See Immersive Art and Virtual Reality Exhibits at SIGGRAPH 2016

The annual SIGGRAPH conference is a five-day interdisciplinary educational experience for researchers, developers, and users of computer graphics and interactive techniques.  SIGGRAPH 2016 (July 24-28 at the Anaheim Convention Center) will feature two emerging opportunities for designers and artists: immersive art and virtual reality.

Siggraph 2016 logo

Data Materialities Art Gallery

The Art Gallery at SIGGRAPH 2016 will feature 10 highly interactive and immersive art installations that illustrate the theme “Data Materialities.”

According to SIGGRAPH 2016 Art Gallery Chair Jonah Brucker-Cohen, “We have made a special effort to bring back large-scale, highly immersive displays for the Art Gallery. Our title ‘Data Materialities’ illustrates the fact that in 2016 we are all constantly surrounded by networks, information, and data. Whether these stimuli consist of electromagnetic frequencies or physical wired connections, networks are everywhere, consuming and permeating our offices, homes, schools, and public indoor and outdoor spaces.” The exhibition will expose the plethora of data and not only show its complexity,  but allow us to relate to data on a human scale.

“By injecting humor and kinetic energy to this year’s exposition, the Art Gallery will make light of these data platforms and present them on a grand scale to reveal their ubiquity,” said Brucker-Cohen.

Here are few examples of the installations SIGGRAPH visitors can explore:

Submergence
Chris Benneworth, Liam Birtles, Oliver Brown, Gaz Bushell, and Anthony Rowe of Squidsoup

This large, walk-through experience uses more than 8000 individual points of suspended light to create feelings of presence and movement within physical space.

SIGGRAPH 2016 Art Gallery
Submergence © 2016 Squidsoup

The Kinetic Storyteller
Tine Bech, independent artist

This installation investigates how art, technology, and playfulness can create new systems of communication. Two beautiful swings light up and display social media messages, encouraging participants to connect while they play.

Plinko Poetry
Peiqui Su and Dequing Sun, New York University

This playful, interaction installation combines experimental blackout poetry with the “Plinko” game made famous on the TV show “The Price is Right.”  Every player can be both a winner and poet. Using text from @nytimes and @FoxNews tweets, players can absurdly recontextualize news headlines.

For more information about the Art Gallery at SIGGRAPH 2016, visit s2016.siggraph.org/content/art-gallery.

The Summer of VR

To celebrate “The Summer of VR,” SIGGRAPH 2016 will feature an unprecedented number of experiential and cutting-edge Virtual Reality (VR) and Augmented Reality (AR) installations.

In the VR Village, attendees can explore the potential for new VR and AR formats for telling stories, engaging audiences, and powering real-world applications in fields such as health, education, entertainment, design, and gaming. The 2016 VR Village will feature real-time immersion in tomorrow’s virtual and augmented realities, including short-form immersive filmmaking.

Presenters will represent major studios, independent filmmakers, game developers, universities, and non-profit organizations such as research labs and planetariums.

“When attendees at SIGGRAPH 2015 were surveyed, many of them stated they would definitely like to see more VR and AR experiences in 2016,” explains SIGGRAPH 2016 VR Village Chair Denise Quensel. “We have assembled a diverse array of VR/AR content that will captivate attendee interest throughout the week.”

Some examples are listed below:

Parallel Eyes: Exploring Human Capability and Behaviors with Paralelled First-Person View Sharing
by Sony Computer Science Laboratories, University of Tokyo, and Yamaguchi Center for Arts and Media

This multiplayer VR attraction will allow viewers to play a game of “Tag.” During the game, each player will be able to “see” each other as if they had eyes in the back of their heads inside their VR headsets. Each player will be untethered (Nomadic VR) and will be able to hide from other players.

