futurelab Research & Innovation Group
  • 101. Urfahraner Markt Ars Electronica Futurelab Research & Innovation Group
  • 102. Urfahraner Markt Ars Electronica Futurelab Research & Innovation Group
  • 103. Urfahraner Markt Ars Electronica Futurelab Research & Innovation Group
  • 104. Life Signs: While your heart beats Ars Electronica Futurelab Research & Innovation Group
  • 105. Sim Linz Ars Electronica Futurelab Research & Innovation Group
  • 106. We are Linz Ars Electronica Futurelab Research & Innovation Group
  • 107. Shadowgram Ars Electronica Futurelab Research & Innovation Group
  • 108. Wall topography for Linz Ars Electronica Futurelab Research & Innovation Group
  • 109. Hidden Gullivers Worlds Box Gullivers World Geocity Deep Space FabLab Ars Electronica Futurelab Research & Innovation Group
  • 110. CAVE technology was yesterday. Deep Space is right now. Experience a new dimension of travel through space and time. Immerse yourself into breathtaking 3D stereo universes featuring jumbo-format, high-definition images that will absolutely blow you away! DEEP SPACE Huge Immersive Environment Ars Electronica Futurelab Research & Innovation Group
  • 111. Ars Electronica Futurelab Research & Innovation Group
  • 112. Playing Games Ars Electronica Futurelab Research & Innovation Group
  • 113. Exploring the Universe Ars Electronica Futurelab Research & Innovation Group
  • 114. Concerts, 3d visualized Ars Electronica Futurelab Research & Innovation Group
  • 115. Ars Electronica Futurelab Research & Innovation Group
  • 116. Ars Electronica Futurelab Research & Innovation Group
  • 117. Give Lectures Ars Electronica Futurelab Research & Innovation Group
  • 118. Conduct Research (August 31, 2010) Honda’s humanoid robot ASIMO will make its public debut in Austria at this year's Ars Electronica Festival. September 2-8 in Linz, festivalgoers will have the opportunity to experience an impressive demonstration of ASIMO’s extraordinary capabilities at Deep Space in the Ars Electronica Center. Research & Innovation Group collaborates with Honda R&D for the future vision of humanoid robot. ASIMO Project Social Experiment in Deep Space Ars Electronica Futurelab Research & Innovation Group
  • 119. Ars Electronica Futurelab Research & Innovation Group
  • 120. Game based Interaction Experiments Ars Electronica Futurelab Research & Innovation Group
  • 121. Outline of this talk (St)age of Futurelab Gulliver Fab Lab Partici- World pation Ars Research Electronica Questions Introduction Case Study Future Work Back- Q&A ground Deep Geocity Intention Space CADET Ars Electronica Futurelab Research & Innovation Group
  • 122. Multiple Participants interacting with Asimo simultaniously Ars Electronica Futurelab Research & Innovation Group
  • 123. Triggering “Soundballs” by stepping into Visualization Ars Electronica Futurelab Research & Innovation Group
  • 124. Tracking systems upgrade Ars Electronica Futurelab Research & Innovation Group
  • 125. Multicamera System Ars Electronica Futurelab Research & Innovation Group
  • 126. Stereoscopic Depth Estimation Ars Electronica Futurelab Research & Innovation Group
  • 127. Stereoscopic Depth Estimation Ars Electronica Futurelab Research & Innovation Group
  • 128. Playful research that doesn’t just aim to entertain is what the Center for Advances in Digital Entertainment Technologies is all about. The mission: take the latest breakthroughs in full- body & gesture tracking, bio-signal sensor systems and 3D technology and utilize them in projects beyond the realm of the computer game sector. Ars Electronica Futurelab and the Salzburg University of Applied Sciences’ Department of Multimedia Technology and Multimedia Art have launched this joint research effort, funded by the Austrian FFG. CADET Center for Advances in Digital Entertainment Technologies Ars Electronica Futurelab Research & Innovation Group
  • 129. The Ars Electronica Futurelab is the only non-university R&D facility to be granted funding this year by the FWF–Austrian Science Fund’s PEEK arts development program. Beginning in 2011, the Futurelab will collaborate with renowned media artist, choreographer and composer Klaus Obermaier (AT) on a three-year project that aims to develop interactive dramatic performances. PEEK (St)age of Participation Ars Electronica Futurelab Research & Innovation Group
  • 130. Questions Ars Electronica Futurelab Research & Innovation Group
  • 131. Contact Address Roland Haring Ars-Electronica-Straße 1 4040 Linz, Austria rolandha@aec.at research.aec.at Ars Electronica Futurelab Research & Innovation Group