Digital Twinning of Lanhydrock House

Digital Twinning of Lanhydrock House

Digital twinning of a heritage plasterwork ceiling at Lanhydrock House represents a significant part of the West Country’s artistic heritage in the 17th century.

Pete Quinn Davis is 3D scanning and fabricating an elaborate ceiling made in the 17th century in Cornwall collaborating with the National Trust. Plaster ceilings and mantelpieces were key in communicating complex views on religion, society, family, gender, and the environment. The Genesis cycle in the Long Gallery at Lanhydrock House, with its 36 large narrative scenes on a 116 feet long and 20 feet wide barrel vault, has always been recognized as the centrepiece of this tradition. The National Trust is embarking on the restoration and repair of the ceiling and has partnered with the University of Plymouth to document and interpret the intricate narrative designs. The Arts and Humanities Research Council (AHRC) is supporting the project with a Curiosity Award.

 

 

Project Team:

Dr Péter Bokody

Associate Professor of Art History
School of Society and Culture (Faculty of Arts, Humanities and Business)

Pete Quinn Davis

Associate Head of School – International
School of Art, Design and Architecture (Faculty of Arts, Humanities and Business)

 

 

 

AI

AI
i-DAT’s algorythmic heritage flows through the core of our practice and dates back to the early years of our formation in 1998. Some of our creative Artificial Intelligence/Machine Learning project include:

1997: Psalms:
pslams1
https://i-dat.org/psalms/

Psalms is the Autonomous Wheelchair constructed by Guido Bugmann for Donald Rodney’s “Nine Night in Eldorado” at the South London Gallery, 1997. Now in the Tate Collection.

2000: Autoicon:
1
https://i-dat.org/autoicon/

Autoicon is a dynamic internet work and CD-ROM that simulates both the physical presence and elements of the creative personality of the artist Donald Rodney who died from sickle-cell anaemia. The project builds on Donald Rodney’s artistic practice in his later years, when he increasingly began to delegate key roles in the organisation and production of his artwork.

2000: THE  S.T.I.  PROJECT: THE SEARCH FOR TERRESTRIAL INTELLIGENCE:
sti1
https://i-dat.org/sti/

S.T.I. is funded by the SciArt programme (supported by the ACE, the British Council, the Calouste Gulbenkian Foundation, SAC, the Wellcome Trust and NESTA)., and turns the technologies that look to deep space for Alien Intelligence back onto Planet Earth in a quest for ‘evidence’ of Terrestrial Intelligence.

2002:  Artefact:

https://i-dat.org/2002-artefact/

Artefacts can change their meaning not just over the years as different histriographical and institutional currents pick them out and transform their significance, but from day to day as different people view them and subject them to their own interpretation. The ‘Artefact’ Project takes this fluidity as its starting point. The Artefact and its interpretation panel slowly evolve as visitors to the website play with it and reinterpret its meaning.

2002: Note Towards the Complete Works of Shakespeare / Generator:https://i-dat.org/notes-towards/

Generator: curated by Spacex & STAR, with support from the Institute of Digital Art & Technology and the Arts Council of England (Collaborative Arts Unit). Spacex Gallery, 1 May – 22 June 2002, and touring in the UK. Generator will present a series of ‘self-generating’ projects, incorporating digital media, instruction and participation pieces, drawing machines, experimental literature, and music technologies. All work will be produced ‘live’, in real-time, with some elements continuing indefinitely.

2006: Noogy:

https://i-dat.org/2006-noogy/

Installation in Portland Square, University of Plymouth. To talk to Noogy text: ‘noogy; and your question..’ to 07766404142. Noogy in residence is part of the Motion Plymouth Festival 2006. Noogy’s background is a little unclear. Some claim that Noogy arrived from deep space, originating somewhere off the shoulder of Orion, watching C-beams glitter in the dark near the Tannhauser gate. Others claim that Noogy grew from within the network of CAT6 Ethernet cables, silicon chips and data mines that form the core of the Arch-OS system in Portland Square.

2006: Sloth-bot:https://arch-os.com/projects/slothbot/

Sloth-bots are large autonomous robots that move incredibly/imperceptibly slowly. They reconfigure the physical architecture imperceptibly as a result of their interactions with people, over time.  As the use of the space changes throughout the day, sloth-bots reposition themselves in anticipation of new interactions with the buildings occupants.

2014 QUALIA – a revolution in measuring audience feedback:https://i-dat.org/qualia/

Enter Qualia (stage right). This is i-DAT’s ground-breaking digital technology and research project, which measures the mood of arts and culture audiences using a user-friendly interface that ‘gamifies’ the evaluation process. Qualia enables users to gain tangible rewards for taking part – such as discounts and exclusive offers – making data collection easy, fun and beneficial.

2016 Quorum Cultural Computation:


https://i-dat.org/quorum/

Quorum proposes new analytical techniques which focus on enhancing audience engagement through the use of conversational AI, Artificial Neural Networks, Self Organising Maps and Deep Learning Networks to innovatively integrate subjective and objective data.

