Applying the Ultimate Display

Similar documents
VIRTUAL REALITY. Mete CINAR - Merve KAYA - Gonul KANBAY - Umit VATANSEVER. Course Professor Rushan ZIATDINOV FATIH UNIVERSITY

CSC 2524, Fall 2018 Graphics, Interaction and Perception in Augmented and Virtual Reality AR/VR

Virtual Environments. Ruth Aylett

The Quarxs Computer Animated Series

By: Celine, Yan Ran, Yuolmae. Image from oss

Augmented and Virtual Reality 6.S063 Engineering Interaction Technologies. Prof. Stefanie Mueller MIT CSAIL HCI Engineering Group

PROPOSED SYSTEM FOR MID-AIR HOLOGRAPHY PROJECTION USING CONVERSION OF 2D TO 3D VISUALIZATION

Abdulmotaleb El Saddik Associate Professor Dr.-Ing., SMIEEE, P.Eng.

VR-programming. Fish Tank VR. To drive enhanced virtual reality display setups like. Monitor-based systems Use i.e.

Chapter 1 Virtual World Fundamentals

Fish4Knowlege: a Virtual World Exhibition Space. for a Large Collaborative Project

Revolution of the Information Viewport

YOUR PRODUCT IN 3D. Scan and present in Virtual Reality, Augmented Reality, 3D. SCANBLUE.COM

Immersive Natives. Die Zukunft der virtuellen Realität. Prof. Dr. Frank Steinicke. Human-Computer Interaction, Universität Hamburg

While there are lots of different kinds of pitches, there are two that are especially useful for young designers:

First day quiz Introduction to HCI

Virtual/Augmented Reality (VR/AR) 101

Look at Art. Get Paid. Participant Handbook

RH King Academy OCULUS RIFT Virtual Reality in the High School Setting

VR based HCI Techniques & Application. November 29, 2002

How the Oculus Rift Can Change the Travel Industry

Robot: icub This humanoid helps us study the brain

Augmented Reality 3D Pop-up Book: An Educational Research Study

Depth Imaging the engine of the renaissance of VR/AR

Who are these people? Introduction to HCI

# Grant Applicant Information. 2. CAMIT Project Title. Sra, Misha Council for the Arts at MIT. CAMIT Grants February 2016

CREATING TOMORROW S SOLUTIONS INNOVATIONS IN CUSTOMER COMMUNICATION. Technologies of the Future Today

Future of Museum VR/AR

GLOSSARY for National Core Arts: Media Arts STANDARDS

About Us and Our Expertise :

University of California, Santa Barbara. CS189 Fall 17 Capstone. VR Telemedicine. Product Requirement Documentation

THE FUTURE OF STORYTELLINGº

VR Based Experiments on Crowd Evacuation

Delaware Standards for Visual & Performing Arts

PROJECT CONCEPT THE CUBE EXPERIMENT 12/19/2016 ANDREW ALAIN ALEX HERCULE DESJARDINS SAMUEL WALKER. Virtual maquette of installation

APPLICATIONS OF VIRTUAL REALITY TO NUCLEAR SAFEGUARDS

TOUCHABLE HOLOGRAMS AND HAPTIC FEEDBACK: REAL EXPERIENCE IN A VIRTUAL WORLD

interactive laboratory

A&P 1 Histology Lab Week 1 In-lab Guide Epithelial Tissue ID: Squamous Tissue Lab Exercises with a special section on microscope use

What most people do when they're thinking building an online business is they're just thinking a website.

MY LIFE AS SISTINA SMILES HEATHER LOSEY MCGEACHY. A thesis submitted in partial fulfillment of The requirements for the degree of MASTER OF FINE ARTS

HeroX - Untethered VR Training in Sync'ed Physical Spaces

REPORT ON THE CURRENT STATE OF FOR DESIGN. XL: Experiments in Landscape and Urbanism

Proficient: Kansas Visual Art Performance Standards

Our Corporate Strategy Digital

Intelligent interaction

Bring Imagination to Life with Virtual Reality: Everything You Need to Know About VR for Events

Grade 6: Creating. Enduring Understandings & Essential Questions

Visual Art Standards Grades P-12 VISUAL ART

Network Institute Tech Labs

THE INTERVIEW PITCH Techniques that Win

TIC TAC TOE: 8 STRATEGIES TO WIN EVERY GAME BY PUZZLELAND

Narrative Guidance. Tinsley A. Galyean. MIT Media Lab Cambridge, MA

What We Talk About When We Talk About AI

Realtime 3D Computer Graphics Virtual Reality

Exhibition Strategy of Digital 3D Data of Object in Archives using Digitally Mediated Technologies for High User Experience

Scholarly Article Review. The Potential of Using Virtual Reality Technology in Physical Activity Settings. Aaron Krieger.