“Parallel Eyes”: Exploring Human Capability and Behaviors With Paralleled First-Person View Sharing © 2016 Shunichi Kasahara, Sony Computer Science Laboratories, Inc.; Mitsuhito Ando, Kiyoshi Suganuma; Yamaguchi Center for Arts and Media; Jun Rekimoto; Sony Computer Science Laboratories, Inc., The University of Tokyo
“Parallel Eyes”: Exploring Human Capability and Behaviors With Paralleled First-Person View Sharing © 2016 Shunichi Kasahara, Sony Computer Science Laboratories, Inc.; Mitsuhito Ando, Kiyoshi Suganuma; Yamaguchi Center for Arts and Media; Jun Rekimoto; Sony Computer Science Laboratories, Inc., The University of Tokyo

MechVR: Interactive VR Motion Simulation of a “Mech” Biped Robot
Clemson University

MechVR allows participants wearing VR headsets to go inside a physical motion simulator. Each player can embody a giant biped robot machine that will walk, run, and fly and use a hand controller to hit practice targets. The physical movements of the players will match the visuals presented on their VR screens. MechVR was originally developed for flight and training simulators, but could be used to develop new attractions for theme parks.

Synthesis Suit: The Full-Body Immersive Experience
Keio University, Rhizomatika Co. Ltd., and Enhance Games

Participants will wear a full-body, haptic VR suit that includes 18 power micro-sensors synced to a choice of VR environments. Users will be able to feel the beat and pulse of music within the synced environment. The creators will also showcase a custom game interface that takes full advantage of the suit’s potenial.

VR Village Storylab
This new initiative blends narrative, 360-degree VR content into a physical lab environment. It will display a diverse assortment of VR content related to art, entertainment, academics, science, and experience design.

Other features of the VR Village include showings of VR films by Google Spotlight Stories team, Carnegie Mellon University, and Baobab Studios and presentations about:  the art and science of immersion, production for VR storytelling, and how VR experiences can be agents of change.

For a closer look at the VR Village, visit: s2016.SIGGRAPH.org/VR-Village

Follow Conference News

New about SIGGRAPH will be featured on Facebook, Twitter, Instagram, YouTube, Vine, Google+, Snapchat, and the ACM SIGGRAPH blog.

 

Find Info about Drone Photography at Adorama Drone Experience

Drone photography and videography are being used in dozens of fields, including commercial and residential real-estate photography, insurance assessments, land use surveys, event photography, marketing, and construction-site monitoring. Creative niche applications are being explored every day.

The Adorama Drone Experience is a digital hub of inspiration and information for photographers and videographers who want to take their drone photography to the next level. The website includes jaw-dropping aerial content, gear guides, tips and techniques from experts, and the latest on flight rules and regulations. The content was developed by Adorama, one of the world’s largest photography, video, audio, imaging and electronics retailers.

DronesTakeOff

“Drone photography and videography is a rapidly evolving trend that isn’t going anywhere, anytime soon,” states Lev Peker, chief marketing officer, Adorama. “Unlike other aspects of digital imaging, there are far more complications, rules and know-how to safely and successfully use drone gear.”

For four decades, Adorama has been a leading authority in the field of digital imaging, Peker adds: “We are deeply rooted in the community and have extensive partnerships with artists and manufacturers.”

The Adorama Drone Experience is an immersive environment designed to make you feel as if you are seeing the world through the eyes of the drone. In addition to stunning footage, the hub offers drone gear buying guides for all levels, product reviews, videos, and tutorials to help you successfully navigate each stage of evaluating, purchasing and using drones.

Drone Photography Experts Share Insights

One Adorama Drone Experience contributor is Nils Granholm who has worked with remotely piloted vehicles since 1986. Granhom’s diverse aerial imaging work includes Hollywood productions, commercial entities like Volkswagen, and agencies such as the US Department of Homeland Security.

Drone photography enthusiasts can get a taste of what to expect from Nils on AdoramaTV and the Adorama Learning Center by reading his latest article on new drone purchases  and video on drones, “FAA and You.”

Designer, educator and photographer Dirk Dallas, who has taken the aerial photography and cinematography world by storm, will also be among the A-list contributors to the Adorama Drone Experience.

“After making images for 10 years at eye level, I needed a new challenge,” says Dallas. “Capturing photos and video from the air with a drone has fulfilled that need because it allows me to see the world in a completely unique way.”

A fan favorite from Adorama’s “Through The Lens” series, Dirk’s knowledge and creativity can be seen in recent AdoramaTV videos and Adorama Learning Center articles.