2016 TIWWA:
https://quorum.i-dat.org/tiwwa/

A technological fusion of interactive light and sound, this dynamic data driven artwork asks audiences to consider the data they generate and the algorithms that increasingly influence their behaviour. This Is Where We Are offers a glimpse into a future where we work rest and play with and through algorithms.

2016 Murmuration:

https://i-dat.org/murmuration/

Murmuration was one of the outcomes from the E / M / D / L – EUROPEAN MOBILE DOME LAB for Artistic Research (http://www.emdl.eu/) partnership of European and Canadian cultural organisations funded by EU Culture Program. This post contains information and documentation on this project component.

2018 Women Reclaiming AI:


https://i-dat.org/women-reclaiming-ai-for-activism/

Women Reclaiming AI (WRAI) is a collaborative AI Voice Assistant made by and for self-identifying women. It is created through a series of free, inclusive and collaborative workshops with the ambition of growing a community and a shared data-set which better represents its users.

2018 The Infinite Guide:
https://i-dat.org/the-infinite-guide/

The Infinite Guide is a speculative art work and research project, powered by a conversational Artificial Intelligence, (a natural language human-computer interface). It took place simultaneously online and at KARST in Plymouth, UK.

2018 Emoti-OS:

https://i-dat.org/emoti-os-me/

Emoti-OS is a chatbot. It uses conversations with its users to understand the collective mood of pupils at Plymouth School of Creative Arts (UK). It is created for and with these pupils to give students a voice and a way to express how they collectively feel about important matters at the school.

2018-2021 SWCTN:

https://www.swctn.org.uk/automation/
https://www.swctn.org.uk/data/

The South West Creative Technology Network (SWCTN) is a £6.5 million project to expand the use of creative technologies across the south west of England. The network is offering three one-year funded programmes around the themes of Immersion, Automation and Data.

References:

Postgraduate Researchers:

> Liz Coulter-Smith current PGR Exploring Generative Automatism and Process Art through Large Language Models.

Dr B Aga: PROTOTYPING RELATIONAL THINGS THAT TALK: A DISCURSIVE DESIGN STRATEGY FOR CONVERSATIONAL AI SYSTEMS

Dr Coral Manton: Reframing museum epistemology for the information age: a discursive design approach to revealing complexity

Dr Denis Roio: Algorithmic Sovereignty

 

Ludic-Architectures

Ludic-Architectures

Ludic-Architectures is a Virtual Summer School project funded by the British Council’s UK-China Outward Mobility Internationalisation Partnership Fund, developed in response to international COVID-19 restrictions.

Ludic-Architectures pdf flyer here.

The project builds on the foundation of a rich history of virtual collaboration, digital architectures and immersive experiences (https://i-dat.org/future-history/). It extends these into the development of a transnational collaborative and playful environment for students exploring Games Art and Design and Digital Media Design at Undergraduate and Masters level in the UK and China.

 

The project utilises a collaborative online Virtual Reality environment using game engine tools to extend participant’s skill sets, both technically and creatively, and fosters a virtual mobility, and shared vision for new digital innovations through a rubric of sharing, inclusive participation, and co-production.

Ludic-Architectures is a speculative design space that allows the collaborative building of a shared digital environment that can function in VR platforms, web browsers and Fulldome environments. This will be a playful space for making and exhibiting new digital work.

Physical 3D artefacts (digitally rapid prototyped and fabricated) made by participating students during the summer school workshop activities in their distributed geographical locations will contribute to and debates around about their creative evolving practice in the post Covid international landscape.

The project has a spine of online and studio based workshops, at each location, which drive the development of the Ludic-Architectures space

Students are drawn from different disciplines across the Chinese UK partnership and School of Art Design and Architecture at University of Plymouth including Architecture, 3D Design, Digital Media Design, Graphic Communication, Game Design, Media.

 

 

  • Ludic-Architecture platform is developed using a networked multiuser game engine (Unreal)
  • The initial workshop will brief students and create flexible groups around mixed skill sets which will ultimately collaborate to design and create the Ludic-Architectures
  • The Ludic-Architectures space tests the game engine technologies that are already studied by each partner but will extend the reach of the local game engine into a multi-user online environment and allow for free exploration of the creative potential of the virtual environment.
  • Three Parallel Summer School workshops (Architecture, Game Design, 3D Design) will take place over the summer, with in each partners studio space and in the evolving Ludic-Architectures
  • Series of visiting speakers from UK and Chinese industries represented in the interdisciplinary mix of the Ludic-Architectures (Architecture, Design, Media) will contribute to the evolution through presentations of the inclusion of digital artefacts.
  • Finally, the environment and the digital artefacts within it will be the shared exhibition of their creative endeavours.

 

LUDIC-ARCHITECTURES-EXHIBITION FLYER

LUDIC-ARCHITECTURES EXHIBITION:

Monday 25 July.