Game Design 2. Table of Contents

IMGD 1001: Fun and Games

Master of Creative Writing for Scriptwriters

Visual Arts What Every Child Should Know

preface Motivation Figure 1. Reality-virtuality continuum (Milgram & Kishino, 1994) Mixed.Reality Augmented. Virtuality Real...

Is This Real Life? Augmented & Virtual Reality in Your Library

Changing environmental behavior through virtual reality

Delaware Standards for Visual & Performing Arts

Diamandini. Mari Velonaki,

Haptic Holography/Touching the Ethereal

Liferay as a headless CMS for Robotics & VR/AR environments

AWARENESS Being Aware. Being Mindful Self-Discovery. Self-Awareness. Being Present in the Moment.

Living as God, Love is Who We Are - Zoe Joncheere, Belgium

Museums 3.0 The Museum of the future? Looking to 2020 and beyond

Haptic holography/touching the ethereal Page, Michael

DON T LET WORDS GET IN THE WAY

- applications on same or different network node of the workstation - portability of application software - multiple displays - open architecture

Technology designed to empower people

Immersive Training. David Lafferty President of Scientific Technical Services And ARC Associate

revolutionizing Subhead Can Be Placed Here healthcare Anders Gronstedt, Ph.D., President, Gronstedt Group September 22, 2017

Arup is a multi-disciplinary engineering firm with global reach. Based on our experiences from real-life projects this workshop outlines how the new

Darina Denali 92 X-RAY MAG : 83 : 2018

Hoboken Public Schools. Visual and Arts Curriculum Grades K-6

ADVANCES IN IT FOR BUILDING DESIGN

PhD Student Mentoring Committee Department of Electrical and Computer Engineering Rutgers, The State University of New Jersey

Chapter 18: The Fish4Knowledge Virtual World Gallery

EE631 Cooperating Autonomous Mobile Robots. Lecture 1: Introduction. Prof. Yi Guo ECE Department

State Of The Union.. Past, Present, And Future Of Wearable Glasses. Salvatore Vilardi V.P. of Product Development Immy Inc.

Frequently Asked Questions: United Open Call Artist Information Sessions December 8, 10, and 12, 2018

Virtual Reality for Real Estate a case study

Killing Time photomural fruits

WORKBOOK. 1 Page Marketing Plan

Well..How Did I Get Here?


National Core Arts Standards Grade 8 Creating: VA:Cr a: Document early stages of the creative process visually and/or verbally in traditional

USTGlobal. VIRTUAL AND AUGMENTED REALITY Ideas for the Future - Retail Industry

Video Conferencing Solutions

V5.02. Augmented Imagination: Machine Learning Art as Automatism. Philipp Schmitt

Grade 4: Kansas Visual Art Performance Standards

Virtual Environments before Pixels: Yayoi Kusama's Impact on Virtual Reality

How to Write a Compelling About Me Page for Your Blog

Middlesbrough Institute of Modern Art

CRM 230 Module 2 Lecture Notes. Crime Scene Search

Transcription:

