Across The Line

This immersive virtual reality experience puts the audience on scene as antiabortion extremists try to intimidate patients who seek sexual and reproductive health care. Using documentary footage and a montage of real audio, viewers gain an intimate knowledge of the harassment outside and compassion inside health centers across the country.

Location: Playground

Maker:

Creators: Nonny de la Peña, Jeff Fitzsimmons, Brad Lichtenstein

Key Collaborators: Planned Parenthood Executive

BB-8 Droid

See how the force of your mind can move a BB-8 Droid developed by Joshua Carr, IBM Worldwide Bluemix Technical Liaison, and consider the limitless possibilities of connecting humans with machines. 

Location: Playground

Maker:

Creator: IBM’s Joshua Carr

Complessità

Complessità is a performance that is a journey into the beauty of complexity and our role within it. The performer is at the mercy of complexity thanks to a wearable device that manipulates his movements by modifying his equilibrioception (sense of balance) according to the movements of an algorithm that visually simulates a flock of birds.This project aims to show the beauty of complexity by letting the spectator explore the relation between singularity and collectivity, individuality and community, the part and the whole. The human body and body movements are explored through a transposition from virtual to biological. Singularity and collectivity operate across both biological and computational contexts creating a visible manipulation of corporeal relation humantechnology. In this human-machine relation, the human lose ownership of its movements and we enter a new dimension where the machine computes the moving human body. The interaction between human and machine looses its unilaterality and becomes (finally) mutual.

Location: Playground

Maker:

Creators: Enrica Beccalli

Key Collaborators: Roula Gholmieh 

Deep Dream

A series of virtual reality experiences generated in large part by artificial neural networks – featuring output from the DeepDream algorithm and word.camera. Made in association with VR at Google and the Artists and Machine Intelligence program.

Location: Playground

Maker:

Creators: Jessica Brillhart, Doug Fritz, Ross Goodwin

Key Collaborators: Mike Tyka, Alexander Mordvintsev

FAKETYPE

FAKETYPE is a new immersive typography exploration by Fake Love. A first of it’s kind customizable new typeface handcrafted for both the virtual and print spaces. A True VR graphic journey where guests experience and manipulate custom, three-dimensional, tactile, animated letter forms in an entirely new context.

Guests can create their own dynamic message with controls for parameters such as size, type alternates, color and texture. Then, simply export their type creation to a hi-res digital poster. We designed this first original character set with contemporary design tools, merging new media with the storied physicality of type design. Formative and material decisions were approached by combining methods for software generative textures with the sculptural aspects of historic type development (Greek-Roman stone work, hot metal typesetting, hand-carved wood blocks).

Location: Playground

Maker:

Creators: Fake Love

Famous Deaths

Famous Deaths recreates the final moments in the lives of famous people (J.F.K., Moammar al-Gaddafi) through sound and scents. The installation consists of four mortuary freezers. In which the visitor is positioned. In complete isolation he is immersed in a 4-minute documentary soundscape and its complementary sequence of fragrances. Famous deaths is part of the Sense of Smell project, developed for Avans University of Applied Science (the Netherlands) and Polymorf Cross Media and won The Sadakichi Award for Experimental Scent 2015.

Location: Playground

Maker:

Lead Design : Marcel van Brakel, Frederik Duerinck.

Senior Coder : Mark Meeuwenoord

Team: Marcel Boonman, Daan Rijnkels, Thomas Huster, Wander Eikelboom, Ge Smit.

Forma

FORMA: Four podiums sit equidistant from each other. On each podium sits an art directed Virtual Reality headpiece. Four visitors enter the virtual world together and stand equidistant from each other mirroring their positions in the real world. Rock, clay and textural earthy materials compose a minimalist expanse reminiscent of a desert. Gestures unlock and evolve the constantly changing landscape. Golem figures become unlocked – their movement ripples through and create shapes that become part of the surreal landscape, or break it. Unearth the world of Forma.

Location: Playground

Maker:

Concepted and created by Fake Love, with premiere original choreography by Jonah Bokaer

Haven

Haven is an online storytelling platform in 3D, rendered in mobile VR, with emphasis on Boston’s local refugee community.

Location: Playground

Maker:

Creators: Cindy Sherman Bishop
Key Collaborators: MIT Open Doc Lab

haunt

haunt is a short virtual reality film about presence, experienced through the eyes of a ghost. She hovers in the places she used to be, invisible to the living - except for the sudden moments where someone seems to be looking straight at her (you), as if they can feel her presence. "Am I really here?" As she learns the ropes to being a ghost, she not only visits the places she remembers, but transports to her memories themselves, watching her past self try to live in the present. Now, without a body, she gets annoyed when her thoughts transport her elsewhere while she's haunting a room with the people she loved. She just wants to be there with them, hoping they'll look towards her for a moment.

Location: Playground

Maker:

Creators: Lilian Mehrel

Injustice

Injustice is an interactive VR experience themed around racially motivated police brutality. Guests witness an act of racial discrimination in front of them, forcing them to make moral and ethical decisions on the spot. Injustice is an experience aimed at exploring the emotional impact of VR space vs. traditional film.

