VR MUSEUM
UCLA IDEAS Technology Studio Seminar Fall 2018
Research Lead: Guvenc Ozel
Instructor: Guvenc Ozel, Benjamin Ennemoser, Gabby Shawcross
Technologies: gaming engines, XR, digital fabrication, projection mapping
Students: Christina Charalampaki, Pratina Chadha, Bohan Cheng, Ruiyang Cheng, Kevin Clark, Haocheng Dai, Yutong Dai, Yue Di, Rui Ding, Lu Geng, Jorge Gutierrez, Vigil Escalera, Hoodeen Hakimian, Ying Huang, So Hyun Kim, Zhou Le, Luo Lei, Yunqi Lei, Zhengtao Liu, Qingyun Lu, Sanjeet Sanjay Mukadam, Narisu Narisu, Nidhi Parsana, Kshama Swamy, Hanshuang Tong, Yiliang Wang, Kan Yen Wu, Xuanyi Xu, Ce Yan, Yixuan Ye, Yicheng Zhao, Yiran Zhou
Environments of the New Industrial Revolution: Museum of the 3rd Kind
Extending our ongoing research on artificial intelligence, robotics, virtual reality and computational design systems, the AI 2.0 studio will explore the intersection of the physical and virtual worlds as a synthesized environment that enhances communication among citizens of the information age. There is a contemporary trend where design agencies, art collectives and studios grow from servicing other brands and institutions into becoming brands in and of themselves. As the contemporary society is moving from acquiring objects to purchasing experiences, a compelling, well executed and artistic experience that can be offered through a thematic continuity and technological sophistication offers a promising new model for culture and entertainment to thrive simultaneously. We call this model the “Experience Museum.” From Burning Man to Coachella, Tate Modern’s “Silent Disco” to Hammer Museum’s evening concerts, LACMA’s Rain Room to DCH’s Concerts with projections, experiential media art is progressively viewed as high culture combined with entertainment. The “experience economy” is even starting to become a part of the formula for succesful urban developments, as seen in the new Hudson Yards in NY. This trend signals a shift away from the traditional museum model as the sole producer of high culture. In this new emergent typology of museum and entertainment hybrid, the audience enjoys a higher level of engagement with the art and media as they become the subject of the art rather than the observer.
Design Problem:
The Museum of the 3rd Kind
In the Museum of the Third Kind, the audience becomes the protoganists in experiential, immersive installations that utilize state of the art media technology in the form of interactive projections, virtual and augmented reality, robotic choreography, shape-shifting sculptures and light shows. Museum of the 3rd Kind is a techno-fantasy that engages the audience through compelling, critical and provocative narratives. By offering access to brand new technologies that are otherwise too expensive or complicated for the public, the musuem aims to offer a glimpse into our future through experiential storytelling in the present.
Theme: Critical Technology
For the featured art installations, the teams will propose a theme for the venue to explore. Based on the theme, the teams will propose 4 art installations that engage the following formats:
1- The Robot Room: This room will create an engaging installation through robotic coregoraphy and additional media.
2- The VR Room: This room will propose a VR or MR experience.
3- The AR Room: Either through augmented or mixed reality, this room will combine a physical installation with a virtual overlay.
4- Interactive Room: This room will feature an interative room that create an immersive experience thorugh sensors, lighting, optics, robotics or other techniques.
5 and 6- Visiting Artists: The other 2 rooms will feature installations from visiting artists. The students will propose which artist(s) should be invited based on their critical theme.