Tuesday, June 28th, 2022, 17:15–18:30 | Kino Toni, ZHdK
Even now, I am often asked as a scientist”Why do you also do art projects? I wonder why. When I do research on complex systems, there is a lot of fascinating data that I can’t reproduce (I forget the initial values and parameters) when I do computer-based simulation experiments. Science is about reproducibility, and if you do it 10 million times, you want the same event to happen 9999 times; if it happens once in 10,000 times, that’s not science, that’s art. I consider that once-in-a-lifetime interest to be art. This talk will introduce a series of works created since 2005 with a range of collaborators including the composer Keiichiro Shibuya, sound artist evala, and photographer Kenshuu Shintsubo, as well as recent works based on a custom designed android called Alter in order to discuss the meaning, possibility and challenges of the intersection between the arts and the sciences.
Takashi Ikegami is Professor in General Systems Science in the Graduate School of Arts and Sciences at The University of Tokyo and principle investigator of the Ikegami Lab. He received his PhD in physics from The University of Tokyoand is internationally known for his contributions to the development of complex systems science and artificial life. Some of his results have been published in Life in Motion (Seidosha, 2007) and Between Man and Machine (Kodansha, 2016). He has also been active 2005 in the arts with works such as “Filmachine” (with Keiichiro Shibuya, YCAM, 2006), “Mind Time Machine” (YCAM, 2010), “Long Good bye” (with Kenshu Shimpo, Japan Alps Festa, 2017), “Offloaded Agency” (Barbican, 2019), among many other.
No registration is needed.
Kino Toni, ZHdK, Pfingsweidstrasse 96, 8005 Zürich > See map here.
February 11th – June 6th 2022| Museum für Gestaltung, Zürich
The exhibition Planet Digital featured a joint production of the Immersive Arts Space and the Department of Geography of the University of Zurich. The exhibition segment KAMITUGA | DIGITAL GOLD allowed insights behind the shiny surface of the mobile tech industry and invited the visitors to engage with the concrete challenges and living conditions of artisanal gold miners in the region of Kamituga (Democratic Republic of Congo). About seven percent of global gold is used for technological purposes, as a chemically stable and exceptional conductor. It is found in all our smartphones, tablets and computers.
The starting point for all digitally-based experiences were the photographs, videos and 3D scans that PhD candidate Gabriel Kamundala recorded in Kamituga in the summer of 2021 using a latest-generation smartphone. In this way, a ubiquitous device, itself containing gold and rare minerals, provided insights into the living conditions of artisanal mine workers and, at the same time, drew attention to the many challenges of the mobile tech industry.
Visitors also encountered texts about the global context. With the help of QR codes, they could view supplementary information on their smartphones. Thus, awareness of both how our digitalized lives are dependent on rare minerals and of the problematic interrelation of supply chains in the mobile tech industry was promoted.
The REFRESH#4 conference on Design, Arts and Technology took place from November 10th to 14th 2021. The fourth edition focussed on the topics «Immersive Journalism», «Immersive Play», «Digital Identities», «Digital Doubles» and «Techno-Biological Futures». The conference featured keynote speeches including panel discussions with national and international guests as well as a large exhibition have been part of the conference.
Photographs of the conference have been published and can me viewed in this gallery. All photo credits are with Regula Bearth, ZHdK 2021.
The Immersive Arts Space hosted the Lab Insights and a VR exhibition. Team members offered insights into the projects Shifting Realities (explorations within the intersection of reality and virtuality), Neural Volumetric Capture (experimental methods for capturing photorealistic 3D models), Digital Twins (development of animated digital avatars based on photogrammetry and Meta Humans) and cineDesk (a real-time collaborative simulation tool for the development of film scenes, VR experiences and games in 3D spaces).
Multiuser VR: Chris Elvis Leisi, Oliver Sahli
Helium Drones/ SAR: Martin Fröhlich, Max Kriegleder,
Joel Gähwiler, Roman Jurt, Mariana Grüning
Volumetric Capture: Florian Bruggisser
cineDesk: Norbert Kottmann, Valentin Huber
Sound Design: Luca Magni
Lights: Sébastien Schiesser
Project Lead: Martin Fröhlich
Production: Kristina Jungic
Head of Unit: Christian Iseli
ZHdK Talent Talk in the context of Swiss Digital Days
Stella Speziali is research associate in the Immersive Arts Space and will talk about her research project on the topic of digital humans.