Survey of Art Buying Preferences Reveals Generational Differences

A 2016 survey of “American Attitudes toward Art” found that age is a major factor in art discovery and art buying practices and preferences. Compared to their Baby Boomer elders, Millennials are much more likely to discover new art through social media. In terms of art buying, Millennials are also more likely to purchase art through an online marketplace or website.

The survey of nearly 5,000 U.S. adults was commissioned by Invaluable, a leading online marketplace for fine art, antiques, and collectibles.

Survey findings show that social media channels such as Instagram and Pinterest were the preferred art discovery tools of Millennials. Nearly half (44.3 percent) of young Millennials (ages 18-24) and 33.8 percent of older Millennials (ages 25-34) indicate that they discover new art through social media. This compares to 29.5 percent of older Baby Boomers (age 65+) who prefer a more traditional discovery path of finding new art through museums.

Overall, 37 percent of U.S. consumers said they would buy art online. More than half of Millennial respondents (59.9 percent for ages 18-24 and 51.6 percent for ages 24-34) said they would purchase art online. This is much higher than the 19 percent of older Baby Boomers (age 65+) who said they would purchase art online.

In fact, roughly one in four Millennials age 18 to 24 prefer to purchase art through an online marketplace or website.

“There has never been a more critical time for our industry to prepare and execute digital strategies that engage, inspire, and capture the next generation of art buyers — Millennials,” said Rob Weisberg, Invaluable CEO.

While findings reveal that Millennials aren’t purchasing art as frequently as Baby Boomers, the survey shows Millennials see long-term value in purchasing art. Roughly 42 percent of young Millennials and 37.2 percent of older Millennials surveyed believe that buying art is a good investment, compared to roughly 32 percent of Baby Boomers.

“These findings not only reveal the importance of connecting and assimilating new generations and first-time buyers into the art ecosystem, it also spotlights a tremendous growth opportunity in reaching new segments of buyers,” said Weiseberg. “As digital-first preferences continue driving more interest from Millennial buyers, we know that technology will play a critical role in engaging and connecting this generation to the art world.”

Other findings

Art Appreciation: Almost one-half (48%) of all respondents said they like or appreciate art. About 55% of the respondents over the age of 65  reported an appreciation of art.

Visiting Cultural Institutions: Consumers continue to visit museums and galleries, with 38.6 percent visiting once a year and 14 percent visiting monthly. About 15 percent admitted they don’t visit museums and galleries.

Purchasing Art: Overall, 37 percent of respondents said they would consider buying art online. Survey respondents are mostly likely to buy art at an art fair (26.2 percent), gallery (19.2 percent),  flea market (16.2 percent), other sites (15.9 percent), and online marketplace or website (15.2 percent). Only 7.3 percent said they buy art at an in-person auction.

Visit www.invaluable.com for more information about the “American Attitudes Toward Art” survey.

 

Acanvas Expands In-Home Art Discovery with Hi-Res Display Platform

ACanvas-Art

ARTISTS. Art discovery options are expanding with the launch of the Acanvas art-streaming app and self-charging art-display platform. Acanvas is making it possible for art lovers to display a steady stream of classic or contemporary art from Fine Art America.  Acanvas developed the art discovery platform to making learning about new artists as easy and as accessible as streaming music.

“With Acanvas, interior design and technology come together to bring millions of works of art to empty walls everywhere,” said Dan Lee, CEO and co-founder of Acanvas. “Our self-charging battery system makes our display as easy to hang as any traditionally framed print or painting.”

The display platform consists of a Wi-Fi connected, 23-inch, high-definition display from LG Electronics USA. The onboard, battery system features a motorized, retractable cord that connects to a portable charging dock. The slim, easy-to-mount display can be customized with matte frames that match the owner’s décor.

Acanvas-charging dock-withpuckinserted

From the Acanvas app on an iOS or Android mobile device, users can select “Art Stations” curated by Fine Art America and stream a continuous flow of art to the display. From the app, users can control how long each piece is displayed before it is replaced by another one.

While viewing art in a Pandora-like “art station” such as seascapes, bold primaries, and dynamic abstracts, users can learn more about different genres of art and discover new artists.