Presentation & launch: 18.00-20.00.

Open to the public from: 14.00.

Location: Real Ideas, Market Hall, Duke St, Devonport, Plymouth PL1 4PS

PDF Flyer.

An exhibition of physical fragments and digital shrapnel from a creative explosion within the internationally networked LUDIC-ARCHITECTURES virtual environment.

 

Please register for the Exhibition opening here: https://realideas.ticketsolve.com/ticketbooth/shows/1173630522.

 

LUDIC-ARCHITECTURES is a speculative design space that allows the collaborative building of a shared virtual environment.

The exhibition, at the Real Ideas Market Hall Fulldome, follows three weeks of online playful co-creation between students in Design, Art and Media, and Architecture located in China, UK, and the LUDIC-ARCHITECTURES virtual world.

Augmented by visiting speakers Professor Chris Speed, Dr Melanie Jackson, and Professor Neil Spiller and each area lead by Pete Davis (Design) Mike Lawson-Smith (Art & Media) and Andy Humphreys (Architecture), further details on the LUDIC-ARCHITECTURES Virtual Summer School can be found below…

 

Exhibition Client: https://i-dat.org/wp-content/blogs.dir/28/files/2022/01/2022.07.21.Client.zip

Ludic-Architectures single user demo…

LUDIC-ARCHITECTURES WORKSHOPS:

WEEK #1: 27/06 to 01/07/2022: Design (Graphic, Digital, Product, Interior, Spatial).

Zoom Link: https://plymouth.zoom.us/j/97798247871

Brief:

MALLEABLE DIGITAL: WE LOVE DONUTS!!

How might we design digital objects from a variety of data, like walking, exercising, eating, sleeping, listening to music etc and place them in new exciting contexts and environments?

Session leader: Pete Davis.

PDF Download.

Design Teams Week 1 

Team 1 Yellow
Donglin Wang
Melody
Mingming Zhang
Oscar McNaughton
Sal

Team 2 Green
JNU-Danika
Lizzy Chalmers
Edward King
Wei Zhiying 
Yuchen Hu
Yang Tongtong

Team 3 Blue
JNU-Anne
Wang Chenxi
Xiangyi Tang
Yichen Lu
Kyra Boyle

Team 4 Purple
Jessica 
Ian Kok-Saw
Fengyan
Yixin Xu
Sam Pascal
Vincent Zhang

Schedule:

Monday 27 June:

9.00 UK / 16.00 China: Ludic-Architectures Introduction.

10.00 UK / 17.00 China: Brief: MALLEABLE DIGITAL: WE LOVE DONUTS!!

11.00 UK / 18.00 China: Technical/Creative Support.

Tuesday 28 June:

10.00 UK / 17.00 China: Technical/Creative Support.

Wednesday 29 June:

9.00 UK / 16.00 China: Visiting Speaker: Professor Chris Speed, Chair of Design Informatics, Edinburgh University.

10.00 UK / 17.00 China: Pete Davis: MALLEABLE DIGITAL: WE LOVE DONUTS!!

11.00 UK / 18.00 China: Technical/Creative Support.

Thursday 30 June:

10.00 UK / 17.00 China: Technical/Creative Support

Friday 1 July:

9.00 UK / 16.00 China: Showcase Preparation.

10.00 UK / 17.00 China: Showcase & Discussion.

12.00 UK / 19.00 China: End.

Showcase & Discussion.

Visiting Speaker:

Professor Chris Speed, Chair of Design Informatics, Edinburgh University.

Prof. Chris Speed FRSE, is Chair of Design Informatics at the University of Edinburgh where he collaborates with a wide variety of partners to explore how design provides methods to adapt and create products and services within a networked society. Chris is Director for the Edinburgh Futures Institute, involving the transformation of the 22,000m2 Old Royal Infirmary of Edinburgh, a Florence Nightingale hospital in the centre of Edinburgh, into a world leading centre for interdisciplinary teaching, research and innovation.

Software Download:

Instructions:

NB: None of these instructions will work without your University of Plymouth user id and password!

1: FortiClient-VPN-Guide: Windows SSL VPN User Guide (forticlient.com)

2: Ludic-Architecture Server Login Instructions.

3: Chinese version of Ludic-Architecture Server Login Instructions.

Software:

Chinese Particpants: A local link is provided by your Institutional coordinators for the The Ludic-Architectures AcrVR software download.

UK participants should use:

Version 1.0 (retired).

ArcVR.exe Ludic-Architectures install files.

You will need admin rights to install the .exe.

Contacts:

UK Participants should contact: thijs.mostert@plymouth.ac.uk

 

WEEK #2: 04/07 to 08/07/2022: Art and Media (Illustration Fine Art, Film and Photography).

