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collaboration innovation

XR Artist in Residence — Andrés Fernández Roncancio — Media Labs in Dialogue: Colombia meets Canada

What if a media lab wasn’t simply a place for experimenting with technology, but a space shaped by the people, ecologies, and communities that surround it?

This question is at the heart of Andrés Fernández Roncancio’s doctoral research. As a virtual Researcher-in-Residence at the Basically Good Media Lab (BGML), Andrés is exploring how university media labs can be collaboratively imagined through relationships among local communities, institutions, technologies, and the more-than-human world, in a dialogue between Latin America and the Global North.

A PhD candidate in Communication at Universidad de La Sabana in Colombia, Andrés works at the intersection of strategic design, participatory research, and media innovation. His research focuses on Sabana Centro, a rapidly growing region north of Bogotá, where he is developing a conceptual model for a university media lab rooted in the territory’s social, cultural, and ecological realities. Rather than importing existing models, the project asks what becomes possible when a media lab is co-designed with the people who will use it.

Drawing on participatory action research, speculative design, Actor-Network Theory, and critical perspectives on technology, Andrés approaches media labs as living infrastructures in which knowledge is created collectively. His research examines how these spaces can support cross-disciplinary collaboration while recognizing that innovation is shaped by relationships, shared values, and local contexts as much as by technology itself.

During his residency, Andrés has been working with BGML Director Dr. Julie Andreyev to investigate how ecological thinking and multispecies perspectives might inform the future of media labs. BGML’s longstanding exploration of art, ecology, and emerging technologies has provided an opportunity to consider how creative research environments can acknowledge more-than-human participants and foster deeper forms of care, reciprocity, and environmental awareness.

Uniones by A. Fernández

These conversations have had a significant influence on Andrés’ project. Inspired by BGML’s biophilic considerations in research, he is expanding his work to explore how future media labs might meaningfully incorporate living systems into their collaborative processes—particularly in biodiverse regions such as Sabana Centro, where questions of environmental stewardship and development are closely intertwined.

The residency is also an opportunity for dialogue between Colombia and Canada. Alongside documentary research, interviews with media lab practitioners across Latin America, North America, Europe, and Oceania, and participatory workshops with communities in Colombia, Andrés is building a framework that connects local knowledge with international perspectives. The project suggests that meaningful innovation emerges through exchange rather than replication, creating space for different cultures, territories, and ways of knowing to inform one another.

Ultimately, this research imagines media labs as places where technology, community, and ecology converge. By bringing together perspectives from the Global South and Global North, Andrés’ research contributes to an ongoing conversation about how collaborative research spaces can become more inclusive, place-based, and responsive to the challenges of the future.

Research website: medialab.lovable.app

Universidad de La Sabana: unisabana.edu.co

Rio Sagrado by A. Fernández
About Andrés Fernández Roncancio

Andrés Fernández Roncancio is a PhD candidate in Communication at Universidad de La Sabana, Colombia, where he teaches Strategic Design, Innovation, and Digital Culture. Alongside his academic work, he is a strategic design and innovation consultant who has led design-driven initiatives across Latin America for more than a decade. His research explores participatory design, speculative design, and media studies through community-driven approaches to technology and innovation.

Categories
collaboration innovation

XR Artist in Residence — Antoine Boucherikha & Anne Hélou explore Immersive Sound as a medium for exploration in “EndoPlaneto”

As part of a residency at the Basically Good Media Lab (BGML) at Emily Carr University of Art + Design (ECU), French digital artists Antoine Boucherikha & Anne Hélou worked with students, staff, and faculty on their latest immersive audio project “EndoPlaneto”.

EndoPlaneto is an immersive sound journey following Harriet, a paleobiologist exploring distant exoplanets after the loss of her partner, Shu. This early prototype installation blends field recordings from British Columbia and France with fictional species and biomes, revealing a poetic, ecological universe where sound becomes living matter and listening an act of exploration. 

The goals of their month-long residency were to anchor the project in a real territory by enriching EndoPlaneto’s fiction through direct recordings of living ecosystems, to test a creative methodology that combines field recording, sound design, and interactive implementation, to foster dialogue between artistic creation, scientific research, and mediation within an academic and cultural ecosystem open to hybrid practices, and to present an early immersive prototype to diverse audiences, including students, XR professionals, and the general public.

They visited multiple locations in and around Vancouver, BC, with their sound recording equipment to explore natural sites & capture soundscapes.