Thanks to technological advancements the creation of virtual characters is more accessible than ever. New time-saving platforms have been created, thus democratising the access to high-fidelity, real-time, fully-rigged, diverse, portable, 3D human characters.
With My Digital Twin, I wish to understand better the creation and deployment of digital humans with different critical approaches. Furthermore, I am ethically questioning their applications in entertainment, marketing, art, and beyond.
Chris Elvis Leisi, research associate in the Immersive Arts Space and a graduate of the ZHdK Game Design program, talks about his graduation project Virtual Real World.
In today’s VR games, the body often serves as the controller. However, when the player enters the virtual world, the connection to the physical environment is often lost. This master’s thesis deals with immersion mechanics in Virtual Reality and reveals the potentials that arise when one’s own home can be integrated into the virtual world as a play area.
The ZHdK talent talk took place on November 4th at the Kino Toni.
Speaker: Stella Speziali (en), Chris Elvis Leisi (de)
Host: Christian Iseli
Jordan Juras & Davide Luciani are Artists in Residence 2021 at the Immersive Arts Space and ICST.
Focal Field explores the spectrum of presence felt in augmented sonic reality – from the intimacy of closeness to the abstracted relation between disembodied voice, sound, and space. Perceptual relations between the real and virtual are tightened by situating augmented reality sound within synthetic reverberant architectures, and reinforcing localisation through light. The installation engages with our necessity to rationalise any aural manifestation. These fields of fragmentation – between the spectrums of connection and disconnection – have led the duo to draft a sound space where the voice, the Phonè, and its experience become the object and subject of aesthetic speculation.
The presentations took place on Thursday, October 22nd 2021.
The installation and immersive performance took place between October 6th and 9th 2021
See trailer of the performance here
In the ongoing research project “The Umbrella Project” the use of 3D audio and projection mapping are explored in order to achieve a sense of immersion without isolating participants from the real world, essentially, enabling an imaginary fantasy world to come to life in our own. We employ multiple levels of 3D audio and projection mapping (both directly within and on the umbrella, as well as throughout the room itself) in order to transport the participant into this virtual world.
As such, we can consider the umbrellas, and the overall system of which they are a part, to be an instrument of sorts, in that they literally allow us to compose and explore reactive sonic environments in 6 degrees of freedom (6 DoF). Additionally, the umbrellas can also function as a measurement instrument, much as a stethoscope does as a sonic instrument for medical examination; however, in this case, through the immersive experiences they purvey, the umbrellas enable us to examine the nature of our own perception of reality.
The end goal of the project is to create a series of navigable compositions in the form of exploratory sonic worlds, as well as interactive experiences where the participants’ behaviors (relative to each other and the world) shape the sonic and visual environment. Furthermore, we are investigating sonic and visual paradigms where the umbrellas can function both as objects existing in and can interact with the virtual world, as well as being windows onto these other worlds.
The first edition of the feature film conference ZFICTION took place in June 2021 and focused the versatile promises of the new tools for film production. Filmmakers and researchers explored the question of how virtual production will change the near future of fictional storytelling in film and what new challenges this will bring.
In the conference exhibition Immersive Arts Space hosted a virtual production shooting situation, offered hands-on experiences with the cineDesk and showcased the virtual production method that filmmaker in residence Andreas Dahn had applied for his animation film and VR experience Home in the Distance.
On the conference website www.zfiction.ch the talks, discussions and elements of the exhibtion can be revisited
Diploma project, MA Game Design, by Oliver Sahli
Power and Presence explores meaningful and empowering interaction in virtual reality and how it can be implemented as game mechanics without breaking the feeling of being in another world. A critical analysis of game design theories and how they need to be applied to VR is demonstrated through a game that uses phonetic interaction.
Oliver Sahli, research associate at the Immersive Arts Space and graduation student in Master in Game Design, showcased his project Power and Presend within the diploma exhibition of the ZHdK in June.