European Creators’ Lab 2024 I IMMERSIVE RESIDENCY in LUXEMBOURG | SEPTEMBER 23 - 27 CALL OPEN until JUNE 30 This residency is perfect for immersive projects in early to mid-stage development and is aimed at teams with a producer and a creative lead. It is a great opportunity to refine your project, explore new ideas, network and gain insights from industry experts during five intense days in the heart of Luxembourg (September 23-27). TOBY COFFEY, IOULIA ISSERLIS, FRANÇOIS LE GALL, VASSILIKI KHONSARI and MADS DAMSBO are the mentors of this year's edition and will accompany 10 projects and their teams over five days in Luxembourg. As with our first edition, we will again accompany the projects after the in-situ residency with customised online mentoring. We will invite three teams to the VR Day at the Luxembourg Film Festival 2025 to present their projects. Projects will be selected by our jury - MYRIAM ACHARD (Phi Centre), CAROLE KREMER (Film Fund Luxembourg) and MADS DAMSBO (European Creators' Lab), confirmation of participation will be sent until July 25th. We will be located in the Casino Luxembourg - Forum d'Art Contemporain (Luxembourg City), the EUCL covers participation fee, 6 nights accommodation, day catering, welcome dinner and networking event. 🌐 MORE DETAILS: https://lnkd.in/eYYmb8w9 🌐APPLICATION FORM: https://lnkd.in/dF4PzhT6 The European Creators' Lab is a creative sandbox powered by IONDA GmbH, in collaboration with Pôle PIXEL, Film Fund Luxembourg, in partnership with the LABLAB, Theoriz Studio, AADN, supported by Diversion Cinema, XRMust, co-funded by the Creative Europe Media Programme of the European Union.
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UK Artists to Explore Immersive Tech with New Funding There are always resources available for your next up and coming project. Virtual, augmented & mixed reality are receiving a lot of support with funding opportunities. Here's one opportunity supported by a £6 million grant from the XRtists scheme. It aims to empower over 200 UK-based artists and organisations to delve into the creative possibilities of virtual, augmented, and mixed reality technologies. This initiative, part of the three-year 'Immersive Arts' project, is a collaborative effort involving the: 🔹 Arts and Humanities Research Council 🔹 Arts Council England 🔹 Creative Scotland 🔹 Arts Council of Northern Ireland 🔹 Arts Council of Wales The program offers artists access to training, mentoring, specialist facilities, and crucial funding to bring their innovative ideas to life. Culture Secretary Lucy Frazer and Minister for Tech and the Digital Economy, Saqib Bhatti, emphasised the government's commitment to advancing the UK's creative industries through immersive technology. The Immersive Arts program, led by the University of the West of England (UWE Bristol) and partnering with cultural organisations across the UK, aims to break down barriers for artists of all backgrounds, fostering a collaborative community of creatives experimenting with immersive tools #funding #immersivetechnology #innovation
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🚀 Project Milestone Achieved: First Sprint Completed! 🌉 We're excited to announce that our team has successfully completed the first pass/sprint of our #3D rendering project of the Adomi Bridge in Ghana. As part of this milestone, we've created a short video #animation using #DavinciResolve to showcase our progress and give you a sneak peek into the immersive experience we're building. Highlights of Our First Sprint: Fundamental 3D #Modeling: We've captured the fundamental architectural beauty of the Adomi Bridge, ensuring every detail is authentic for the average person. Immersive Scenery: The surrounding landscape has been rendered to transport viewers into the heart of Ghana. User Experience: Focused on creating a seamless and engaging experience for our audience. Our Vision: Our goal remains to make viewers see and feel the colossal presence of the bridge, taking in its beauty and the surrounding scenery. This is just the beginning, and we have many more exciting updates and enhancements planned. Why This Matters: Innovation in #VR and 3D Rendering: Pushing the boundaries of what's possible with current technology. Real-World Applications: From virtual tourism to educational tools, the potential applications are vast. Collaborative Effort: Demonstrating the power of teamwork and diverse skill sets in achieving complex technical goals. Call to Action: We are passionate about our project and eager to connect with leaders and innovators in the 3D and VR space. Whether it's for potential collaborations, insights, or opportunities, we'd love to hear from you. Join Us on This Journey: Follow our progress, give us feedback, and help us shape the future of immersive experiences. We are documenting every step and are open to discussions on how we can further innovate and contribute to this exciting field. We are ready to take our skills and passion to the next level with opportunities from giants in the 3D and VR industry. Let's connect and explore new possibilities. Team Members: Prince Kongo Fortunate Atubiga Kofi Asare-Amankwah Augustus Kaufmann #3DRendering #VR #UnrealEngine #Unity #Blender #80level #GowthamElan #DavinciResolve #AdomiBridge #TechInnovation #Studentproject #FirstSprint #Hiring #ImmersiveExperience #SoftwareEngineering #TeamWork #Casewesternreserveuniversity #Universityofghana
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Vice President, North America - formula D_ | We exist to inspire people to contribute towards positive global change | I am passionate about museum making a positive impact on our world.