Field recordings in progress, pictures by Anne Hélou

The second phase of their residency involved processing their captured soundscapes, designing the immersive sound experience, & starting work on the first prototype for “EndoPlaneto.” in Unity using Wwise.

Antoine at work in the Basically Good Media Lab.

After their initial recordings & prototyping, workshops were held in the Integrated Motion Studio at Emily Carr and the Center for Digital Media (CDM), where Antoine & Anne took students & faculty through their creative process. They also showcased some of the field recordings they had done and had live demos of the recording equipment & the in-progress immersive experience.

Workshop at Emily Carr
Workshop at CDM

As part of the residency, a public exhibition of the prototype was also held at V-Unframed, hosted by the Alliance Française de Vancouver.

EndoPlaneto will continue its development in France, and soon in Taiwan and Japan, with renewed support from Pictanovo.

About the Creators:

Antoine Boucherikha:
Antoine Boucherikha is a French composer and sound designer exploring the relationship between sound, ecology, and interactivity. Mixing electroacoustics, field recording, and XR, his works blend sensory immersion, inclusion, and ecological awareness.

Anne Hélou:
Anne Hélou is a French graphic designer. Combining craft, image, and digital experimentation, her collaborative practice explores design as a living process of exchange and shared meaning. 

Antoine & Anne’s XR residency is supported by The Basically Good Media Lab, Emily Carr University of Art & Design, Center for Digital Media, Alliance Française, and the Consulate General of France in Vancouver.

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collaboration Events innovation student virtual reality

Sketching In VR

Please join us for Sketching In VR

Where? The Motion Capture Studio

When? March 8th, 6pm to 9pm

Tickets? s3dcentre.eventbrite.ca

2017 is going to be year zero for VR and volumetric experiences. Make no mistake: this will change all digital life as we know it today. And it will change your work, no matter what your discipline. But sketching in VR is still hard. It shouldn’t be. This 3-hour workshop will introduce you to the basics of thinking in 3D, give you a brief overview of the current VR device landscape, and – most importantly – provide you with a process for rapidly testing your VR ideas using paper, a camera, and Mozilla’s Aframe library. We’ll provide the Cardboard headset. You’ll provide the laptop, smartphone (at least Android 6.0+, or an iPhone 5 or later), a willingness to write code and a beginners mind.

 

 

 

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collaboration Design Development Events immersive imaging innovation news Projects S3D stereoscopic student virtual reality

How to Build a Virtual World: Part III – Materials, Lights and Shadow Dec. 10th

The nature of textures, light and shadow will be explored.

 

The most potent of virtual world experiences is the striking effect of how light interacts with materials and casts shadows.

RSVP is required. Get tickets at: https://www.picatic.com/event14478716567523184

Mike Pan will cover how textures interact with light. i.e. specular maps and gloss functions, with the ultimate goal being cinematic realism, which is actually different from what our eyes can see. His presentation will include some definitions of basic concepts and processes of texturing a model and how they are applied.

Aaron Hilton will talk about the cinematic use of Light and Shadow to drive the VR narrative; the art of light and shadow. He will also cover how the lack of an avatar representing the user can be worked around. Light and contrast can be used to direct attention. Creating a gradient of dark to light to help orient someone to where they need to go next.

The presentations will be followed by a period for Q & A.

We will close the evening with prize draws for: EA Games, Video Copilot Optical Flares plugins for Adobe After Effects and we will also be giving away three $99.00 licenses for Allegorithmic’s Substance Bitmap2Material 3. Bitmap2Material is an incredibly powerful tool that helps you generate full, seamlessly tiling materials from any bitmap image. This now includes all PBR (Physically-Based Rendering) channels, based on the most accurate conversion algorithm out there. Check it out here:


Snacks will be provided by our wonderful caterer Heather Ferguson.

Many thanks to our sponsors: Conquer Mobile, G-Technology & Emily Carr University of Art & Design.

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collaboration Design Development Events immersive imaging innovation news S3D stereoscopic student virtual reality

How to Build a Virtual World: Part II – Creating 3D Assets, Nov 18th 2015

How to Build a Virtual World: Part II – Creating 3D Assets

Creating the assets for your 3D world, sourcing available 3D models, capturing the world with photogrammetry and depth cameras.