Zoom Link: https://plymouth.zoom.us/j/97798247871

Brief:

Hybrid-City-Scape

Responding to the traditions of landscape/cityscape in Art, Illustration and Photography this brief is a 3D interpretation of the cityscapes of Nanjing in China, and Plymouth in England. Using selected shapes of the buildings of these cities, you are required to create a new virtual city within the Ludic-Architectures environment, combining the shapes from one city with that of the other city. To do this, you will work in your team of 3/4 people, and as a team you will need to select a building of your choice and work together to reconstruct it as a hybrid Nanjing/Plymouth building to be placed within the Ludic-Architectures environment in which we are working.

Session leader: Mike Lawson-Smith

PDF Download.

Design Teams Week 2 

Team 1 Yellow

Luying Zhang
Yuqi Wang
Jess Heddges
Mohamed Elwakil

Team 2 Green

YuXuan Zhou
YinRan Wang
Melody
Chenshi
Daisy Grainger (only tues/wed)

Team 3 Blue

Boyang Cui
ShenJunZhe
Oliver Li
Summer Ashbury (except tues/wed)

Team 4 Purple

Yuxing Zhu
Yige Lu
Orion Cutter
Jiakai Yin

Schedule:

Monday 04 July:

9.00 UK / 16.00 China: Ludic-Architectures Introduction.

10.00 UK / 17.00 China: Brief: Mike Lawson Smith presentation.

11.00 UK / 18.00 China: Technical/Creative Support.

Tuesday 05 July:

10.00 UK / 17.00 China: Technical/Creative Support.

Wednesday 06 July:

9.00 UK / 16.00 China: Visiting Speaker: Dr Melanie Jackson Royal College of Art

10.00 UK / 17.00 China: Mike Lawson-Smith: Project development and discussion.

11.00 UK / 18.00 China: Technical/Creative Support.

Thursday 07 July:

10.00 UK / 17.00 China: Mike Lawson-Smith: Work in Progress Presentations.

11.00 UK / 17.00 China: Technical/Creative Support

Friday 08 July:

10.00 UK / 17.00 China: Project Summary.

Showcase & Discussion.

Visiting Speaker:

Visiting Speaker: Dr Melanie Jackson Royal College of Art

“Melanie’s multidisciplinary practice involves modes of non-fiction storytelling – through space/objects/text/moving image and sound.

Melanie was born in Hollywood, West Midlands. She now lives and works in London and attended LCC, Byam Shaw and the RCA and has recently completed a practice based PhD at the University of Reading.

In 2017/18 she published co-authored articles with Dr Esther Leslie in Parallax Journal, Effects Journal, the online journal Studies in the Maternal, and cabinet magazine. They have also co-authored a book Deeper in the Pyramid (2018), and have previously produced a comic The Ur-Phenomenon (2013) and a newspaper The Urpflanze (2010). They devised a series of performance lectures based on the book for the Delfina foundation (2016), UCL (2016), Birkbeck (2017) the Atlantic Project (2017), Lux (2017) and Primary (2018).”

Software Download:

Instructions:

NB: None of these instructions will work without your University of Plymouth user id and password!

1: FortiClient-VPN-Guide: Windows SSL VPN User Guide (forticlient.com)

2: Ludic-Architecture Server Login Instructions.

3: Chinese version of Ludic-Architecture Server Login Instructions.

Software:

Chinese Particpants: A local link is provided by your Institutional coordinators for the The Ludic-Architectures AcrVR software download.

UK participants should use:

Version 2.0 zip file can be downloaded from this link (please unzip).

You will need admin rights to install the .exe.

Contacts:

UK Participants should contact: thijs.mostert@plymouth.ac.uk

WEEK#3: 11/07 to 15/07/2022: Architecture (Urban Planning, Build Environment).

Zoom Link: https://plymouth.zoom.us/j/97798247871

Brief:

The Ideal City: A collage in the virtual world…

Session leader: Andy Humphreys

PDF Download.

Design Teams Week 3

Team 1 Yellow
Jaqueline Grace
Siting Chen
Jiayi Liu
Lan Yao

Team 2 Green
Harry Hooton
Wang Xiaomeng
Longxiang Li
Zhanghui Wang

Team 3 Blue
Stacy Dube
Ronghuiyu Li
Zhifan Zhai
Chris Phillips
Ya Hsien Chi

Team 4 Purple
Wei Lam Wong
Yuneng Jiang
Kaixuan Chen
Mia Steele
Cerys O’Brien

Schedule:

Monday 11 July:

9.00 UK / 16.00 China: Ludic-Architectures Introduction.

10.00 UK / 17.00 China: Brief: Andy Humphrey presentation.

11.00 UK / 18.00 China: Technical/Creative Support.

Tuesday 12 July:

10.00 UK / 17.00 China: Technical/Creative Support.

Wednesday 13 July:

9.00 UK / 16.00 China: Visiting Speaker: Professor Neil Spiller

10.00 UK / 17.00 China: Andy Humphrey: Project development and discussion.

11.00 UK / 18.00 China: Technical/Creative Support.

Thursday 14 July:

10.00 UK / 17.00 China: Technical/Creative Support

Friday 15 July:

10.30 UK / 17.30 China: Andy Humphrey Project Presentations and Project Summary.

Showcase & Discussion.

