Creating for Mixed Reality
Thomas Wester works as an independent creative and technical director and is Faculty and Research fellow at the Make+Think+Code @ PNCA. Over the last 15 years he has blended digital and physical to create meaningful interactive experiences. His ever curious, ever inquisitive nature results in a wide and deep knowledge of both the creative and technical process with regards to producing for the interactive medium. He has worked with the Royal Shakespeare Company, The National Archives, Library of Congress, Hermès, Coca Cola, Target, MoMA and MFA Boston and exhibited at Tribeca and Sundance. Over a period of 12 years he built the technology practice at Second Story, establishing an interdisciplinary, experimental approach that uses technology as strategy for design innovation, resulting in a studio that is widely recognized as a leader and innovator in interactive design and storytelling.
Perry Hoberman is a media, installation and performance artist whose work has been presented widely throughout the United States and Europe. Hoberman works with a variety of technologies, ranging from the utterly obsolete to the seasonably state-of-the-art. He has worked with stereoscopic media for several decades, beginning in the early 1980s with his award-winning 3D slide performances and installations. Unexpected Obstacles, a retrospective survey of his work, was exhibited in 1998 at the ZKM Mediamuseum in Karlsruhe, Germany. In 2002 he was both a Guggenheim Foundation Fellow and a Rockefeller Media Arts Fellow. Last year, Hoberman presented Denial Clinic, a performance with songs and 3D projection in Los Angeles and Vancouver. Hoberman is represented by Postmasters Gallery in New York, where he has had numerous one-person exhibitions. He has taught at the Cooper Union School of Art, the San Francisco Art Institute, the California Institute of the Arts and the School of Visual Arts. Currently, Hoberman is an Associate Research Professor in the Interactive Media Division at the University of Southern California School of Cinema-Television, where he heads S3D@USC, the Center for Stereoscopic 3D at the USC School for Cinematic Arts.
Victoria Scott is a visual artist working between the mediums of sculpture and digital media. Recent projects include constructing material representations of conceptual objects that exist in simulated digital environments, the public commons and in the space of cultural imagination. Her process involves working with electronic media and physical materials to create simulated and real site-specific interactive installations, sculptures and images. She is currently developing an interactive VR project based on visualizing emotional energy fields.
Scott has exhibited at galleries, and museums throughout North America and Europe, including the Centro Nacional de las Artes (Mexico City), San Jose Museum of Art (California), the University of Toronto Art Centre (Canada), Kasia Kay Art Projects (Chicago), Galleri Enkehuset (Stockholm), and the Zer01 Biennial (San Jose).
She has been awarded project commissions from the San Jose Museum of Art (2010), Zer01 Art and Technology Network (2010) and Turbulence.org (2007) and is the recipient of several grants from both the Ontario and Canada Arts Councils. She has been an artist-in-residence at the Banff Centre for the Arts (Canada), Oregon Story Board (Portland), and this spring 2018 at Pioneer Works (Brooklyn).
Victoria has taught digital media arts practice at SAIC, the California College of the Arts (CCA), and San Francisco Art Institute (SFAI). She lives and works in San Francisco.
Refik Anadol is a media artist and director born in Istanbul, Turkey in 1985. Currently lives and works in Los Angeles, California. He is a lecturer and visiting researcher in UCLA’s Department of Design Media Arts.
He is working in the fields of site-specific public art with parametric data sculpture approach and live audio/visual performance with immersive installation approach, particularly his works explore the space among digital and physical entities by creating a hybrid relationship between architecture and media arts.
As a media artist, designer and spatial thinker, Refik Anadol is intrigued by the ways in which the transformation of the subject of contemporary culture requires rethinking of the new aesthetic, technique and dynamic perception of space. Anadol builds his works on the nomadic subject’s reaction to and interactions with unconventional spatial orientations. Embedding media arts into architecture, he questions the possibility of a post digital architectural future in which there are no more non-digital realities. He invites the viewers to visualize alternative realities by presenting them the possibility of re-defining the functionalities of both interior and exterior architectural formations. Anadol’s work suggests that all spaces and facades have potentials to be utilized as the media artists’ canvases.
Yasmin Elayat is new media artist and experience designer who leverages emerging technology to push the boundaries of collaborative, participatory storytelling experiences ranging from new media documentary to immersive environments and site-specific installations. Yasmin’s interest is creating new constructs for shared experiences in digital and physical space.
Freya Björg Olafson is an intermedia artist who works with video, audio, painting and performance. Her praxis engages with identity and the body, as informed by technology and the Internet. Olafson’s work has been included in international exhibitions and screenings with the Bauhaus Archiv (Berlin), SECCA - SouthEastern Center for Contemporary Art (North Carolina), OchoYmedio (Quito, Ecuador), The National Arts Center (Ottawa), Sequences Real Time Media Arts Festival (Iceland) and Onassis Cultural Center (Athens, Greece). Olafson has benefitted from residencies, most notably through EMPAC - Experimental Media & Performing Arts Center (New York) and Counterpulse (San Francisco). Olafson holds an MFA in New Media from the Transart Institute and since 2017 is Assistant Professor in the Dance Department at York University in Toronto.