Wednesday November 18th 2015. 6:30 doors open Presentation 7:30-10pm

Register online at : https://www.picatic.com/How_To_Build_A_Virtual_World_Pt_II Cost: $15 (sorry, no walk in available)

Location: Emily Carr University of Art and Design, Motion Capture Studio, Room 285D, 1399 Johnston Street, Granville Island, Vancouver, BC, Canada

 

VanVR, VanCG Meetup, and S3D Centre at Emily Carr University presents: “How To Build A Virtual World”

NOTE: doors will open at 6:30 PM. Presentations will begin at 7:30 PM. SEATING IS LIMITED. No tickets will be sold at the door.

Collecting the parts for your 3D world. Sourcing available 3D models, creating your own, capturing the world with photogrammetry and depth cameras.

Mike Pan will share his expertise with Blender: overview of the workflow in Blender, accessing models online, importing them into Blender, optimizing the model, exporting it for the VR platform of your choice.

Partick Wirt from Corbel 3D will explain the process of creating models using photogrammetry.

Aaron Hilton of Conquer Mobile will discuss recent developments in 3D scanning technology and give us a demonstration of his Occipitals’ Structure Sensor used for on the fly object scanning.

Matthew McCauley founder of GeoSim will talk to us about their high end-to-end system for scanning and modeling entire cities in 3D. The models feature high spatial precision and visual fidelity, and are interactive and parametric. Proprietary street level data collection enables entirely new kinds of city analysis and visualization.

The presentations will be followed by a period for Q & A.

We will close the evening with prize draws for: EA Games, Video Copilot Optical Flares plugins.

Food will be provided by our wonderful caterer Heather Ferguson.

 

Supported and Sponsored by:

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collaboration Development Events immersive imaging innovation news Projects S3D stereoscopic student virtual reality

The Future of Reality: a talk by Dr. Ken Perlin of NYU Media Research Lab, Nov. 6th

You are invited to a special evening with Dr. Ken Perlin of NYU Media Research Lab.

When: Friday, November 6th Doors @ 5 pm, presentation 5:30 – 7:00pm

Admission: FREE (must register in advance, sorry but no walk ins)

Register: https://perlin2015vancouver.eventbrite.ca

BIOGRAPHY

Dr. Ken Perlin
Professor & Researcher, NYU Media Research Lab

Ken PerlinKen Perlin, a professor in the Department of Computer Science at New York University, directs the NYU Games For Learning Institute, and is a participating faculty member in the NYU Media and Games Network (MAGNET). He was also founding director of the Media Research Laboratory and director of the NYU Center for Advanced Technology. His research interests include graphics, animation, augmented and mixed reality, user interfaces, science education and multimedia. He received an Academy Award for Technical Achievement from the Academy of Motion Picture Arts and Sciences for his noise and turbulence procedural texturing techniques, which are widely used in feature films and television, as well as the 2008 ACM/SIGGRAPH Computer Graphics Achievement Award, the TrapCode award for achievement in computer graphics research, the NYC Mayor’s award for excellence in Science and Technology and the Sokol award for outstanding Science faculty at NYU, and a Presidential Young Investigator Award from the National Science Foundation. Dr. Perlin currently serves on the program committee of the AAAS. He was general chair of the UIST2010 conference, and has been a featured artist at the Whitney Museum of American Art.

Dr. Perlin received his Ph.D. in Computer Science from New York University, and a B.A. in theoretical mathematics from Harvard University. Before working at NYU he was Head of Software Development at R/GREENBERG Associates in New York, NY. Prior to that he was the System Architect for computer generated animation at Mathematical Applications Group, Inc. He serves on the Advisory Board for the Centre for Digital Media at GNWC, and has served on the Board of Directors of both the New York chapter of ACM/SIGGRAPH and the New York Software Industry Association.

http://mrl.nyu.edu/~perlin

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collaboration Design Development Events high frame rate immersive imaging innovation news Projects S3D stereoscopic student virtual reality

How to Build a Virtual World: a 6-part series on VR content creation

Series to assist Vancouver-area businesses and individuals in the creation of virtual reality experiences, environments. Read more.

PART 1: The Business of VR begins this month: Is VR a bubble? We’ll ask key content producers, investors, and luminaries to give us the broad perspective.

Date: Thursday October 22 2015 7:00 PM – 9:00 PM.