Visiting Speaker:

Visiting Speaker: Professor Neil Spiller

Presentation: Soft Machines and Virtual Objects: how Cyberspace came into Architecture.

Neil Spiller is the former Hawksmoor Chair of Architecture and Landscape and Deputy Pro Vice-Chancellor of the University of Greenwich, London. Prior to this, he was Dean of the School of Architecture, Design and Construction, and Professor of Architecture and Digital Theory at Greenwich University. Before that, he was Vice-Dean and Graduate Director of Design at the Bartlett School of Architecture, University College London.

He is on the editorial board of AD (Architectural Design). His architectural design work has been published and exhibited on many occasions worldwide. Since 1998, he has produced the epic COMMUNICATING VESSELS project.

www.neilspiller.com

Software Download:

Instructions:

NB: None of these instructions will work without your University of Plymouth user id and password!

1: FortiClient-VPN-Guide: Windows SSL VPN User Guide (forticlient.com)

2: Ludic-Architecture Server Login Instructions.

3: Chinese version of Ludic-Architecture Server Login Instructions.

Software:

Chinese Participants:
weblink:https://pan.baidu.com/s/12SUoIvNcZAPgv_h5R3gr8w
passcode:4vru

UK participants should use:
Version 3.0 zip file can be downloaded from this link (please unzip).

You will need admin rights to install the .exe.

Contacts:

UK Participants should contact: thijs.mostert@plymouth.ac.uk

Project Development:

Timeline: December 2021-July 2022

12/21-02/22:

Design and implementation of the prototype.

03/22:

Workshop extended requirements 2 days

05/22:

Workshop system testing 2 days

06/22:

3 parallel Workshops (3 weeks)

06-07/22:

Visiting Speakers Programme

07/22:

Fulldome and Virtual Exhibition (one week)

Context:

IVT: The IVT is a transdisciplinary instrument for the manifestation of (im)material and imaginary worlds. The ‘Fulldome’ architecture now houses a duel high-resolution fish eye remote light engine projection system, sophisticated 10.1 audio system and customised computers to wrap data, models, video and images around its inner surface. The IVT is used for a range of learning, entertainment and research activities, including transdisciplinary teaching, bleeding edge research in modelling and data visualisation.
Murmuration: E/M/D/L presents: Liminal Spaces, Dream Collider, and Murmuration, the culmination of a EU funded collaboration between Canadian and European partners. This research project was carried out through eight international residencies and is presented in the Satosphere of Montreal’s Society for Arts and Technology (SAT). Articulated through the fulldome environment as an instrument to explore transdisciplinary forms of artistic expression, these experiments oscillate between performance, interactive installation and immersive event.
Arch-OS: Arch-OS represents an evolution in intelligent architecture, interactive art and ubiquitous computing. An ‘Operating System’ for contemporary architecture (Arch-OS, ‘software for buildings’) has been developed to manifest the life of a building and provide artists, engineers and scientists with a unique environment for developing transdisciplinary work and new public art. The Arch-OS experience combines a rich mix of the physical and virtual by incorporating the technology of ‘smart’ buildings into new dynamic virtual architectures.
Quorumscape: QUORUMSCAPE integrates the Quorum algorithmic tools into a real-time geo-located CityScape simulation. Quorum is an algorithmic system that feeds off data generated by material and virtual environments and the physical and social behaviour of audiences. It incorporates bio-inspired algorithmic swarm decentralised decision making processes to generate a dynamic and evolving collective behaviour. It is a volatile system of stimuli and response that is manifest as data driven interactive objects, installations and immersive audio-visual experiences.
Digital Futures: The programme aims to reflect upon and actively engage with contemporary arts and technology practices. It is constantly upgraded to respond to changing cultural and technological developments, and is delivered through a combination online and offline activities (using streaming media, an interactive web site and online community tools and more traditional methods).
MEDIASPACE: The intent of ‘MEDIASPACE’, whether in its ‘dead’ paper-based form, or the ‘live’ digital forms of satellite and internet, is to explore the implications of new media forms and emergent fields of digital practice in art and design. MEDIASPACE was an experimental publishing project that explores the integration of print, WWW and interactive satellite transmissions. The convergence of these technologies generates a distributed digital ‘space’.
Sliding Scales: i-DAT & The Bartlett School of Architecture are collaborating on an SEM (Scanning Electron Microscope) and Rapid-prototyping workshop to generate an exhibition to be installed in January 2007 at University College London. This continuing collaboration with Unit 20 of the Bartlett School of Architecture builds on last years Arch-OS workshop held in the IVT.
Immersive Media Lab:The Immersive Media Lab is a new digital initiative which sits alongside the Digital Fabrication Lab on the ground floor of the Roland Levinsky Building. These spaces are showcase statements for the School of Art Design and Architecture which celebrate a dynamic engagement with (post)digital innovation as a catalyst for creative production, playful experimentation, pedagogic invention and industrial engagement.

