Closing Thoughts.

Similar documents
Apple ARKit Overview. 1. Purpose. 2. Apple ARKit. 2.1 Overview. 2.2 Functions

interactive laboratory

Building Spatial Experiences in the Automotive Industry

HeroX - Untethered VR Training in Sync'ed Physical Spaces

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

GLOSSARY for National Core Arts: Media Arts STANDARDS

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

Hoboken Public Schools. High School Media Production Curriculum

LANEY COLLEGE COURSE OUTLINE

Design Fiction as a service design approach

Learning technology trends and implications

Mixed / Augmented Reality in Action

Llibres electrònics editorial Elsevier Col lecció Tecnologia dels Mitjans

PRODUCTION. in FILM & MEDIA MASTER OF ARTS. One-Year Accelerated

Movie Production. Course Overview

Microsoft Services. Mixed Reality: Helping manufacturers develop transformative customer solutions

SAMPLE. Lesson 1: Introduction to Game Design

VR/AR with ArcGIS. Pascal Mueller, Rex Hansen, Eric Wittner & Adrien Meriaux

Lessons Learned From Experiments in Creating VR Content

Apple Store Summer Workshops

ACADEMIC LESSON PLAN

ART DEPARTMENT POSSIBLE ART SEQUENCES. Ceramics/Sculpture. Photography. Digital. Commercial Art* Digital 2* Studio

Luna Community College Media Art and Film Technology Associate of Applied Science Degree Curriculum Profile

MIXED REALITY BENEFITS IN BUSINESS

The Ultimate Career Guide

REDEFINIG GAMES WHY DO WE PLAY? WHY DOES AN ARTIST CREATE? WHY DO WE PLAY MUSIC? WHY DO WE DANCE? WHY DO WE HAVE FUN?

MUSEUM DIGITAL ACTIVITIES IN YOUR CLASSROOM USING IMAGES

Virtual Reality for Foodservice Design

ART (ART) Art (ART) 1

Virtual Reality in Neuro- Rehabilitation and Beyond

IAB Canada s Guide to AR/VR How quickly can you adapt to. the FUTURE. IAB Canada AR/VR Committee

The New Standard for Fire Prevention, Detection, and Extinguishing Solution for Homeowners

Job Description. Commitment: Must be available to work full-time hours, M-F for weeks beginning Summer of 2018.

CONTENT RICH INTERACTIVE, AND IMMERSIVE EXPERIENCES, IN ADVERTISING, MARKETING, AND EDUCATION

CTE PROGRAMS OF STUDY

BoBoiBoy Interactive Holographic Action Card Game Application

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

Syllabus: Photoshop Advanced

AP Studio Art Summer Assignments

YEAR 7 & 8 THE ARTS. The Visual Arts

FS 390 LONDON VIDEO FILM PRODUCTION WORKSHOP IES Abroad Center Name

Visualizing the future of field service

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

Digitalisation as day-to-day-business

Potential Uses of Virtual and Augmented Reality Devices in Commercial Training Applications

Storytelling For Services. March 19, :15-12:00pm Aalto BA Service Design

IL: Illustration. IL 102 Introduction to Digital Sculpting 1.5 credits; 3 lab hours

Virtual Reality as Innovative Approach to the Interior Designing

Year 10. Character Design. Designer in Residence Simon Scales

COMPUTER GAME DESIGN (GAME)

Unit Title: Drawing Concept Art for Computer Games

CONCEPTUAL DESIGN IMAGE PROJECT

Infographic Project Data Visualization

Altered, Ardent, Afraid

Learning Macromedia Fireworks Essentials and Digital Image Editing

Visual Studies (VS) Courses. Visual Studies (VS) 1

UMASD Curriculum Guide Grades D Exploration

EXHIBITION GUIDE DESIGNED AND PRODUCED BY

About MustPlay Games

Guiding Question. Art Educator: Cynthia Cousineau. School: John Grant Highschool. Grade Level: Cycle 2 Secondary (Grade 9-11)

Human-Centered DESIGN PROMPTS for Emerging Technologies. 20 deliberations, considerations, and provocations

Video Production for Non Professionals A Five Minute Guide

Virtual Reality to Support Modelling. Martin Pett Modelling and Visualisation Business Unit Transport Systems Catapult

