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Making	
  a	
  “sense	
  event”	
  

Derek	
  Woodgate	
  
“For a num
             ber of yea
wanted to                  rs I've
          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 on
behavioral identities and
 customized delivery of
optimized 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 event
designed to be	

adaptive to personal
aesthetics,
imagination, moods
and emotions
The	
  event	
  
• Adaptive projection
maps	


• Holographic overlays	


	

• Hybrid and imaginary
spaces	


• Simulated worlds	



• Programmed
atmospheres
 
• 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  DatamaAcs	
  

                 § 	
  Seamless	
  fusion	
  
                 between	
  entertainment	
  
                 and	
  communicaAon	
  

                 § 	
  Seamless	
  movement	
  
                 between	
  real	
  and	
  virtual	
  
                                             	
  
Reconfigurable and Hybrid
     performances
“Creating
audience
interaction is
about hooking
in to every
format of
memory we have
thought about
and then
thinking about
how we can
describe the
experience.”
-­‐	
  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!	
  

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Making a Sense of the Future

  • 1. Making  a  “sense  event”   Derek  Woodgate  
  • 2. “For a num ber of yea wanted to rs I've become an designer r experience ather than just a musician…”   -­‐  Peter  Gabriel  
  • 3. 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.  
  • 4. 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  
  • 5. From  experience  to  ambience   “Ambience is what we let in”
  • 6.                              F  rom  ambience  to  sensaAon     —  SensaAon  =  Body,  mind,  culture  and  environment   harmonized  and  engaged  with  meaningful  intensity  
  • 8.      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  
  • 9. 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  
  • 10. CreaAng  a  ‘sense  event’             “It  was  a  near  life  experience”  –  Fight  Club         Refocus  “life”  and  “live”    
  • 11. 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  
  • 13. VisualizaAon  &  Rendering   •   AestheAc  /  look   •   Feeling  generated   •   DescripAon   •   Color  cues   Main  auditorium  
  • 14. The  Future  of  Play  Logo  
  • 17. 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  
  • 18. 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  
  • 19. 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  
  • 20. PotenAal  content   •  Simulated  and  imagined   spaces   •  3D  holographic  worlds   •  Performance  and   interacAve  art   •  CreaAve  machines   •  Augmented  and  fluid   environments     •  Extended  bodies  and   interfaces  
  • 22. Additional focus on behavioral identities and customized delivery of optimized programming
  • 23. 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
  • 24.
  • 25. 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)    
  • 26. Make the sense event designed to be adaptive to personal aesthetics, imagination, moods and emotions
  • 28.
  • 29.
  • 30. • Adaptive projection maps • Holographic overlays • Hybrid and imaginary spaces • Simulated worlds • Programmed atmospheres
  • 31.   •                     DatamaAcs   §   Seamless  fusion   between  entertainment   and  communicaAon   §   Seamless  movement   between  real  and  virtual    
  • 33. “Creating audience interaction is about hooking in to every format of memory we have thought about and then thinking about how we can describe the experience.” -­‐  DJ  Spooky  
  • 34.
  • 35. Psychomanteum     Fully  immersive,   interacAve   installaAon.       The  audience  will   be  the  scary  ghost  
  • 36. 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)    
  • 37. By  2020,  imagina7on  sensa7on           entertainment  will  be  as   popular  as  in-­‐the-­‐flesh  events!