 

Partnership:

Jiangnan University:

Dr. Mingming Zhang, Dr. Yichen Lu, Miss Belinda LI

Nanjing University of the Arts:

Prof Yan Baoping, Dr Yu Rui

Soochow University:

Prof Zhou Guoyan, Zi Hong

The Belt and Road Initiative.

China-Portugal Joint Laboratory of Cultural Heritage Conservation Science.

Dr Yuanyuan Mao:

 

Funded by the British Council: UK-China Outward Mobility Internationalisation Partnership Fund
In collaboration with Real Ideas [Market Hall Fulldome]:
Software by TEAM3

The Ludic-Architectures platform builds on previous funding from the South West Creative Technology Network Hybrid Hubs project.

Terms and Conditions:

Ludic-Architectures is a space for creative playfulness, collaboration and co-design. 

Mutual trust and respect for each other is a fundamental quality of these playful digital behaviours. 

Participants will contribute to Ludic-Architectures in accordance with the University of Plymouth's Equality, Diversity and Inclusion guidance and policies.

 

Software End-User License Agreement:

This software is the creation of Team3 LTD in collaboration with i-DAT.

The user agrees not to alter, reproduce or distribute this software without the express written permission of Team3 LTD

The user agrees not to sell, transmit, host or otherwise commercially exploit this application.

The user must agree to the policies of their respective institution and follow them at all times when using this software, including any relevant policies on harassment and hate speech, which apply when using this software's in built messaging features.

Powderham Castle & Higher Uppacott – VR & Fulldome.

Powderham Castle & Higher Uppacott – VR & Fulldome.

Developed by: Musaab Garghouti using Unreal Engine 5 testing Nanite and Lumin.

Outputs: Dome production and Interactive VR experience.

 

Process:

Used 3d scans from the Artec Ray and Leo – Raw scans produced over 60 million polygons. The raw scans with no optimisation were used for the dome production – Such high poly models are usually hard to work with as they require high-end hardware and are time-consuming to manipulate. However, Nanite enabled rapid manipulation which significantly helped the process of building the environment.

Developed for the GOALD (Generating Older Active Lives Digitally) Project:

The GOALD project uses intergenerational groups to examine how to design and deliver digital resources to provide and engage older people in structured activity programmes with the aim of improving their health and wellbeing. The project examined how to design and deliver digital resources to provide and engage older people in structured activity programmes and improve health and wellbeing.

https://www.plymouth.ac.uk/research/centre-for-health-technology/goald

 

 

 

 

Hybrid Hub Project

Hybrid Hub Project

Fulldome Hybrid Hub Project.

The Fulldome Hybrid Hub is an R&D project funded by the South West Creative Technology Network (SWCTN).

The project was initiated through the South West Creative Technology Network in response to the COVID-19 pandemic and its broader impact on the cultural sector, and asks creative practitioners to imagine the possibilities of a physical and digital future for our venues – a Hybrid Hub.

“In this uncharted world where we find ourselves reopening our venues, our core working structures need to be re-examined. How do we keep the serendipitous moments of interaction that lead to new dialogue and collaboration when we no longer have the same access to our spaces? …How do we move beyond simple telepresence and explore the feel and experience of trying to collaborate between both the digital and physical worlds – and what could emerge that we didn’t imagine possible before?”SWCTN

In July 2021, the Market Hall immersive dome opened in Devonport, Plymouth. The first of its kind in Europe, the 210-degree, flat floor dome, designed and built by dome experts, GaiaNova, offers students, graduates, researchers, organisations and businesses a unique opportunity to experiment with and develop content for domes and other, related technologies. Domes, as environments for shared VR, AR and mixed reality, offer a new environment for collaborative experiences and experimentation.

Unique double fisheye projector projection system
19.1 audio system.

Images by GaiaNova.

The ambition of the Fulldome Hybrid Hubs project is to network the Market Hall dome with other domes across the UK and beyond. To do this, the project will develop a hybrid hub capable of linking domes and enabling regular, live contact between dome users in a number of locations.

The project is led by Real Ideas, in collaboration with i-DAT, through a series of round tables and workshops (primarily online) with local partners, national and international partners. The sessions explored and developed the hybrid hub concept, specifying design requirements and commissioned a prototype build.

This website documents the development process and the software and hardware framework developed by the collaboration. Ultimately further funding was achieved from the British Council for the Ludic Architecture Project which allowed the collaboration to fully realise the ambitions of the Fulldome Hybrid Hub prototype.

Workshop #1: 04/02/2021

Workshop #1 Participants:

Luke Christison (Immersive Vision Theatre/Impact Lab), Tom Edie (SWCTN/UoP), Mathew Emmett (Architecture), Lindsey Hall (Real Ideas), Madeline Hall (Real Ideas), Niall Hamilton (Architecture), Bryn Higgins (BA GAD), Claire Honey (Real Ideas), Mohamed Hossam (MRes DAT), Philip Mayer (GaiaNova), Mike Phillips (i-DAT).