iconic and Immersion. exhibits part 2 To recap: Thirty years ago Peter Anderson led a study of exhibits considered "iconic" in the museum field, the MEIS study, and I was reflecting on the results as they relate to immersive exhibits today. To build on top of what I talked about last week, how can we use the teachings of what makes an iconic exhibit as foundational principles to develop immersive experiences? Using the result of the study, one should consider the following: ➡️ Is this experience going to be high quality (unique, well-designed and constructed - something that I can't do at home) ➡️ Will it be able to last a long time (will the technology become outdated?) ➡️ Can many people from all walks of life relate to the experience ➡️ Is the experience enveloping – either physically or intellectually The MIES report went on to find those common elements that iconic exhibits had that created the "affection or attachment" visitors had with these experiences. These obviously point to more design goals if we hope to create iconic immersive experiences. These were: ➡️ The attachment has education, social and personal aspects to it ➡️ For most people, an icon is both entertaining and a learning challenge ➡️ The opportunity for family unity and sharing with others is important ➡️ The attachment or affection often develops over time but sometimes seems to develop in just one or two visits Looking over these results, the social aspect of iconic experiences and the fact that they are more than just an encompassing visual experience point to some fundamental considerations if contemporary immersive experiences hope to become iconic. Take our Shark Sense VR exhibit, for example. We believe it aligns with many of the features of an iconic exhibit - what do you think? As a field, we must understand the importance of entertainment and learning. Immersive exhibits have the opportunity to be iconic, but it is not a fait accompli. Do you have any contemporary immersive exhibits that you feel are iconic? #iconicdesign #immersiveexperiences #museumdesign #formulaD_
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‘Robot kills digital human' (true story). Yes, this happened. Live on stage actually. At Immersive Tech Week. And no, not on purpose. Last Tuesday I (Harmen van Sprang) had the honor to curate and moderate 'Rotterdam & Metaverse' as the very first track of Immersive Tech Week 2023. In the weeks leading up to the event we developed our very own digital human: Desiderius Erasmus. And we found a great way to present him to the audience: we actually managed to get an immense 'Holobox' on stage. Everything is tested, we're all set and our event kicks off. Desiderius is patiently waiting in his black box until we're nearing the apotheosis: the actual reveal of the figurehead of our soon to be launched Knowledge Lab Rotterdam. And then... boom! The Holobox went pitch dark. In a blink of an eye, Desiderius was gone. Just before we wanted to literally lift the veil. Apparently the fuses blew, leaving the Holobox and thus our digital human without lifeline. There I stood. Center stage. Doing my closing keynote leading up to the resurrection of Desiderius Erasmus after 500 years. While we're nearing the end of our event I try to buy some time by involving the audience and take some questions. In the meantime I'm keeping a close eye on the box next to me on stage, but it remains black as can be. Game over. From rocking the stage to rock bottom. I thanked our speakers, the audience and the team and all 200 participants left the room. Also Desiderius has left the building. Now here's what actually happened behind the scenes: just before the end of our track, the production team already hooked up a giant robot that was arranged for the event after us. Apparently this robot needed so much power that it blew some fuses, bringing the Holobox and thus our launch down. And so a robot actually killed a digital human, live on stage. A true story. And presumably an analogy for our near future and our next reality. At least I'm happy that it wasn't an overachieving coffee machine that made the fuses pop ;) All's well that ends well: we also fixed a Holobox to be on the 'Playground' at Immersive Tech Week for the entire week, so luckily lots of people got the opportunity to meet Desiderius in 3D and even play around with him, giving him a different appearance or outfit for example. More soon! #ITW2023 #immersivetech #XR #metaverse #metaverseandthecity #holo #robot #rotterdam
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Strategic Leader in Immersive Experiences & Transformative Events | Former Burning Man Head of Technology | Consultant | Speaker | Open to New Opportunities
"Immersive entertainment is expected to grow exponentially worldwide and is projected to generate $426 billion by 2030." To prepare it's graduates as trailblazers innovating art and narrative, the University of North Carolina School of the Arts (UNCSA) has created two immersive entertainment tracks. One for AR/VR, and another for physical immersion. They are also teaching animatronics, sound and lighting, wigs and make-up, costumes, props, and scenic design. Actors will be trained in devised theatre and nontraditional structures. Immersive techniques and interdisciplinary skills will be integrated into all their curriculum across the School of Dance, Music and Media programs. It's wonderful to see this institution embracing the art(s) of immersive experiences. Experience designers are inherently multi-disciplinary creators. We think about narrative, audience movement, video production, technology interfaces and interactions, actor interactions, scent, spatial audio, lights, special effects, architecture, sets, scenic elements, props, safety, costumes, flame effects, guest journeys, logistics, and so much more. Everything, everywhere, all the time. For my fellow experience creators, where did you learn your skills? #immersiveentertainment #immersive #immersivedesign #immersivecurriculum #uncsa #innovation #education #sectorgrowth #educationinnovation #schoolofarts #theater #experiences #experiential #ar #vr
