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

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

Content 1. Char Davies 2. Osmose 3. The Ultimate Display, Ivan Sutherland 4. Virtual Environments, Scott Fisher

Artist A Canadian contemporary artist Create immersive virtual reality (VR) artworks A world leader in the field of VR A pioneer of bio-feedback VR A founding director of Softimage, first vice-president and director of visual research(1987-1997) A founder of Immersence(1998) A painter A scuba diver Char Davies (1954) Image from oss

An immersive interactive virtual reality environment Stereoscopic 3D computer graphics and interactive 3D sound A landmark in the history of virtual reality and new media art Artwork Osmose (1994-1995) Image from oss

The suit Wearing a head-mounted display and a motion-tracking vest (3 sensors) Using breath and balance as the primary means of navigating Body as a source for gestural commands in human-computer interaction

video.

The space There are 12 world-spaces in Osmose, most based on metaphorical aspects of nature as well as text and code Osmose is a semi-abstract space consisting of translucent textures and flowing particles

Image from: http://www.immersence.com/publications/char/images/2004-cd-space/4_19.html

The immersants Felt floating and diving Calm their minds Dissolve boundaries Scuba diving practice of Buoyancy Control 15 mins immersion Achieve state-of-being

The installation and audience Audience sits here Image from: http://www.immersence.com/osmose/os_installation.html

Reading 1 Ivan Sutherland, The Ultimate Display 1965, Wired Magazine

Ivan Sutherland An American electrical engineer and computer scientist The inventor of Sketchpad(1962) Receiver of the A.M. Turing Award(1988) The Father of computer graphics Member of the National Academy of Engineering Member of the National Academy of Sciences Receiver of the Kyoto Prize in Advanced Technology(2012) Creator of the first-ever HMD attached to a computer system(1968) 1938 Image from oss

Quote A display connected to a digital computer gives us a chance to gain familiarity with concepts not realizable in the physical world. It is a looking glass into a mathematical wonderland. Sword of Damocles (1968) Ivan Sutherland, The Ultimate Display 1965, Wired Magazine Image from oss &https://www.artsy.net/article/artsy-editorial-virtual-reality-is-the-most-powerful-artistic-medium-of-our-time

VR AR (Virtual Reality) Place the viewers in another world entirely by occluding their vision (Osmose) (Augmented Reality) The visible physical world overlaid with a layer of digital content (Pokemon go)

Conventional VR Controlling or doing things in the virtual space As real as possible Osmose Floating with hands-free Semi-representational/Semi-abstract https://en.wikipedia.org/wiki/virtual_reality

Quote... There is no reason why the objects displayed by a computer have to follow the ordinary rules of physical reality with which we are familiar The ultimate display would, of course, be a room within which the computer can control the existence of matter With appropriate programming such a display could literally be the Wonderland into which Alice walked. Ivan Sutherland, The Ultimate Display 1965, Wired Magazine

Reading 2 Scott Fisher, Virtual Environments 1989, Multimedia: From Wagner to Virtual Reality

Scott Fisher Founding Director of the Virtual Environment Workstation Project (VIEW) at NASA's Ames Research Center. Invented concept of VR glove and goggles Invented dataglove, head-coupled displays and 3D audio 1951 Image from Wikipedia

Quote Matching visual display technology as closely as possible to human cognitive and sensory capabilities in order to better represent 'direct experience' has been a major objective in the arts, research, and industry for decades... The main objective is to liberate the user to move around in a virtual environment, the availability of multiple points of view places an object in context and thereby animates it's meaning.. they are free to choose their own path through available information rather than remain restricted to passively watching a guided-tour. Scott Fisher, Virtual Environments 1989, Multimedia: From Wagner to Virtual Reality

VR developments In his essay, we learn about the changing attitudes and goals of immersive technology.

Relation to Osmose "telepresence," a technology that would allow remotely situated operators to receive enough sensory feedback to feel like they are really at a remote location and are able to do different kinds of tasks In osmose, Char Davies and her team wanted to explore the idea of being in an image, instead of just passively facing an image. She created an environment that surrounded and enveloped the immersants, designing an all-around panoramic experience. Recent developments 4d cinema amusement park omnimax

Conclusion By changing space, by leaving the space of one's usual sensibilities, one enters into communication with a space that is psychically innovating. For we do not change place, we change our nature. Gaston Bachelard, The Poetics of Space

Bibliography Char Davies. (2018). Retrieved from https://en.wikipedia.org/wiki/char_davies Osmose. (2018). Retrieved from http://www.immersence.com/osmose/ Sterling, B. (2018). Augmented Reality: The Ultimate Display by Ivan Sutherland, 1965. Retrieved from https://www.wired.com/2009/09/augmented-reality-the-ultimate-display-by-ivan-sutherland-1965/ Multimedia From Wagner to Virtual Reality. (2018). Retrieved from http://www.w2vr.com/archives/fisher/environment.html Char Davies (2002). Changing Space: Virtual reality as an Arena of Embodied Being (1997). (2018). Retrieved from http://www.immersence.com/publications/char/2002-cd-multimedia-wagn-vr.html#3 Osmose (1994-1995). (2018). Retrieved from http://www.immersence.com/publications/1997/1997-museedemonterrey.html