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collaboration Design Development Events immersive imaging innovation news Projects S3D virtual reality

IN IT Virtual Reality Showcase featuring worlds: dancing between body place and time

S3D Centre at Emily Carr University of Art + Design
Wednesday, 19 August 2015 from 5:00 PM to 10:00 PM (PDT)
Vancouver, BC
RSVP and Register online

In It is Virtual Reality showcase co-sponsored by Emily Carry University and Immersive Media and will be held in the University’s Concourse Gallery from the 19th to the 23rd of August at 1399 Johnston Street, Granville Island in Vancouver.  This week long showcase highlights the work of local and international artist practitioners who are working and creating in the virtual. The presentation is a conglomeration of works that act as a great introduction to the VR space. The showcase is co-located with ISEA (International Symposium on Electronic Art), and coincides with several other VR events on Granville Island. This event is the defacto closing reception of ISEA so come and join us for refreshments and VR.

A reception will be held on Wednesday, August 19th from 5-9 pm. Cash bar. There will be a food trucks outside the venue.

Credits: S3D Research Team: Dr. Maria Lantin, Sean Arden, Alan Goldman, Denise Quesnel

Participants:

Randal Kleiser Productions & IM360

Defrost-

DEFROST takes place in the year 2045, when liquid nitrogen is now commonly used to freeze patients until remedies for their illnesses are developed. The film follows the experience of Joan Garrison as she wakes up from her frozen state after thirty years. She reunites with her family, but the reunion is bittersweet, as the passage of time has caused her loved ones to become strangers. The short was filmed in 360°, allowing audience members to witness the story directly from Joan’s perspective. The result is an intimate and immersive experience.

Felix and Paul:

Herders-

Herders is a cinematic virtual reality observational journey that bears witness to the lives of nomadic yak herders in Mongolia. First screened at 2015 Sundance Film Festival 2015 Hot Docs.

National Film Board:

A Way to Go –

Way to Go is a walk in the woods. An astonishing interactive experience, a restless panorama, a mixture of hand-made animation, 360˚ video capture, music and dreaming and code. Created by Vincent Morisset, Philippe Lambert, Édouard Lanctôt-Benoit & Caroline Robert (AATOAA). Produced by the NFB & France TV.

Cardboard Car Crash –

In a world of artificial intelligence and self-driving cars, who determines the ethics algorithm to handle emergency situations? In this VR vignette, the user is slowed down to bullet-time, becoming the computer, and forced to confront difficult decisions where there is plenty of data, but no easy answer. Created by Vincent McCurley.

Moving Stories:

worlds –

The project worlds is a real-time networked augmented and virtual reality performance that explores the multiple and simultaneous experience of our collective and individual inner and outer, past and present, and physical and imaginary worlds. Bringing together 3 unique performance venues across 2 canadian cities, including the ECUAD lobby gallery the ECUAD IDS mocap studio in Vancouver and the CRIM motion capture studio in Montreal, worlds is a collaborative endeavor under the umbrella of the SSHRC funded movingstories research project and the CANARIE funded m+m: movement + meaning middleware software development initiative.  worlds is part of a live networked collaborative VR performance showcase and will take place during the opening reception, beginning at 5pm on Wednesday, August 19th 2015. worlds has been created in partnership with the S3D Research Centre at Emily Carr University and Pepper’s Ghost New Media Arts Collective.

Creators: Athomas Goldberg, Thecla Schiphorst, Maria Lantin and Tom Landry; Composer: Stefan Smulovitz; Performers: Yves Candeau, Brittany Gee, Sarah Fdili Alaoui, Shannon Cuykendall, Caroline Barrierre. We are grateful to the software and technical development work by Dhruv Adhia and Norm Jaffe (m+m; h+technologies) and Tom Landry (Research Director: CRIM) as well as Sean Arden and Rick Overington (ECUAD).

Dryft Digital:

Beer With a Bear –

Sit down for a picnic in sunny Montana with Brutus the grizzly bear and his human companion, Casey Anderson, in this quirky VR short film by San Diego/Calgary based production house Dryft Digital.

Cloudhead Games:

The Gallery: Six Elements –

The Gallery: Six Elements, is a rich narrative, fantasy exploration game inspired by dark 80’s

fantasy movies and the Myst video game series. Experience the HTC Vive VR hardware in our sandbox style demo. Cloudhead Games is a local virtual reality development company working in VR since late 2012, specializing in compelling interactive VR content.

