Mini-Workshop at TIE’18
Computer Art in the Age of Augmented/Mixed Reality
Dr Nick Lambert (DPhil Oxon) Head of Research Ravensbourne University
Outline: Computer artists have been examining the potentials of new user interfaces since the 1970s and were involved in the first wave of Virtual Reality (VR) in the early 1990’s. A series of discourses around telepresence and telematic art, much of it originating with Roy Ascott (President of the Planetary Collegium and Director of the Centre for advanced Inquiry in Integrative Arts, at University of Plymouth), entered the field and inspired contemporary artists like Char Davies, Paul Sermon and others.
We are now at a point where both the hardware and skillsets to develop for VR/AR and MR experiences are much more widely dispersed. This in turn is impacting the development of new immersive art experiences; for instance, the winner of the 2016 Lumen Prize for Digital Art was Hyperplanes of Simultaneity by Fabio Giampietro & Alessio De Vecchi, a piece of VR painting. Similarly, the use of VR headsets for Bjork’s ‘Björk Digita’ experience demonstrated that VR headsets could form part of a large-scale public exhibition. Similarly, shows such as ‘Digital Revolutions’ at the Barbican positioned expanded reality pieces (e.g. Chris Milk’s ‘The Treachery of Sanctuary’) as part of an audience experience quite different to earlier iterations of interactive art.
This workshop will engage with and showcase several new and emerging practitioners and theorists of VR/AR and MR art and discuss how these new directions are influencing contemporary fine art. Attendees will have the opportunity to experience and interact with some original augmented and mixed reality art exhibits.
Immersive Audio / Creation of 3D Audio Content
Immersive Audio / Creation of 3D Audio content for MR Mini-Workshop Tamas Czuper The quality of ambisonic listening experience is becoming increasingly important. Spatial audio can turn VR/AR/MR experiences holistically immersive. This workshop aims to explore how 3D audio technology could create immersive spatial sound experiences for headphone users. The session provides an introduction to many different aspects of ambisonic and binaural audio through demonstrations of binaural technology and its application using a mixed reality holographic experience. Attendees will gain insight into the creative potential and technical processes when working with sound in immersive and interactive environments. Participants will learn the basic of ambisonic applications including microphone techniques, personalisation for an individual’s own morphology and head movements, and binaural panning with Digital Audio Workstations and plug-ins. Tamas Czuper will lead the workshop and explore ways to work with immersive audio environments using spatialised sound. Tamas is a sound designer, producer and musician. He has worked with a wide range of professionals from live music band recordings to advertising companies. Tamas has created sound design and music for advertisements such as Lacoste, Speedo, Berghaus and Canterbury. He has worked on numerous documentaries, feature films, animation films, shorts movies and commercials.