Lewis 1 Amanda Lewis December 9, 2015 History of Art, Media, and Technology Applying the Ultimate Display MIT professor Ivan Sutherland coined the term the Ultimate Display in his essay The Ultimate Display, where he examines current computational technologies and discusses how this idea could apply to future technologies which he was prototyping at the time that this paper was written in 1968. In his research, Sutherland claimed that: The ultimate display would, of course, be a room within which the computer can control the existence of matter. A chair displayed in such a room would be good enough to sit in. Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room would be fatal. With appropriate programming such a display could literally be the Wonderland into which Alice walked. 1 Considering how the idea of the ultimate display with its own laws of physics be used in virtual installations seen in contemporary digital art, this research paper looks at how virtual installations can be used to facilitate interactions which create a new perspective of our environment, each other, and ourselves. While virtual reality technology seems like a very recent development, it has been reinvented in different forms several times over the last few decades. In 1956, Morton Heilig began working on the first multi sensory experience called the Sensorama. resembles a modern arcade game and includes a video, smells released, and wind blown in the users face, all designed to make the user believe he was in the video instead of just watching it. The first form of a virtual reality helmet was created by Ivan Sutherland in 1968. He built it at MIT s Lincoln library and called it The Sword of Damocles. It tracked the user s head position and used that information to change the image being shown to the viewer. Unfortunately, the Sword of Damocles was so heavy that a single man could not wear it. Instead, the device descended from the ceiling on an adjustable pole which is why it was named after a mythical Greek weapon that hung suspended above the king s It 1 Sutherland, Ivan. The Ultimate Display. 1965.

Lewis 2 A man using the Sensorama (1956) A man testing the prototype of the Sword of Damocles (1968) throne. While the Sword of Damocles was a huge technological innovation during the 1960 s, its innovative aspects were left alone for awhile and not returned to for several years as it was difficult to improve upon his work with the current technology. 2 Another work created at MIT, although this time in their media lab, was the Aspen Movie Map in 1978. A precursor to Google Maps, the Aspen Movie Map was an interactive map which allowed the user to move where they wish through the town of Aspen, Colorado. The project was funded by U.S. Defense Advanced Research Projects Agency (DARPA) after they used a partial replica of - Uganda s Entebbe Airport where hostages were being held to train for the rescue mission. While DARPA saw this project as an easy way to familiarize trainees with new locations, members of MIT s media lab saw the Aspen Movie Map differently. We showed it to a lot of people, and everyone saw in it Testing the Aspen Movie Map (1978) Courtesy of something different, said Andrew Lippman, project director. They were not seeing a defense-funded mapping program. They were seeing the answer to their own visions of 2 Sutherland, Ivan. The Ultimate Display. 1965.

Lewis 3 interactivity This was global thermonuclear interactivity. 3 The Aspen Map was a way for people to change their ideas of geography and increase their ability to interact with places around the world which they may never before have been able to see. At one time, you could see an image of a pyramid in a book, but now with the technology created for the Aspen Movie Map, you could explore the tunnels of the pyramid. 4 Another work which allows viewers to explore tunnels and faraway places is Maurice Benayoun s The Tunnel Under the Atlantic created in 1995. Benayoun created a two meter diameter tube leading to a virtual tunnel which connected the Centre Pompidou to the Contemporary Art Museum of Montreal. Viewers can virtually dig through this tunnel using a joystick, but instead of finding ocean they dig through layers of rock built up with imagery and iconography from the culture on the other side. The diggers can even meet up virtually inside of the tunnel, after six days of digging. The visitors can also talk with their partners across the Atlantic Ocean the sounds of their voices are anchored in space which enables them to find which direction the other is. This digital work uses its fabricated space and time to create a realm of physics to create an interaction which would otherwise be facilitated in an entirely different manner. When this work was created in the nineties, Skype, FaceTime, and widely popular video calling services were still a futuristic idea, making live interaction on a screen an experience unique to this installation. The computer controlled realm creates a collaborative environment which otherwise would not exist the computer controls the way the matter crumbles, while the user controls the computer in order to meet. When the meeting is achieved, other persons can dig the same path or create new ones as if they were in a Crowd experimenting with the Tunnel at the Centre Pompidou in Paris Courtesy of Maurice Benayoun (1995) 3 "Déjà View MIT Technology Review." MIT Technology Review. MIT Technology Review, 22 Dec. 2008. Web. 08 Dec. 2015. 4 ibid.