Marten Berkman:

Hart to Heart –

Hart to Heart is the interactive installation component of a documentary project inspired by the conflict over land use in the Peel watershed in Canada’s Yukon. Disrupting our omnipresent two dimensional representation of wilderness, h2h challenges the duality between human nature and the rest of nature conditioned by our manufactured spaces. As we discover ourselves in this landscape along the Hart river, how does technology become a part of our ecology?

VRVid.io:

Vrtist 

Vrtist is a drawing app that allows the user to draw in the 3D space around them. A key goal of the project is simple, intuitive interaction. Virtual reality is a highly expressive and personal medium for storytelling & expression, and Vrtist is a small sample of its creative potential.

Dare:

Destination BC’s “The Wild Within” Virtual Reality Video

In December 2014, DBC launched The Wild Within VR Experience, using Oculus Rift technology, making it the first destination marketing organization in North America to use virtual reality to promote the destination.  The Wild Within VR Experience is an interactive, three-dimensional video that allows travellers to experience British Columbia in a truly immersive way, as if they were actually there.

Wavesine Solutions:

High quality virtual real estate and city visualization

This project has been in development for over a year now and early iterations were shown at a number of VanVR meetup events as well as many private showings at the Sawmill to Real Estate and VR enthusiasts alike.

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Development Events immersive imaging innovation news S3D stereoscopic virtual reality

Next Event: July 29th, 6-9:30pm: Prototyping the Future with special guest Dr. Ken Perlin (NYU)

The S3D Centre at Emily Carr, Spark CG Society, VanVR & VanCG are bringing you a very special evening with Dr. Ken Perlin of NYU Media Research Lab.

 

When:      Wednesday, July 29 Doors @ 6 pm, presentation 7pm
Admission:      FREE (must register in advance, sorry but no walk ins)
Where:      Motion Capture Studio, 2nd Floor, Noth BuildingS3D Centre, Emily Carr University, 1399     Johnston Street, Granville Island, Vancouver, BC
Register:      kenperlin.eventbrite.ca (register early- limited seating)

 

 

 

 

We are going to try and have Ken’s experience available, depending on the logistics of the day. If you are interested in trying it, we’ll keep you posted via these Eventbrite notifications so be sure to register! We will also be showing demonstrations of games, apps, and VR experiences created by members of our community. They are fantastic so make sure to come early and give them a try.


Prototyping the Future: The question our lab at NYU is asking is “How might people in the future communicate with each other in every day life, as computation and display technologies continue to develop, to the point where computer-mediated interfaces are so ubiquitous and intuitive as to be imperceptible?” To address this, we are doing sensor fusion between GearVR and OptiTrack technologies. Participants walk freely around and untethered by any wires, in physical space, interacting with other people and physical objects, just as they do in everyday life. Yet everything those participants see is computer-mediated, thereby allowing them to share any reality they wish, simulating the experience of future high resolution contact lenses.

Chloe and Loren

 

BIOGRAPHY

Dr. Ken Perlin
Professor & Researcher, NYU Media Research Lab

Ken PerlinKen Perlin, a professor in the Department of Computer Science at New York University, directs the NYU Games For Learning Institute, and is a participating faculty member in the NYU Media and Games Network (MAGNET). He was also founding director of the Media Research Laboratory and director of the NYU Center for Advanced Technology. His research interests include graphics, animation, augmented and mixed reality, user interfaces, science education and multimedia. He received an Academy Award for Technical Achievement from the Academy of Motion Picture Arts and Sciences for his noise and turbulence procedural texturing techniques, which are widely used in feature films and television, as well as the 2008 ACM/SIGGRAPH Computer Graphics Achievement Award, the TrapCode award for achievement in computer graphics research, the NYC Mayor’s award for excellence in Science and Technology and the Sokol award for outstanding Science faculty at NYU, and a Presidential Young Investigator Award from the National Science Foundation. Dr. Perlin currently serves on the program committee of the AAAS. He was general chair of the UIST2010 conference, and has been a featured artist at the Whitney Museum of American Art.

Dr. Perlin received his Ph.D. in Computer Science from New York University, and a B.A. in theoretical mathematics from Harvard University. Before working at NYU he was Head of Software Development at R/GREENBERG Associates in New York, NY. Prior to that he was the System Architect for computer generated animation at Mathematical Applications Group, Inc. He serves on the Advisory Board for the Centre for Digital Media at GNWC, and has served on the Board of Directors of both the New York chapter of ACM/SIGGRAPH and the New York Software Industry Association.

http://mrl.nyu.edu/~perlin

 

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