sarah
Well-Known Member
from DATA.ie
This is a call for multimedia artists, designers, computer programmers, engineers, and everyone who might have interest in the following proposal made at DATA 18, Wednesday 14th of April, 2004.
What is it?
The proposal is to research, design and build a virtual reality facility in Dublin's Digital Hub.
The aim of the facility is to provide the means for exploring themes of art and technology through an immersive interactive virtual environment.
In this role the facility will also be an 'experiential gallery' with content aimed at public interaction.
The facility will double as an interactive research medium for use by the project's partnerships with industry sponsors and/or educational institutes.
Ideally it will also become a focus point for the digital arts community with use in Irish cultural festivals and events.
There may be an option for the facility to be built as a mobile unit capable of being temporarily relocated to college campuses, community and cultural centres nationwide
What form will this Virtual Reality Facility take?
It is proposed that the facility take the form of a VR CAVE (Cave-like Audio-Visual Environment). This is an enclosed windowless room with 360º rear-projected surfaces and a motion-sensitive treadmill base.
Where most people's idea of a virtual reality interface is the 'VR helmet', 'cyber suit' and 'data glove', the CAVE allows its user to be unencumbered and to interact directly with the content.
The CAVE produces a surround-sound, stereoscopic visual environment giving the illusion of depth and motion. This proposal emphasises a one-person interface with high immersion and interactive quality.
What will it be able to do?
The user will be able to don a pair of stereoscopic glasses and walk into the CAVE untethered to any other equipment or devices (possibly excluding a control wand).
Once the content is activated, the user will be able to act as if walking, running, jumping, flying, swimming, floating, or otherwise moving* through the virtual environment without physically going anywhere. This will be possible by way of a weight sensitive treadmill base that will respond to motion and weight dispersal, moving accordingly while the visual environment passes by around the user.
The user will be able to touch, move, and use virtual objects* by way of a control wand (a small handheld stick with three buttons) or by directly touching the visual screen on the walls (a touch sensitive projection surface).
The user will be able to interact with virtual characters* by selecting visual conversation options, by vocal command and recognition, or physical contact (in the case of a touch sensitive projection screen). They may also be able to interact with personas of other users in online game simulations or with similar virtual reality facilities worldwide*.
The user will be able to control aspects of the virtual landscape* including visual and audio aspects, such as directing a virtual orchestra or manipulating the scale, colour and shape of a virtual structure.
The user will be able to achieve effects that are 'transhuman', that is things normally only imaginable*, such as moving through 'solid' objects, back and forth in time or space, in multiple perspectives, personas, scale, and speed.
*(All of these examples depend on the programming parameters of the individual content.)
I deleted a load of it because it was too long to all fit
http://www.data.ie/
This is a call for multimedia artists, designers, computer programmers, engineers, and everyone who might have interest in the following proposal made at DATA 18, Wednesday 14th of April, 2004.
What is it?
The proposal is to research, design and build a virtual reality facility in Dublin's Digital Hub.
The aim of the facility is to provide the means for exploring themes of art and technology through an immersive interactive virtual environment.
In this role the facility will also be an 'experiential gallery' with content aimed at public interaction.
The facility will double as an interactive research medium for use by the project's partnerships with industry sponsors and/or educational institutes.
Ideally it will also become a focus point for the digital arts community with use in Irish cultural festivals and events.
There may be an option for the facility to be built as a mobile unit capable of being temporarily relocated to college campuses, community and cultural centres nationwide
What form will this Virtual Reality Facility take?
It is proposed that the facility take the form of a VR CAVE (Cave-like Audio-Visual Environment). This is an enclosed windowless room with 360º rear-projected surfaces and a motion-sensitive treadmill base.
Where most people's idea of a virtual reality interface is the 'VR helmet', 'cyber suit' and 'data glove', the CAVE allows its user to be unencumbered and to interact directly with the content.
The CAVE produces a surround-sound, stereoscopic visual environment giving the illusion of depth and motion. This proposal emphasises a one-person interface with high immersion and interactive quality.
What will it be able to do?
The user will be able to don a pair of stereoscopic glasses and walk into the CAVE untethered to any other equipment or devices (possibly excluding a control wand).
Once the content is activated, the user will be able to act as if walking, running, jumping, flying, swimming, floating, or otherwise moving* through the virtual environment without physically going anywhere. This will be possible by way of a weight sensitive treadmill base that will respond to motion and weight dispersal, moving accordingly while the visual environment passes by around the user.
The user will be able to touch, move, and use virtual objects* by way of a control wand (a small handheld stick with three buttons) or by directly touching the visual screen on the walls (a touch sensitive projection surface).
The user will be able to interact with virtual characters* by selecting visual conversation options, by vocal command and recognition, or physical contact (in the case of a touch sensitive projection screen). They may also be able to interact with personas of other users in online game simulations or with similar virtual reality facilities worldwide*.
The user will be able to control aspects of the virtual landscape* including visual and audio aspects, such as directing a virtual orchestra or manipulating the scale, colour and shape of a virtual structure.
The user will be able to achieve effects that are 'transhuman', that is things normally only imaginable*, such as moving through 'solid' objects, back and forth in time or space, in multiple perspectives, personas, scale, and speed.
*(All of these examples depend on the programming parameters of the individual content.)
I deleted a load of it because it was too long to all fit
http://www.data.ie/