A-Canvas-Stations

Users can also browse for specific art to add to their personal libraries within the Acanvas app. Or, users can hang and showcase personal photos from anywhere, either within the home or remotely. The first units are expected to ship during the fourth quarter of 2016. Pre-orders are currently being accepted.

About Acanvas

Acanvas is an emerging start-up based in Santa Clara, California. The independent company began as a research project within the LG Silicon Valley Lab (SVL). The Acanvas platform is supported by a partnership with Fine Art America.

“Acanvas allows us to further our mission of connecting people to the art and artists they love,” said Sean Broihier, CEO of Fine Art America.

Fine Art America, which was established in 2006, has become one of the world’s largest online art marketplaces. Hundreds of thousands of artists and photographers have uploaded millions of images to the Fine Art America website and thousands of new members and images are added each week.

Master Surface Design Skills at Philadelphia University

Surface design is a fast-growing career niche because the definition of “printing” today extends well beyond ink on paper. Today, digital printing and finishing equipment can be used to custom decorate the surfaces of all sorts of 2D and 3D products, including displays, packaging, textiles, glass, ceramics, garments, signs, objects, and wallcoverings. Plus, 2D documents, photographs, and artwork can be digitally embellished with coatings that add surface textures.

The accelerating adoption of “fabrication printing” equipment within industries, commercial printing firms, and surface design studios will create new career paths in interior design, apparel design, experiential graphic design, and related fields.

To meet the growing demand for surface designers and creative technologists who understand what’s possible with fabrication printing technologies, Philadelphia University has created an M.S. in Surface Imaging degree. The M.S. in Surface Imaging program at Philadelphia University is now accepting new degree candidates for 2017-2018. This one-year program will start May 16 2017. Successful students graduate the following summer, 2017.

PhilaU-SurfaceImaging

The Surface Imaging program at Philadelphia University uses a variety of state-of-the-art digital printing technologies at the Center for Excellence in Surface Imaging. By applying your existing skills in painting, drawing, photography and printmaking skills, you will learn how to create new types of products through “fabrication printing” technologies including additive material deposition and laser engraving.

To learn more about the program, you can visit the Center for Excellence in Surface Imaging and see the types of projects that students have completed in previous year.

Curriculum

The curriculum includes courses in surface imaging design, printing technology, and material and polymer science. Coursework also focuses on entrepreneurship and business plan creation so you can integrate design, applied engineering, and business skills as a “TechCreative” in the fast-changing printing business.

As a student in the Surfacing Imaging program, you will gain professional  experience through  research-based projects with industry partners. These projects stress critical thinking and problem-solving skills through teamwork and collaboration. You will also gain extensive experience working on interdisciplinary projects using advanced technology and design solutions.

Students also will have access to the Center for Excellence in Surface Imaging, which has been supported by international imaging industries, including printer manufacturers, ink formulators and software developers.

The deadline for applications is February 1, 2017. For more information, visit www.philau.edu/mssurfaceimaging and download the program information sheet.

 

 

Fast Large-Format 3D Printer Produces Displays, Props, Objects up to 6 ft. Tall

Massivit 1800 3D printer

A super-fast, large format 3D printer is set to transform the creation of high-level marketing, advertising, and themed-environment projects. The Massivit 1800 large format 3D printer can produce high-quality 3D pieces up to 6 ft. high at build speed of up to 1 ft. per hour.  It is being promoted to large-format graphics providers that specialize in creating eye-catching signs and displays.

Adding ‘the next dimension’ to visual communications, the Massivit 1800 is expected to change how creative directors, product designers, and marketers think about what’s possible with 3D models, displays, and brand promotion.

The Massivit 1800

The Massivit 1800 system is the fastest large format 3D printer on the market. It was developed by people who have dedicated their careers to delivering large-format digital printing equipment. As a group, the founders and managers have well over 100 years of experience in large-format digital printing and over 50 years of experience in 3D printing. They come from a variety of disciplines (management, engineering, printing, chemistry, and software) and have a substantial track record in R&D for companies such as Objet, HP Scitex, Idanit, and Scitex Vision.