Workshop #2: 12/03/2021

Miro Board Design Session:

 

Workshop #2 Participants:

Luke Christison (Immersive Vision Theatre/Impact Lab), Tom Edie (SWCTN/UoP), Mathew Emmett (Architecture), Lindsey Hall (Real Ideas), Madeline Hall (Real Ideas), Bryn Higgins (BA GAD), Claire Honey (Real Ideas), Mohamed Hossam (MRes DAT), Christiana Kazakou (i-DAT), Rhys Lamble (Team-3), Konstantin Leonenko (The Bridge), Philip Mayer (GaiaNova), Mike Phillips (i-DAT).

Workshop #3 Fulldome Network: 23/03/2021

Workshop and consultation with key figures from the international Fulldome community:

Summary Presentation: PDF.

Workshop #3 Participants:

Tom Edie (SWCTN/UoP), Martin Kusch (University of Applied Arts Vienna, Austria), Lindsey Hall (Real Ideas), Madeline Hall (Real Ideas), Johannes Hucek (University of Applied Arts Vienna, Austria), Philip Mayer (GaiaNova/Fulldome UK), Paul Mowbray (NSC Creative), Mike Phillips (i-DAT), Ben Stern (GaiaNova/Fulldome UK), Micky Remann (Fulldome Festival, Jena, Germany), Jacob Watson (NSC Creative).

Workshop #4 Production Phase: 25/03/2021.

Following the workshop/consultancy process in Workshop #3 the team assessed options and developed a production process in order to present at the SWCTN Hybrid Hub Data Showcase, with further iterations planned for a Fulldome UK presentation in October.

Workshop #4 Participants:

Tom Edie (SWCTN/UoP), Mathew Emmett (Architecture), Lindsey Hall (Real Ideas), Madeline Hall (Real Ideas), Bryn Higgins (BA GAD), Claire Honey (Real Ideas), Mohamed Hossam (MRes DAT), Christiana Kazakou (i-DAT), Rhys Lamble (Team-3), Konstantin Leonenko (The Bridge), Philip Mayer (GaiaNova), Mike Phillips (i-DAT).

Fulldome Composite:

Prototype/Code:

The Hybrid Hub Project is built using EPIC’s Unreal Engine.

To be published here shortly….

The Hybrid Hub Project provided the software/server/network framework for the British Council for the Ludic Architecture Project.

        

Interactive Virtual Reality Crime Scene Examination Prototype

Interactive Virtual Reality Crime Scene Examination Prototype

The design and build of an interactive virtual crime scenes prototype for students and external professional partners to explore. The prototype requires participants to follow correct forensic crime scene procedure ensuring the appropriate steps are taken to help identify, preserve and seize evidence. The virtual environment is highly interactive, allowing the participant the ability to roam within the parameter of the crime scene and also to interact with specific elements of interest via an interface which provides lists of actions which could be taken. These actions follow correct procedure and will serve as a learning resource for students and professionals alike.

The prototype:

Provides a real-world Interactive VR design problem for students

Supports classroom learning in Criminology by allowing participants to engage in experiential learning within a simulated virtual world.

Constructs a meaningful and deeper knowledge of the processes used during an investigation and create more meaning from it.

Support a dialogue with external partners to assist in the design and development and application within a professional context.

 

Crime Scene Plan:

1: Muddy footprints (fading to nothing by the last one) / 2: Ear print on outside of window / 3: Finger print on kitchen drawer / 4: Body (stabbed) / 5: Blood spatter on wall, bed and floor / 6: Knife / 7: Blood drops / 8: partial bloody footprints (Same as shoe print 1 and fading to nothing by the last one) / 9: Blood on interior door handle / 10: Mobile phone / 11: Broken watch (slightly hidden from view between bed and cabinet) / 12: Hair (loose on leg of victim) / 13: Running trainer footprints / 14: Partial bloody hand print in door / 15: Open bottle of whisky with some blood on.

The project was a result of a cross Faculty collaboration between staff and students in Criminology in the School of Law, Criminology and Government and i-DAT in the School of Art Design & Architecture.

Project design team:

i-DAT: Joel Hodges, Rhys Lamble, Mike Phillips, Andrew Prior (lead).

Criminology and Criminal Justice: Brendan Brookshaw, Iain Channing (lead).

 

 

Immersive Media Lab

Immersive Media Lab

The new Immersive Media Lab in the School of Art Design and Architecture (opening 09/2020) complements a suite of creative Labs that enable a blurring between the physical and the virtual, the real and the imaginary.

Immersive Media Lab:

The Immersive Media Lab is a new digital initiative which sits alongside the Digital Fabrication Lab on the ground floor of the Roland Levinsky Building. These spaces are showcase statements for the School of Art Design and Architecture which celebrate a dynamic engagement with (post)digital innovation as a catalyst for creative production, playful experimentation, pedagogic invention and industrial engagement.

