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We are in the early days of a large wave of constantly evolving technology and it is already gaining momentum. The daily influx of news is sizable and ranges from poorly informed to highly technical, full of it’s own jargon and confusing in it's complexity. However, it gets more interesting by the day as creative people are experimenting and developing content with this wide array of technology that promises to enrich our lives in incalculable ways.
A shift is happening though, as we pass from the stage of reading about what this equipment / software will do to the next phase where people have invested in the technology (VR, AR headsets, 360 cameras, auto stereo etc.) and are eager for content. This is already happening,there is already significant demand for content and a real need for individuals who understand how all of this magical stuff works. That moment is now.
CES 2016 was the launching point for a huge wave of cameras, headsets, software, games, educational technology, immersive advertising, immersive films - you name it, this technology will be used for it. Since then we have seen new headsets like the Occulus Rift and HTC Vive arrive in the market place, many new 360 cameras are now available with many more in the wings, software like Unity is being widely adopted and content developers are launching new games, 360 films, and an ever growing range of VR and AR applications. Jumping in now and riding that wave will place you ahead of the curve, ready to knowledgeably make decisions for yourselves about how you want to use/create with this technology and guide others as they tentatively explore the wide array of delicious tools being presented to them.
"Tools for Creating in the 4th Dimension" is designed to bring you up to speed with the new media that are now providing a range of immersive and dimensional experiences. These include Holography, Virtual Reality, Pepper's Ghost, Stereo 3D, Lenticular Images, Autostereo, Volumetric Images, 360 Immersive Filmmaking, Light Field Technology, Augmented Reality, 3D Projection Mapping and an assortment of supporting technologies that make these media accessible.
When you sign up for the course you are immediately able to access the introductory video to the course (different from the live video session). Starting on November 5th you will immediately receive the first three sections of the course which will include:
a series of units designed to teach you about each of the underlying technologies, their history, their applications, and the creative ways they are being used.
Illustrated text documents, slide presentations with voice-overs, videos, interactive questions for you to answer (all participants will see the answers of other students).
Comprehensive list of links to the company websites of manufacturers of relevant hardware and software, reviews of technology, and designers and artists who are already working creatively with these media. This will provide you with a comprehensive spectrum of the state of the art of each of these new media.
You will be invited to participate in 3 live conferencing sessions where I present some of the material live and will be available for questions from the class.
Completing this course will place you in a position to confidently ride the wave of new technology that is currently landing on our shores. The knowledge you will gain will allow you cut through the hype and misinformation that currently abounds and to confidently make choices about which of these technologies are best for your applications. If you are an artist, designer, animator or creative working in any field, it will help you to evaluate and make choices about which of these technologies are for you. If you are a corporate executive it will give you the information you need to make decisions about which of these technologies might be appropriate for your company and give you ideas about where to look for creative talent to implement it. If you are an investor, you will prepare yourself with the knowledge to accurately assess these new companies that are developing the wide range of new media that are about to be launched upon us. If you are a photographer or filmmaker, you will learn about the new tools you will want to work with to develop immersive experiences and new forms of storytelling. If you are an educator, you will want to build a foundation of knowledge that will help you to develop new courses for your students.I will also provide certificates of completion to all who finish the course.
The nature of the media we are diving into is such that we must expect an ongoing evolutionary process.
You will be starting a journey that will prepare you for the changes we are about to undergo as a society. This new wave of technology will deeply impact us as have other new media in the past. At each stage our world has been changed by media: photography, film, video, 3D graphics, stereo3D, smartphone technology and each step has happened faster. 1.2 billion smart phones were sold between 2007 and 2014 and 700 million of those were Apple iphones. This technology has changed how we live and interact with our world. This course will help you to prepare for the next shift - one that is happening at an ever increasing rate.
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Registration Begins: Tuesday October 11th As soon as you enroll the introductory video will be available to you although the course material will not start until enrollment is completed on October 29th. Course Details:
You will receive the first three sessions as soon as the course starts.
October 11th, 2016 - as soon as you enroll you will receive the introduction to the course.
Introduction: Video introduction giving an overview of the course, the goals I hope that you will achieve and exciting possibilities that will be opening up with many of these technologies develop further in 2016/17. This introduction will be available to you as soon as you enroll.
November 5th, 2016, Saturday Session 1: Holograms In this first session we will dispel the myths and define what a hologram really is and what it is not. You will learn about the many types of holograms, the history of how holography was developed since the 1960’s, the principles of light that underly how they are made, and how lasers are essential to making them. You will see many examples of holographic art, learn about how holograms are made from live subjects with pulsed lasers, how they can be made from photographic content, how they are now made digitally and see many examples of the wide range of creative images that holographic artists have been making since the late 1960’s. This advanced form of dimensional imaging will no longer be a mystery and you will learn how to distinguish holograms from other forms of imaging that are being mis-represented as holograms.