At the heart of the Massivit 1800 system is a proprietary Gel Dispensing Printing (GDP) technology that enables instant solidification and high-speed printing. The gel is sensitive to UV light and solidifies into a hard polymer when it exposed to the LED UV light unit onboard the printer. The material is non-flammable and has a structural strength similar to the ABS materials commonly used in 3D printing.

Many objects designed for temporary promotional and decorative displays, movie sets, and themed environments don’t need to totally solid. Thus, they can be printed as only a “shell.” The Massivit 1800 printer saves production time and materials by printing non-vertical walls and ceilings without a solid or elaborate support structure.

Massivit-Tomato

“For print providers, the Massivit 1800 dramatically enhances the ability to create eye-catching visual communications that better engage target audiences,” said Avner Israeli, CEO, Massivit 3D.  Recent studies suggest that 3D advertising has five times the stopping power and four times the staying power of 2D advertising.

“Our products will enable marketing/brand managers to maximize the impact of their campaigns with a never-before-seen ‘wow factor.'” said Israeli.

Carisma Operates First Massivit 1800 in U.S.

The first Massivit 1800 in the United States is currently in operation at Carisma, a large-format printing company based in Brooklyn, New York.

Carisma-EasterIsland1

Carisma helps companies execute one-of-a-kind advertising campaigns, many of which are on double-decker buses across America. Carisma plans to put the Massivit 1800 to work for some of these campaigns.

“As always, I was looking for the next big thing — a technology edge — that can help me bring something different to my customers,” said Moshe Gil, Carisma owner and CEO. To help customers create memorable and noticeable advertising, “We were the first to put LED screens on buses for advertising, and we are one of the first who printed lenticular lenses and placed them on buses. Now will be the first to have 3D-printed elements on buses.”

“We are happy to see how a print-service provider such as Carisma is putting the Massivit 1800 to work in the advertising world,” said Israeli. “As their name suggests, the team at Crarisma has a lot of charisma, and is driving the industry to great heights. 3-dimensional advertisments on buses are going to be a big hit.”

This retail display for a watch was created on a Massivit 1800 in Israel by ES Digital.
This retail display for a watch was created on a Massivit 1800 by ES Digital in Israel (www.esdigital.co.il/en).

 

Photoshop World Brings Creative People Together July 19-21 in Las Vegas

PhotoshopWorld_Branding_300x250Each year creative people from all walks of life come together for three days in Las Vegas. Their mission is to leave the world behind and totally immerse themselves in a Photoshop, design, and photography love fest called Photoshop World. This year’s event runs July 19-21, 2016 at the Mandalay Bay Convention Center.

The Photoshop World Conference brings together photographers, graphic designers, retouchers, illustrators, web creators, social media managers, bloggers, hobbyists, video editors, art directors, and many other people who use Adobe tools to create, excite, inspire, and communicate.

The conference is sponsored by Adobe Systems and produced by the KelbyOne online education community.

More than 80 Educational Sessions

The conference includes more than 80 sessions presented by an extraordinary roster of talented instructors.

Courses cover topics related to Photoshop, Lightroom, Creative Cloud, lighting, inspiration, photography, video, and mobile apps. For example, instructors will explain how to:

  • Use Creative Cloud mobile apps
  • Produce gallery-worthy black-and-white images
  • Develop new revenues from stock photo creation
  • Build workflows that bring together mobile phone and DSLR images
  • Create panoramic, high dynamic range, and time-lapse photographs
  • Create snapshot videos for weddings and other events
  • Bring your landscape photography to life
  • Get started in aerial photography

Because creative people learn best when they’re having fun, the conference also includes loads of networking events, parties, after-hour sessions, meet-ups, and get-togethers. The conference kicks off with a high-energy opening keynote by people at Adobe who have made Photoshop World

“Photoshop World isn’t just another conference. There’s a very special vibe to it, an energy that recharges and renews your creative spirit,” said conference technical chair Scott Kelby. “People come here year after year to lose themselves in all this cool stuff and Photoshop is at the heart of it. No matter what you do, whether it’s video, photography, design, or blogging, this tool has changed our world.”

He says the goal has always been for participants to come away learning more in these three days than they have in the last three years and it’s what’s powers the conference from start to finish. It’s the ‘secret sauce’ that has made Photoshop World a must-attend event for the creative community for 19 years straight.