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Making
a
“sense
event”


Derek
Woodgate

“For a num
             ber of yea
wanted to               rs I've
          become an
 designer r           experience
            ather than
                         just a
          musician…”
                      

          ‐
Peter
Gabriel
                          

What
is
the
Sense
Event?

   A
unique,
intense,
interacAve,
cuBng

 edge
experience
through
augmented

 ambience,
amplified
mulA‐sensory

 engagement
and
immersive

 technologies,
where
sensa(on 
 embraces, but surpasses meaning. 
The
Sense
Event

“The
only
reality
in
life
is
sensaAon.
The
only
reality
in

    art
is
consciousness
of
that
sensaAon”
– Pesoa 


  “SensaAon
is
in
the
encounter,
in
the
immediacy,
in

    the
imaginaAon,
both
in
terms
of
the
affect
and

                emoAonal
intelligence.


   Neither
merely
mental,
nor
merely
physical,
this

  sensaAon
or
experience
is
the
interacAon
between

    the
Self
and
the
World,
creaAng
one’s
personal

         ambience
”
– Derek Woodgate, Future Flow 
From
experience
to
ambience

              “Ambience is what we let in”









From
ambience
to
sensaAon

        SensaAon
=
Body,
mind,
culture
and
environment

       harmonized
and
engaged
with
meaningful
intensity

Understanding
sensaAon



Building
sensaAon
into
experiences:
The Need 
   Full
immersion

   A
sense
of
belongingness

   Seamless,
mulA‐sensory
engagement
and
immersion

   Ability
to
share
and
collaborate

   Opportunity
to
create
and
contribute

   Desire
to
explore
and
grow

   AestheAc
infusion

   Instant
graAficaAon
or

fulfillment

or
excitement

Building
sensaAon
into
experiences:
Context

  Context‐sensiAve
experience


  New
Harmony
‐
sensory
energy
and
engagement


  Deeper
understanding
through
emoAonal
and
cogniAve

   interfaces


  Sense
of
well‐being
and
enhanced
personal
potenAal


  Expressing
humanness

CreaAng
a
‘sense
event’



 “It was a near life experience”
–
Fight Club 


 Refocus
“life”
and
“live”

CreaAng
a
“sense
event”

  SensaAon,
affect
and

  emoAonal
intelligence

  Future‐focused
–

  expressing
a
feel‐good

  factor
about
the
future


  Design
a
framework
of

  integrated
experiences

  around
a
theme
that

  captures
these
elements



             Mul7ple
avenues
of
expression

Visualizing
the
theme

VisualizaAon
&
Rendering

                    • 
AestheAc
/
look

                    • 
Feeling
generated

                    • 
DescripAon

                    • 
Color
cues





 Main
auditorium

The
Future
of
Play
Logo

Venue

Venue
layout

Four
potenAal
performance
spaces

  The
Experiment:
Sound
Play
(Music
and
performances)

  Immersion
Chamber:
Social
Play
(community
and
communicaAon)

  The
InteracAve
Playground:
AcAon
Play
(new
games
and
sports,
etc.)

  The
Hanging
Garden:
Mental
Play
(exploraAon,

adventure

and


  imaginaAon)





                  Play
as
transforma7ve

Pre‐planning

  PotenAal
content
and
arAst
list

  Create
iniAal
collateral,
including
video

  Projected
Financials

  Tech
specs

  InstallaAon
building
costs
and
transportaAon

  Keynotes

  Sponsors
as
parAcipants
in
the
event
–
adding
content
value

  ProducAon
plan,
catering,
sustainability
/
recycling
plan

  Project
Launch
party

  Collaborate:
UniversiAes:
MIT,
Carnegie
Mellon,
Berkeley,
UT

Outline
of
potenAal
content

  World‐class
performers

  Experimental
electronica
        Unique,
world

  Augmented
and
fluid
environments
     firsts

  3D
audio
visual
show

  Robots
and
AI
games

  InteracAve
toys

and
training
tools

  InteracAve
visuals

PotenAal
content

•  Simulated
and
imagined

   spaces

•  3D
holographic
worlds

•  Performance
and

   interacAve
art

    •  CreaAve
machines

    •  Augmented
and
fluid

     environments


  •  Extended
bodies
and

     interfaces

PotenAal
performers,
etc.

Additional focus on
behavioral identities and
 customized delivery of
optimized programming
MulA‐sensory
/
cogniAve
dynamics

      Bio-mapping and emotion modeling
      Reading and distributed interactive video arrays for
    enhanced situational and interactive awareness

      Affective and cognitive perception, feedback and awareness 

      Social interfacing and feedback 

      Ubiquitous sensing and multi-agent tracking
Preparing
the
event

  Book
arAsts
and
configure
event

  Prepare
technical
aspects
of
the
event

  Create
fluid,
adapAve
environments:

   
‐
Image
processing
sofware

   
‐
Gaming
video
engines

   
‐
NarraAve
building
sofware

   
‐
Dynamic
spaAal
interfaces


   •  Build
installaAons


   •  Create
project
plan,
etc.


   •  Ramp
up
volunteers
(around
70)

Make the sense event
designed to be
adaptive to personal
aesthetics,
imagination, moods
and emotions
The
event

• Adaptive projection
maps

• Holographic overlays


• Hybrid and imaginary
spaces

• Simulated worlds


• Programmed
atmospheres
•           DatamaAcs


        
Seamless
fusion

       between
entertainment

       and
communicaAon


        
Seamless
movement

       between
real
and
virtual

Reconfigurable and Hybrid
     performances
“Creating
audience
interaction is
about hooking
in to every
format of
memory we have
thought about
and then
thinking about
how we can
describe the
experience.”
‐ DJ Spooky 
Psychomanteum


Fully
immersive,

   interacAve

  installaAon.



The
audience
will

be
the
scary
ghost

The
power
of
imaginaAon



  A mind knows no difference 
   between an event we experience 
   and an event we imagine and 
   visualize, so our body reacts the 
   same way!  
    (Antz Chasse, Vicente, 2004) 
By
2020,
imagina7on
sensa7on

    
   entertainment
will
be
as

   popular
as
in‐the‐flesh
events!


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