Telepresence Production Närvaroproduktion på distans. Leif Handberg KTH Medieteknik Charlie Gullström KTH Arkitektur

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1 DM2500 Telepresence Production Närvaroproduktion på distans KTH Medieteknik Charlie Gullström KTH Arkitektur

2 DM2500 Course requirements: Project, 2.5 hp Written home exam/course reflection, 5 hp

3 KTH Media Technology We define Media Technology as: Technology and methods that support human communication over distances in space and time

4 The basis for good communication is trust, the basis for trust is the sense of presence

5 Telepresence Production Tele is a Greek prefix meaning "distant"

6 Telepresence Production Presence Design Spaces Technology Context

7 Ivar Johnsson, Allegory over the telephone Entrance, Lindstedtsvägen 5, KTH

8 The biggest challenge to developing telepresence is achieving that sense of being there. Can telepresence be a true substitute for the real thing? Will we be able to couple our artificial devices naturally and comfortably to work together with the sensory mechanisms of human organisms? Marvin Minsky, 1980

9 What do people do at work? They go to meetings. How do we deal with meetings? What is it about sitting face to face that we need to capture? We need software that makes it possible to hold a meeting with distributed participants -- a meeting with interactivity and feeling, such that, in the future, people will prefer being telepresent. Bill Gates, 1999

10 Telepresence to which degree one feels present in the mediated environment rather than in the immediate physical environment Steuer 1993

11 Presence Production Examples

12 Tools for presence production Sensors: Cameras, microphones Emitters: Displays, Projectors, Screens, Speakers Manipulators: Mixers, Computers, Remote controls Transmission devices: Codecs, networks, cables, adapters Scenographic devices, physical space manipulation: Lights, props

13 KTH Experimental Performance Space December 1999 Professor Larry Friedlender, Stanford University, + Alex Jonsson interacting on each side of the screen in a contiuous video loop. Kids exploring a new world

14 Communicative Spaces October 2000 Between KTH and Stockholm Hall of Culture

15 Communicative Spaces October 2000 Between KTH and Stockholm Hall of Culture

16 Communicative Spaces October 2000 Between KTH and Stockholm Hall of Culture Experimenting with scales Several levels

17 Boom Dance 2003 audience Lillehammer Hamar the Internet dancer and video artist percussion players

18 Connected Performance Spaces Stanford Preparatory phase Schematic scenography KTH Local audience Local audience Projected remote audience Projected remote audience

19 Communication hexagon

20 Communication corners

21 Mediating Presence Prototyping Mediated sketching table

22 Mediating Presence Prototyping Open Window Mediated sketching table

23 Mediating Presence Prototyping Sensors and actuators Communication between persons and buildings

24 Mediating Presence Prototyping Communication between persons and buildings SoftWall

25 Design-driven presence research The contribution from individual users 1. A design process 2. Mediated spaces 3. A presence situation 4. A presence experience define where, what, who, why, when, how? material and immaterial design artefacts two or more mediated spaces are used for mediated interaction an individual experience spatial and technical design to support mediated interaction The contribution from researchers in: human cognition and perception to understand the individual experience of presence Gullström & Handberg 2009

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