Years 3 and 4- Visual and Media Arts. Student Resource

Portfolio. Swaroop Kumar Pal swarooppal.wordpress.com github.com/swarooppal1088

Andrew Quitmeyer PRINT PORTFOLIO for Computational Design Position at CMU

Bike Craft. Autodesk SketchBook Pro Tutorial. by Patipat Asavasena (Asuka 111)

Copyright Taylor and Francis 2013

PREPARING YOUR PORTFOLIO

Mobile Virtual Reality what is that and how it works? Alexey Rybakov, Senior Engineer, Technical Evangelist at DataArt

School District of Marshfield Course Syllabus

EXHIBITION GUIDE DESIGNED AND PRODUCED BY

GAME ART BA (HONS) PORTFOLIO GUIDANCE

PHOTOSHOP DESIGN EFFECTS FOR INTERMEDIATE TO ADVANCED USERS

STEAM FORWARD EPISODE 9 Lights! Camera! Action!

Grade 12: IB Visual Arts Summer Assignment :

High School Graphic Design Curriculum

Storyboarding CHAPTER 1

Project Plan Augmented Reality Mechanic Training

Why is an innovation mentality essential for success in Createch companies?

The presentation based on AR technologies

COLOR MANAGEMENT FOR CINEMATIC IMMERSIVE EXPERIENCES

Selecting Photos for Sharing

Connections London 2017: Storytelling Is the Real Game- Changing Technology

Future Trends in Digital Communication

VISUAL ARTS STANDARD Grades 6-8

INFLECTION POINTS. Jamais Cascio Research Fellow, Institute for the Future February 4, 2010

immersive visualization workflow

More Efficient and Intuitive PLM by Integrated AR/VR. Round Table Session Georg Fiechtner

A Guide to Virtual Reality for Social Good in the Classroom

Enhancing Shipboard Maintenance with Augmented Reality

Envision original ideas and innovations for media artworks using personal experiences and/or the work of others.

Virtual Reality Mobile 360 Nanodegree Syllabus (nd106)

Computing Overview Breadth of Study. Autumn Spring Summer

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

Enduring Understandings 1. Design is not Art. They have many things in common but also differ in many ways.

Market Snapshot: Consumer Strategies and Use Cases for Virtual and Augmented Reality

LEARNING TECHNOLOGIES THE. Immersive. Reality. Revolution

STEP-BY-STEP THINGS TO TRY FINISHED? START HERE NEW TO SCRATCH? CREATE YOUR FIRST SCRATCH PROJECT!

Morse Code Autonomous Challenge. Overview. Challenge. Activity. Difficulty. Materials Needed. Class Time. Grade Level. Learning Focus.

Transcription:

Closing Thoughts With so many advancements, breakthroughs, failures, and creativity, there s no better way to keep up on what s happening with holograms and mixed reality than to actively insert yourself into the worldwide community of people who are experimenting and pushing us all forward with their efforts every day. Be curious, publish your work, and please share what you learn while searching for those breakthroughs. When you get a chance, check in on the latest developments at this book s website. www.envisioningholograms.com Mike Pell 2017 M. Pell, Envisioning Holograms, https://doi.org/10.1007/978-1-4842-2749-7 311

A, B Artworks, 127 Augmented reality (AR) camera apps, 104 C Challenges design space, 21 device requirement, 27 envisioning, 29 IMAX movie, 19 real people s emotions, 28 spatial thinking, 23 usage data, 27 for Xbox, 25 D Data-inspired holograms frame technique choose data, 261 generate app, 262 ideate technique, 255 free data, 257 identify data, 256 prototype technique, 264 refine technique, 271 restart, 273 testing, 270 Datascrapers data consumption, 252 data-inspired holograms (see Data-inspired holograms) description, 249 Design insights, 301 audience acknowledge emotion, 304 focus on people, 302 think situationally, 303 thoughtful and inclusive, 303 medium illusion, 305 magic holograms, 307 stagecraft, 306 palette brush strokes, 309 digital paintings, 308 empty space, 308 roles, 309 when to stop, 310 Mike Pell 2017 M. Pell, Envisioning Holograms, https://doi.org/10.1007/978-1-4842-2749-7 313

