The document discusses the concept of a "sense event" - an interactive experience designed to immerse participants through amplified multi-sensory engagement. It outlines plans to create such an event centered around the theme of "The Future of Play". Details include potential venue layouts with different performance spaces, envisioned content like music, art and technology demonstrations, and the technical aspects required to design adaptive and fluid environments. The goal is to use data and seamless interfaces to fuse entertainment and communication, moving between real and virtual experiences to create a unique sensory encounter for audiences.
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
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
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
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
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!