The future of immersive entertainment: UNCSA charts the course
uncsa.edu
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Founder @ SpaceVibes Inc. | Spatial, Patent pending 8K 3D 180K instant live stream and VOD, Apple TV, Generative AI, DMs open for business collabs, media buy, enterprise edition and investment Hosts and creators 🤗
Hosts and creators play a crucial role, yet the YouTube algorithm remains out of their control. At SpaceVibes, we appreciate the dedication of talented individuals who share our vision for immersive experiences. The shift from 2D to 3D/Spatial is reshaping our world. Picture exploring Buchart Gardens in Victoria, Canada, seeing the pollen on the bees legs, or learning guitar with a master effortlessly guiding your fingers, he touches your fret even though he is 4,000 miles away. Encountering countless passionate creators and hosts at SpaceVibes fills me with pride and humility. Together, we are transitioning from 2D to 3D/Spatial, fostering collaborative and engaging experiences. SpaceVibes is more than a platform; it's a supportive community. Join us in embracing immersive interactions and relationships beyond screens. Let's propel the world into SpaceVibes together. As we grow and thrive as a family, let's continue to feel connected and engaged. RSVP to SpaceVibes today and be part of this transformative journey. Find the unexpected and experience something new. Glass half full, positive vibes only.
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Checkout how Immersive technology can be adopted in #Engineering #Sports #RetailFashion and more industries in this final part on the #immersivetechnology at work series
Unveiling Immersive Technology 🥽 Usecases Across various industries 💼🚀 Our final article in the 3-part #ImmersiveTechnologyatWork series is a journey into the present and future of immersive technology applications across various industries. From real estate to sports to engineering, we uncover the innovative ways businesses are leveraging these technologies. Get ready to be inspired by the endless possibilities that immersive tech brings to the workplace. Click here to learn more about these enlightening use cases that promise to reshape your perspective on the future of work and the ways immersive technologies are reshaping industries. #ImmersiveTech #FutureOfWork #Innovation #BLVCKBook #AR/VR #MetaQuest3 #AppleVisionPro https://lnkd.in/duVsiUsA
Immersive Technology In the Workplace - Part III | BLVCK PiXEL
https://www.blvckpixel.com
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Immersive Arts and Technologies: Public Space and Collective Experience A colloquium organised by the Virtual and Immersive Production (VIP) Studio University of Nottingham June 27, 2024 FREE and open to everyone Contact: [email protected] The potential of digital technologies to reimagine and subvert public spaces is indisputable, but the possibilities have not been equally explored, or even questioned, within the broad realms of the cyber universe. The Internet, social networks, and discussion forums are often portrayed as a locus for netizens’ public life and social connections which can have massive impacts ‘in real life’. However, immersive technologies, especially Extended Reality (XR), are often considered as isolating, more private and self-contained experiences, rather than connecting users with their physical environment and fellow citizens. The University of Nottingham’s Virtual and Immersive Production (VIP) Studio invites graduate and undergraduate students, staff, artists, technologists, facilitators and community members to a colloquium where we can explore the possibilities and limitations of XR to examine and transform public space and the public sphere. Participants are invited to present their research, experiences and creative ideas about the relationship between immersive formats and public space in technology-driven arts, especially XR. Taking place on June 27, 2024, this event aims to promote experience and evidence-based criticism, theorisation and imagination beyond the academic community. This is a timely opportunity to promote interdisciplinary connections and forge future collaborations around, but not limited to, the following questions: · What new conceptions of public, shared spaces are made possible by XR and other immersive formats in film, media, and visual arts in the age of the metaverse? · How do new interpretations of public space enabled by immersive technologies promote, subvert or prevent publicness, access, accessibility and social inclusion, especially after a global pandemic? · How can we rethink the relationship between public and private through XR and other immersive formats at the intersection of art and public engagement? · What new connections can we find between interactivity, collective experiences, and publicness? We welcome proposals for individual (10 minutes) and collective (15 minutes) presentations, delivered in-person and online, as well as workshops (up to 30 minutes). Please complete the registration form https://lnkd.in/eHWuKehB by June 14th, 2024. Please contact us at [email protected] if you have any questions. We look forward to welcoming you!