Lewis 4 collective quest of a shared memory. 5 Another artwork preser ving an interactive space, Luc Courchesne s Paysage No. 1 (1997) is an interactive video panorama projection which multiple users can experience at once. It includes four computers with touch plates, microphones and body detectors, four videodisc players, video projectors, and screens on which video images of Mount-Royal Park in Montréal are projected. Installation of Paysage No. 1 Courtesy of Luc Courchesne (1997) The projections are of the park over a period of 24 hours, and include actors with whom the viewers can interact with. Although the actors can move throughout the park, the viewers cannot without first interacting with one of the actors, who then guide them through the park. The experience is dictated by the viewer s decisions as to how they interact with the prerecording in the videos, as one can only fully experience it by engaging with the virtual people. Similar to The Tunnel Under the Atlantic, Paysage No. 1 creates a socially engaging space using virtual technologies to facilitate interaction. This artwork creates its own world out of a fictionalized and orchestrated potential reality allowing the viewers to guide themselves through a real place, but with an experience they couldn t have if they actually visited the park as everything is prerecorded and predetermined by a computer. Considering environments which mix both physical and virtual, Perry Hoberman s work The Bar Code Hotel creates a multi-user interface which is controlled by scanning barcodes. Guests who check in to the Bar Code Hotel are given a set of 3D glasses and a barcode scanning wand which allows them to interact with the interface presented to them. The users interact with computer-generated objects of their choosing within a large three-dimensional projection by scanning one of the many barcodes available to them within the room to summon an object, pattern, or action within the virtual space. The objects, each corresponding to a different user, exist as agents that are only partially under the control of their human collaborators. The objects created within the space have 5 "The Tunnel Under the Atlantic." Maurice Benayoun's Art Installations Virtual Reality and Interactive Art Works. N.p., n.d. Web. 08 Dec. 2015.

Lewis 5 their own sets of limitations while they can be controlled by the users, they also respond to other objects in the virtual space and to their environment, as well as making their own sounds, they have their own behaviors and personalities, and even a lifespan. While they have their own virtual life, the objects are based on inanimate objects, but react to each other like living things, creating a virtual ecosystem within the frameworks of the interface used to create them. 6 While Benayoun s work allows people to interact over long distances, Daniel Steegmann s installation Phantom, created in 2015, allows the user to move ghostlike through the Brazilian Mata Atlántica rainforest using only an Oculus Rift. Steegmann worked with ScanLAB projects in London to scan a fifteen-hundred-square foot area of the rainforest using a FARO Focus3D laser scanner and converted the plot of jungle into millions of points, then sculpted the data into an immersive record of the forest. 7 In the installation, the Oculus Rift hangs from the ceiling very similarly to Sutherland s Sword of Damocles, while using alternate physical laws in a real environment while you are moving through a recorded existing space, there is no evidence that you exist as a corporeal entity, more like a ghost of yourself in a space you may never actually visit. The virtual forest viewable via Oculus Rift may provide us with novel insights into the way in which we see and coincidentally manufacture the world. Or that most elevated and immaculate mathematical constructions of reality may simply evince the impossibility of its representation. The near-perfection of the image ends up refuting its power, or at least exposing the impressive, elaborate work of abstraction and quantification that goes into collapsing the gulf between representation and perception. We see ourselves seeing the world as an image of our own fabrication. 8 While the Brazilian Mata Atlántica rainforest is quickly dwindling away due to environmental impacts and deforestation, Phantom will perfectly preserve it in a moment 6 Hoberman, Perry. "Bar Code Hotel." Bar Code Hotel. N.p., n.d. Web. 08 Dec. 2015. <http:// www.itofisher.com/people/perry/barcodehotel/>. 7 Steegmann, Daniel. "Phantom." Daniel Steegmann. N.p., n.d. Web. 08 Dec. 2015. Provan, Alexander (2015): Formatting Reality. In: Surround Audience. Catalogue of the New 8 Museum Triennial 2015, p. 50

Lewis 6 in time on a single method of display. We may not be able to smell or feel the rainforest exactly as it was, but this artwork will serve to preserve the memory of what this space once was. Trying also to preserve the memory of our rapidly changing environment, Lorenz Potthast s The Decelerator Helmet presents the user with the opportunity to take in our surroundings by giving them the chance to take a longer look. Potthast requests something very simple of his users : to slow down in our high-speed world. Attached to the helmet are video cameras which record the The Decelerator Helmet being using in a public setting- Lorenz Potthast (2012) user s immediate surroundings. The slowed down images are displayed right before the user s eyes via a Head-Mounted Display and simultaneously shown on a monitor on the outside of the helmet. There are three different speed settings which are changed with a remote control: the automated setting which slows down time and reaccelerates it after a specific interval, the press mode allows a specific deceleration of time and the scroll mode allows you to fully control how time moves around you. By cutting off the user from how time passes using a completely immersive technology, Potthast created the Decelerator Helmet to challenge how we will relate to our surroundings in the future and how we view our own time passing. This Oculus experiment by BeAnother Lab, The Machine to be Another, is an ongoing Open Source Art investigation into the relationship between Identity and Empathy. Two participants use the Oculus to Gender Swap Experiment - Courtesy of BeAnother Lab (2014) see what life is like from the other s eyes, using it as a tool to promote empathy between individuals of different social, cultural, and ideological