Design process, 53 approach, 55 language, 58 mindset, 53 skillset, 59 Design tools, 203 Adobe Audition, 208 HoloSketch, 205 Mental Canvas, 209 Paint 3D, 204 Photoshop and Illustrator, 211 unity, 206 Development tools, 212 Apple Xcode, 213 GitHub, 215 Visual Studio, 212 E Emerging techonology, 132 artificial intelligence, 133 autonomous vehicles, 134 Internet of Things, 134 machine learning, 133 robotics, 133 sensors, 134 Entertainment, 129 DJ Holo, 130 real-time experiences, 131 Envisioning, 29, 32 artifacts creation, 37 assertions, 35 challenging norms, 47 early exploration, 43 leaping ahead, 49 opportunities, 42 pace settings, 39 poses questions, 34 remove constraints, 38 techniques, 89 acting, 99 coding, 114 crafting narratives, 92 imagination, 89 making, 115 photos, 93 PowerPoint, 97 prototyping, 103 sketching, 95 verbal storytelling, 92 videos, 101 vision settings, 45 VR headsets, 201 F, G Filmed on location hologram frame technique, 231 identify elements, 233 scenario backdrop, 231 IDEATE technique, 228 casual, 229 focused, 229 photograph empty spaces, 229 314

prototype technique, 235 add people, 237 sketch the hero, 236 swap in holograms, 241 refine technique, 244 restart, 246 testing, 243 Flow, 139 fast design, 140 frame, 143 ideate, 142 prototype, 144 refine, 147 restart, 149 test, 146 Framing process, 151 envisioning, 152 initial decisions, 153 idea, 154 scenario, 154 techniques, 156 timeframes, 157 key aspects impact, 158 outcomes, 159 realism, 161 skillset, 160 overview, 152 perspectives, 163 creators, 164 holograms, 168 onlookers, 166 participants, 165 Future tools, 222 H HoloArt gallery. See Spellbinding hologram Holograms breakthrough technology, 10 Apple ARKit, 13 Microsoft HoloLens, 11 Windows Mixed Reality, 11 emotional response, 7 innovations, 14 input, 15 optics, 14 sensors and cameras, 15 sound, 15 manageable immmersion, 8 modern magic, 4 profound impact, 5 Holographic Processing Unit (HPU), 10 HoloScenes envisioning series, 226 filmed on location (see Filmed on location holograms) I, J, K, L Integrated development environment (IDE), 206 Iron Man movie, 18 315

M, N, O Media broadcast, 125 Breaking the Fifth Wall, 126 cutting-edge video processing technology, 126 Mindset, 65 actions, 70 adding and augmenting, 77 behavior, 70 breakthrough experiences, 66 capture thoughts, 84 design manager, 68 empathy, 70 envisioning process, 67 fanciful/futuristic explorations, 83 inspiration, 71 appearing, 75 transformation, 74 transition, 72 mindshifting techniques, 82 motion, 71 warning sticker, 80 P, Q Prototyping, 103 AR camera apps, 104 cinematic tools, 110 code prototyping, 113 for designers, 180 acting, 182 AR videos, 182 code prototypes, 182 R design clickthroughs, 182 narratives, 181 storyboarding, 181 3D scene-based prototypes, 182 visual walkthroughs, 181 for developers, 183 code prototypes, 184 hybrid prototypes, 184 narratives, 183 3D scene-based prototypes, 184 environment, 186 focus, 174 MR modelers, 105 output, 187 preflight check, 172 priority, 175 cost, 179 quality, 178 speed, 176 for storytellers, 184 funding code prototypes, 186 narratives, 185 production value videos, 185 storyboards, 185 VR prototyping, 109 VR sketching, 107 Refinement, 195 alternate methods, 196 quick turn changes, 196 316

Reflection, 197 abandon, 199 press on, 198 reboot, 199 Restart, 200 S Scene creation, 287 dynamic positioning, 290 participant positioning, 289 preset positioning, 289 Spatial awareness, 52 Spectator View technology, 193 Spellbinding hologram description, 278 frame technique, 284 ideate technique, 281 prototype technique, 286 add hero, 290 scene creation, 287 wire interaction, 292 refine technique, 296 restart, 298 testing, 294 Storytelling tools, 216 Autodesk SketchBook, 218 Filmmaker Live, 220 PowerPoint, 221 smartphone video, 217 voice recorder, 216 T, U Testing, 190 guerilla testing, 190 recorded session, 191 results, 195 wide release, 194 V, W, X, Y, Z Visualization, 121 breakthrough aspects, 123 direct manipulation, 124 initial impression, 124 understanding, 123 visual fidelity, 124 room-scale data, 121 317