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**Are Immersive Experiences Changing the Way We Look at Art? Part 3** Following #ABBAvoyage and the #Frameless exhibition in #London, I delved into another immersive experience while attending the MuseumNext conference a few weeks ago. The big question discussed at the conference was whether immersive events are changing the way we experience art and, if so, how museums can succeed in the attention industry. Parts 1 and 2 of this series explain how cutting-edge technology can create transformative environments and help reach new audiences. Part 3 The third event I experienced in London, #Viola’sRoom by the immersive theatre group Punchdrunk, was less about technology and more about raw, physical engagement. Inspired by Barry Pain’s dark 1901 short story “The Moon Slave,” it offers an escape room-like experience. Viola, a young girl who mysteriously loses her parents and is forced to marry a kind but dull king, escapes nightly into an ancient maze on the palace grounds, pledging her soul to the moon and becoming increasingly detached from reality. As participants, we follow Viola through a dark labyrinth of narrow passages, guided only by the light of gauzy orbs. Barefoot and equipped only with headphones, we listen to a half-whispered reading of the novel and a tremendous soundtrack, completely absorbed in the moment. The deeper we venture into the maze, the more we feel ensnared as if we’ll never escape. It’s all there, fear, excitement, suspicion, curiosity, hope… a whole range of emotions that make us be in the moment. All triggered by audio only - made out of great storytelling combined with a beautiful sound scape. So here we are: back to the physical space and pure imagination. All we need to be deeply touched, connected to our senses and the world around us. Isn’t that what we aim to achieve when we exhibit art? To create deep, sensory connections that touch and move us? At NOUS Digital we have developed an immersive sound system, the all-in-one headset #noussonic, that addresses all aspects explored in this series of posts. It combines cutting-edge technology — such as ultra-precise indoor positioning and auto-triggering — with personalised, location-based 3D audio. Sound is now moving with the body, following a visitor’s movement through space. Vice versa a visitor’s movement can trigger light, sound, videos, projections - all hands free, and completely seemless. This opens the door to sound becoming an essential part of all immersive exhibition design, speaking to the listeners' imagination and putting it into the centre of the experience. Will immersive events change the way we experience art? My answer is: yes, they will. But there is nothing bad about it. After all, all reception is individual anyway. If we find new ways to see more clearly, hear more subtle, and feel more deeply, we will only become more human. #immersiveexperiences #exhibitiondesign #museums #noussonic #3Dsound image: punchdrunk
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While museums preserve and showcase cultural artifacts, immersive technologies such as augmented reality (AR) and virtual reality (VR) amplify engagement by providing interactive and educational experiences. Both aim to bridge the gap between the past and the present, offering dynamic ways for audiences to explore history, art, and culture in captivating and memorable ways. MuzeAR, our virtual guide developed by our XR team for the Ethnographic Museum of Iasi, uses AR to breathe life into heritage items and present them in a creative and captivating manner. 👉 Read more about this innovative project in this short article. #XR #Innovation #GreatProjects #GreatPeople #GreatExpertise
Immersive technologies transport visitors through time, elevating learning and engagement
careers.centric.eu
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