November 5th, 2016, Saturday Session 2: Pepper's Ghost & 3D Projection Mapping, Volumetric Images, Parabolic Displays In Session 2 you will learn the truth about the Tupac Shakur “Hologram” and learn what it really is. By seeing how this very old technology was used in the 1800’s you will learn the principles behind this form of imaging and how it has been updated with the latest technology. These recent developments have made this form of imaging quite popular and we will look at the many ways it has been used in entertainment, advertising, politics, and fashion. We will also look at the issues surrounding the patent for this very old technology and discuss ways in which you can actually make your own displays. The underlying optics, physics of light and human factors will be discussed as they relate to each form of imaging that we will discuss in this course.
We will also look at some other forms of projection imaging, 3D Projection Mapping, Volumetric Imaging and Parabolic Images. We will discuss how 3D Projection Mapping is being used creatively in large outdoor installations around the world and in smaller creative applications by artists. We’ll look at Volumetric Images and some of the systems that have been developed to create 3D images without glasses with this approach and at Parabolic Images with some applications that have been developed with this technique that are also often mislabeled as “holograms”.
November 5th, 2016, Saturday Session 3: Stereo 3D, Stereo Lenticular Imaging and Autostereo In Session 3 we will begin by studying stereo vision and the human factors involved in making Stereo 3D movies. We will look at the various ways in which stereo 3D is implemented with glasses, always comparing this back to the full experience of 3D that we have when we see a hologram without glasses. We will move on to look at another form of stereo 3D that doesn’t use glasses, Lenticular Images, explore how this is being used for a range of commercial applications and the advantages and disadvantages of lenticular images versus holograms. We will also look at many examples of how artists have been working with lenticulars. Moving on from this we will look at how lenticular screens are being used to make Autostereo TV’s (Stereo 3D TV’s that do not need glasses) and how eye tracking is being used to make an updatable video image that has a more “holographic” feel to it. Finally we will look at some forms of Autostereo TV that are using a holographic screen to generate a 3D image with the use of an array of multiple projectors.
November 19th, 2016, Saturday Live Interactive Conferencing Session about Sessions 1, 2 and 3 A recording of this event will be available to those who are unable to be present online for this session.
You will receive the next two sessions on November 19th, 2016
November 19th, 2016, Saturday Session 4: Supporting Technologies: Camera Arrays, 360 Cameras, Light Field Cameras and Point Cloud Data In Session 4 we will look at an array of supporting technologies that are making these various technologies possible. Many of these systems can make images from real world data as well as computer generated content. However, this has to be captured in specific ways in order for it to be useful. This requires specialized cameras and configurations of many of them together in order to create the necessary data. We will look at arrays of cameras for lenticulars, auto stereo, 360 degree imaging for Virtual Reality - particularly the many 360 degree cameras and their various issues regarding stereo and mono 360 images. We will also look at Light Field Technology and explore why this is such a promising although rather mystifying technology to grasp. Light Field cameras and innovative configurations of cameras are appearing on the market and being explored in research projects. We will see much more of this in the future and it is important to understand the significance of this technology. Finally, we will look at Point Cloud Data gathering and some innovative approaches with software that are just coming on the market. These technologies promise to make it much easier to create very complex computer generated models of real world objects without having to model an object in the computer.
November 19th, 2016, Saturday Session 5: Augmented Reality and Virtual Reality In Session 5 we will look at just what are Augmented Reality and Virtual Reality and how they relate to each other. There is a lot of overlap in these technologies so we will begin by looking at what defines each technology, what they have in common and how they differ. We will look at the history of both technologies, discussing the evolution of them from 1968 onwards with particular focus on why the initial commercialization of both failed in the mid 90's. Progressing from this we will look at how the technology has evolved, and focus on the leading technologies that are now making both AR and VR possible. We will, as always, also look at how these tools are being used creatively and what new developments are in the pipeline.
December December 3rd, 2016, Saturday Live Interactive Conferencing Session about sessions 4 & 5. A recording of this event will be available to those who are unable to be present online for this session.
You will receive the last two sessions on December 3rd, 2016
December 3rd, Saturday Session 6: Virtual Reality Session 6 is about Virtual Reality. Many applications of VR will be discussed including it’s use in Gaming. These will include group experiences, Education, Movies, Music, Entertainment, applications in Commerce, Sports, Therapy (Physical and Emotional), and Training. We will also discuss the many new ideas that are being proposed that indicate that VR may become a technology as familiar and extensively used as the current generation of smart phones.
December 3rd, 2016, Saturday Session 7: Augmented Reality In this last session we will look at Augmented Reality and the big picture of how AR may profoundly affect our lives in the future. We are just beginning to see the range of applications for AR and they are very comprehensive, embracing education, training, medical applications, gaming, architecture, construction, real estate, advertising and much more, Beginning with smart phone applications as an entry point there is a lot to look forward to as Light Field Technologies begin to reach a level of development that makes them practical (and there is a lot of money being invested in this next step). We will also take a look at what the future may hold, the next steps beyond Light Field technology that are in an early research stage at this time.
December 17th, 2016, Saturday Final Live Interactive Session about Sessions 6 &7 and taking a look forward into the future of all of these technologies. A recording of this event will be available to those who are unable to be present online for this session.