Location: Playground

Maker:

Creators: Jaehee Cho (Director); Atit Kothari (Producer); Zixu Ding (Programmer); Stephanie Fawaz (Writer); Yeongmin Won (Artist); Tiffa Cheng (Artist)

Key Collaborators: Kirsten Rispin (Sound designer); Ralph Vituccio (Advisor) 

Inside Out

The Inside Out experience places the viewer within a break up scenario. The experience makes use of role playing and takes the technique one step further. The viewer becomes an active participant, playing a leading role and performing within a dialogue. Through the reading of text that appears on the screen as subtitles, similar to Karaoke, the scenario progresses and places the viewer deep within an unexpected and powerful situation.

Each dialogue is documented through a webcam that placed on the screen. In the end of the experience, the dialogue is edited automatically to a short movie, where viewer is able to see himself as part of the scene.

Location: Playground

Maker:

The project was created as part of TribecaHacks Hypersensitive at Print Screen Festival, Israel, In cooperation with CoPro and with the support of the United States Embassy in Tel Aviv.

Creators: Liran Goldberg

Key Collaborators: Roee Kremer, Beni Zaks, Doron Tsirulnik, Noam Sharon, Dan Stavy, Nadav Hekselman, Gilat Parag.

Mars 2030

Mars 2030 is an interactive virtual reality project that offers a breathtaking look into the life of an astronaut hard at work studying and exploring the Martian landscape. Produced in conjunction with NASA and FusionVR, Mars 2030 aims to be the most photo realistic and scientifically accurate depiction of the Red Planet to date. 

Location: Playground

Maker:

Creators: FusionVR

Key Collaborators: NASA, MIT

Objective Empathy

Objective Empathy explores living properties in inanimate objects through toys. The principles included in this series range from morphing shapes to gaining new dimensions of information and from dynamic changes in volume to orientation as a response to static contact and stroking. The series explores alternative ways to provide feedback and feed forward to user on one hand and are built around the topic of digitization of emotions by recreating a feeling of care for an object. The explorations in this project look at how concepts and design techniques can be usefully borrowed from biology to push the boundaries of computing. Objective Empathy’s goal is to create an engaging communication with these objects that stays novel while raising deeper questions about our experience of and relationship to artificial objects.

Location: Playground

Maker:

Creator: Melanie Bossert

Collaborator: Roula Gholmieh

Pearl

Told over a span of years, Pearl is the story of a single, guitar‐playing dad and his young daughter as they travel the country making music. Set entirely from inside their home, a 1975 Dodge, it's a story about who you love, how you love, and finding grace in the unlikeliest of places. Directed by Patrick Osborne and produced by Google Spotlight Stories, Pearl is one of the first stories to be created for both theatrical and mobile VR release. 

Location: Playground

Maker:

Director: Patrick Osborne ‐ Director

Producer: David Eisenmann ‐ Producer

Executive Producer: Karen Dufilho

Editor: Stevan Riley

Music Supervisor: Scot Stafford

Key Collaborators: Evil Eye Pictures

PLAYTHINGS

PLAYTHINGS is a VR music playground by George Michael Brower, set on an island filled with cheeseburger drums and other junk-food instruments that you can really play with your own two hands. Walk through a glassy ripple in space-time, and you might find yourself on the surface of a two-story iridescent barbecue grill. Turn a whole room into a rhythm game where you fend off a musical onslaught of candy. Use the Golden Tongs to rearrange the world around you and make any instrument you can imagine.

Location: Playground

Maker:

Creators: George Michael Brower of Always & Forever Computer Entertainment 

Quinn

Have you ever wanted to star in your own video game? Not just to interact with a physical or augmented world, but also to steer the narrative based upon learned information and the moral choices you are given? Quinn is more than an interactive experience; it is a live action Choose-Your-Own-Adventure that combines the thrill of an escape room with a story that evolves as decisions are made. As a team of newly assigned technicians, two users will be tasked with entering a laboratory and bringing an artificial intelligence system back online to assess its viability after its inventor has mysteriously disappeared. As the story unravels, your team must navigate a series of complex tasks while searching for the truth behind the A.I. and the room. Quinn stands out for its moral complexity, unique gaming mechanics, and redefines what you've come to think of as immersive storytelling. 

Location: Playground

Maker:

Creators: Shaun Axani

Key Collaborators: Story by Shaun Axani, Marshall Axani, and David Hall

Skin Deep

It is a series of collaborative self-portraits that treats the body as a canvas for 3D drawing. It is an exploration of a new kind of drawing format, where the artists are 3D-scanned, producing a mesh of their bodies and texture maps of their skin from all angles. Skin deep is exploring the core value of oneself after peeling away layers of consciousness and revealing venerability, and how this transform provides a new way of seeing.

Location: Playground

Maker:

Creators: Alon Chitayat and Rosalie Yu

Tetragrams

A fast-paced collaborative mash up of Tetris and Tangrams. Tetrarams mixes the gameplay of Tetris and tangrams into a collaborative party game. Using their smartphones as controllers 4-15 players yell, point, prod and coordinate how to best stack blocks before time runs out or the screen fills up.

Location: Playground

Maker:

Creators: Gigantic Mechanic