Laura is the founder choreographer and artistic director of Helios Dance Theater a Los Angeles based contemporary company. She has a BFA in choreography from CalArts where she was selected to attend the Laban Center in London for an intensive study in Choreographic theory. Miller has premiered her work in venues such as The Joyce Theater and Lincoln Center in New York, The Royal Opera House in London, UCLA’s Royce Hall and Schoenberg Hall, The Getty Center, The Mid-Ocean Amphitheatre in Southampton, Bermuda and Teatro Nacional de Costa Rica in San Jose, Costa Rica, to name a few. Her work has been set on ABT, ABT 2, The Milwaukee Ballet, Bodytraffic and CalArts. She has created choreography for multiple films, including DreamWorks Animation’s Academy Award nominated Puss in Boots and Madagascar 3 and the currently in production Larrikins.
Jeremy Rotsztain (b. 1977 in Toronto, Canada) is an artist and software programmer working with computer graphics to explore new modes of abstraction—across video installations, virtual reality worlds, mobile phone applications, and digital prints. Jeremy holds a Master's degree from the Interactive Telecommunications Program at New York University. His work has been exhibited throughout the United States and internationally, including Zentrum für Kunst und Medien (ZKM), Yerba Buena Center for the Arts, San Jose Institute of Contemporary Art, Cooper-Hewitt Smithsonian Design Museum, New York Hall of Science, Boston Cyber Arts Festival, Festival Nouveau Cinéma de Montréal, and New Forms Festival. Jeremy lives and works in Portland, Oregon.
Melissa Painter heads MAP Design Lab, a multimedia design studio focused on emergent technologies. She has twenty + years of experience in narrative design, content strategy, interaction design, storytelling, both cinematic and live, and in leading large and small teams around creative collaboration. She is an award-winning filmmaker and author, and has premiered immersive content and feature films at Sundance, SXSW, Future of Storytelling, Unity Vision Summit, New York Film Festival, Cannes, and Telluride. Recent projects include Chion, a city scale augmented reality hike bringing the wilderness of Zion to the streets of Chicago, MOVE Studio, one of two featured demos commissioned by Microsoft as it unveiled Windows Mixed Reality to the world, and Heroes: A Duet in Mixed Reality, which premiered at Sundance and is released on Oculus. Painter was Executive Producer of Alex McDowell’s 5D Global Studio, which sent Leviathan, for AR and VR, to Sundance and CES for Intel and Unity Technologies.
Creating for Mixed Reality explores the current landscape of augmented, mixed and virtual reality (commonly referred to as AR, MR, and VR) and how to create for these environments. Through hands-on projects you will learn and build experiences in the Unity game engine, with the understanding that the tools and practices we are exploring are evolving quickly. Our research will involve critical reflection on film and writings - examining connections between the aesthetic and cultural concerns of the mixed reality spectrum to more established media. Together we’ll map out the different experience paradigms and AR/MR/VR hardware interfaces, guided by interviews with an inspiring mix of creative practitioners and industry professionals.
Developments in the fields of augmented, virtual, and mixed reality are moving faster than ever. Whereas other programs online might emphasize acquiring specific tools or platforms that will quickly be outdated, this program focuses primarily on providing a strong conceptual and theoretical foundation, on which artistic experimentation and exploration can be made over the entirety of your career.
The overarching goal of this program is to make these fields accessible to a wide audience. The material is designed to challenge your thinking and perception, and aims to provide you with the confidence, inspiration, and skills to navigate the methods and technology involved in creating for mixed reality - both today, and tomorrow.
- Understanding the difference between augmented, mixed, and virtual reality
- Understanding the array and applications of disciplines, tools, and pipelines involved in creating for mixed reality
- Connecting artistic practice, aesthetics, theory, and cultural context to creating for mixed reality
- Session 1: Introduction to Mixed Reality
- Session 2: Hacking Reality: Rendering Space + Unity Basics
- Session 3: Perspectives from Philosophy and Psychology
- Session 4: Inspiration: Deconstructing Today's Experiences
- Session 1: Exploring Foundational Tools
- Session 2: Approaches to Workflow
- Session 3: Perspectives from Architecture and Social Philosophy
- Session 4: Inspirations for Worldbuilding
- Session 1: Intro + Creating Interactive Narratives
- Session 2: Mixed Reality as Participatory Art
- Session 3: Hololens Heroes: Deconstructing a Mixed Reality Experience
- Session 4: Where Does This Go Next?
- Conceptualize and present a VR or AR experience adapted from a selected literary work
- Scan a physical world object and bring it into virtual reality
- Create an interactive virtual reality experience
- Equipment (optional): Windows 10 PC (2015 or later), Oculus Rift CV1
- Software: Unity (free version)
- A verified Specialist Certificate that prove you completed the Program and mastered the subject.*
- A verified course Certificate for each individual course you complete in the program.*
- 3.0 transferable academic college credit(s) (additional fees apply)
* Each certificate earned is endorsed by Kadenze and the offering institution(s).
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