Lewis 7 backgrounds. Constructed similarly to The Deceleration Helmet, each user dons an Oculus Rift with a camera on the front however the feedback from their camera is seen inside the Oculus of the partnering user, allowing each of them to see exactly what the other sees. Users synchronize their body movements in an attempt to feel the movements of the other person. This artistic investigation uses the recent neuroscience approach of embodiment to generate empathy between users and to investigate the self based on how you understand the other. BeAnother Lab uses its experiment to allow users to ask themselves the question If I were you, would I better understand myself? 9 and gives them the opportunity through using virtual reality technology to answer that question. The project Seeing-I is currently still trying to get funding via Kickstarter, but if it succeeds artist Mark Farid will wear an Oculus Rift for 28 days while inside of a room. He will see through the eyes of another person who he doesn t know through their specially made glasses which connect to the Oculus. The goal is to discover whether Mark will begin to lose his sense of self, replaced by the life of the person wearing glasses. Mark Farid being fed the same thing as his counterpart during a 24-hour test run Courtesy of the artist (2014) Farid is interested in the sense of personal validation which comes from creating a virtual self on social media and the idea that were striving for our lives to be documented shared and validated by someone else. Under the assumption that validation can only come through the restraints of recognition, Farid looks at how the anonymity of his interaction with his counterpart who s life he will be continuously witnessing changes considering he will be always watched. Neither of them are free anymore as their actions are no longer anonymous. With Seeing-I, Farid looks to break down the barriers between the virtual and physical world, asking if one overrides the other or does the relationship change into something new entirely as you're always being watched in a way different from the internet. Ivan Sutherland predicted the future of the technology that would exist to create virtual and augmented reality art in his essay The Ultimate Display, but contemporary 9 BeAnother Lab. "The Machine to Be Another." The Machine to Be Another. Web. 07 Dec. 2015.

Lewis 8 artists have taken his ideas farther by using this technology not just to create a physical space, but to use that space to facilitate interactions which create a new perspective of our environment, each other, and ourselves. The artists described have used their work to teach people something through art, making it not only conceptual and beautiful but also educational and useful. As these technologies continue to evolve and adapt to different uses, including those outside of the art world, we can hope that they will continue to teach those who continue to use them.

Lewis 9 REFERENCES BeAnother Lab. "The Machine to Be Another." The Machine to Be Another. Web. 07 Dec. 2015. "Déjà View MIT Technology Review." MIT Technology Review. MIT Technology Review, 22 Dec. 2008. Web. 08 Dec. 2015. <http://www.technologyreview.com/article/411453/d-j-view/>. Hoberman, Perry. "Bar Code Hotel." Bar Code Hotel. N.p., n.d. Web. 08 Dec. 2015. <http:// www.itofisher.com/people/perry/barcodehotel/>. "The Tunnel Under the Atlantic." Maurice Benayoun's Art Installations Virtual Reality and Interactive Art Works. N.p., n.d. Web. 08 Dec. 2015. <http://www.benayoun.com/projet.php? id=14>. Potthast, Lorenz. "The Decelerator Helmet." The Decelerator Helmet. N.p., 2012. Web. 08 Dec. 2015. <http://www.lorenzpotthast.de/deceleratorhelmet/>. Provan, Alexander (2015): Formatting Reality. In: Surround Audience. Catalogue of the New Museum Triennial 2015, p. 50 Steegmann, Daniel. "Phantom." Daniel Steegmann. N.p., n.d. Web. 08 Dec. 2015. <http:// www.danielsteegmann.info/works/41/index.html>. Sutherland, Ivan. The Ultimate Display. 1965.