Context:

The Immersive Media Lab builds on the rich digital history of the School’s research and creative activities which date back to the first wave of VR technologies in the 1990’s and beyond to the development of shared immersive experiences of fulldome environments. Recent initiatives, such as the South West Creative Technologies Network ‘Immersion’ fellowships and the development of the Market Hall £7 million Fulldome in Devonport, demonstrate an experimental and progressive approach to these new immersive technologies, associated production practices, new audiences and the broader industrial context for these volatile and emerging technologies.

Users:

Immersive Media Lab will be used by Undergraduate and Masters programmes from within the School where these practices are core, such as Virtual Reality Design, Digital Media Design, Game Art and Design, but also areas such as Architecture, Creative Media, Illustration, Design), the Faculty (such as performance) and across the University (such as eHealth, robotics and Earth Sciences), as well as by PhD, post doc and researchers. The Immersive Media Lab is fundamentally interdisciplinary. It will also provide an interface with industry, allowing collaborative production and research projects.

Immersive Media Lab:

The Immersive Media Lab explores the development and application of virtual, augmented and simulated worlds. The Immersive Media Lab is equipped with: multi camera Motion Capture (Vicon) with marker and markerless data capture / a variety of Augmented Reality and Virtual Reality systems (Vive, Oculus, HoloLens 2, Magic Leap) / modeling and gaming workstations / 3m Fulldome / Pro 3D camera kit / Projection wall.

 

Maker Lab:

The Maker Lab is equipped for experimental electronics, micro-controllers/computing, robotics, 3D scanning and printing. Developed as a prototyping space to bring together elements from all the other labs to synthesize experimental elements into wearables, Internet of Things, environmental technologies, remote sensing and drones. From large scale interactive props to micro-electronics, the Maker Lab cultivates experimental and makerly practices.

Digital Fabrication Lab:

The new Digital Fabrication Laboratory enables new solutions to close the gaps between digital media and physical production processes, forcing a step change in the way we design, make and build, including: Additive Manufacturing: Fused Filament Fabrication, Stereolithrography, and Polyjet: Laser Cutting, CNC Milling, 3D Laser Scanning (objects and environments), and Robotic arms.

Immersive Vision Theatre:

The IVT is a ‘Fulldome’ architecture that houses a powerful projector fitted with a ‘fisheye‘ lens, 10.1 audio system, and customised powerful computers to wrap data, models, video and images around its inner surface. The IVT is used for a range of learning, entertainment and research activities, including transdisciplinary teaching, bleeding edge research in modelling and data visualisation.

The Market Hall:

i-DAT and the University of Plymouth are supporting the new Market Hall development in Plymouth by RIO. This unique 18 meter fulldome will be used as a venue for experimental immersive audience experiences. Inspired by the Satosphere in Montreal the Market Hall Fulldome will allow the prototypes and productions developed through the Immersive Media, Digital Fabrication and Maker Labs and the IVT to reach significant audiences.

Production Pathways:

The Immersive Media Lab incorporates immersive technologies such as virtual reality, augmented reality, immersive audio and mixed reality. It will be used to capture aspects of the real world through motion capture, scanning, data modelling and simulation and project back into the world using augmented reality, fulldome and projection mapping.

The Immersive Media Lab offers a highly flexible workflow with easy distribution of digital assets to other labs and studios. As an example, the flow of production could begin with a real-time mocap character capture into Unity 3D and out to a fulldome corrected projection mapping interactive game, with 3D models feeding into the Digital Fabrication Lab for 3D printing.

Whilst there are specific workflows between the mocap system and game engines or 3D modelers, the space, systems and pedagogic/research practice will allow users to define new experimental production processes which respond to both the technological affordances and in response to interdisciplinary insights.

Space:

The Immersive Media Lab sits at the centre of a complex and experimental series of overlapping production pathways which offers opportunities for high level research, enterprise and knowledge exchange, creative experimentation and general messing around with the future.

The space itself has been designed to be flexible to allow several parallel activities. The space may also need to be cleared to allow for specific usage, such as a projection space, mocap performance or hackathon lab. Fundamentally the Immersive Media Lab is not locked down to any single practice, discipline or user group. The technologies will need to be flexible enough to enable this approach.

The space will be used to develop new pedagogic approaches to digital design and creative practice which will go beyond any typical or traditional usage.  The student experience is central to this pedagogy and an open, experimental and playful approach will be reflected in the technologies incorporated in the Immersive Media Lab.

Bronze Spheric Theme

Bronze Spheric Theme

Interactive Projection of a virtual Bronze Spheric Theme for Tate St Ives Naum Gabo Exhibition co-produced with i-DAT and Tate Digital.

[Render]

 

 

TATE ST IVES

Porthmeor Beach
St Ives
Cornwall TR26 1TG

Bronze Spheric Theme

Original work c.1960, digitised 2019-20

Digital 3D Model

“This projected model allows Gabo’s Bronze Spheric Theme to revolve in space as the artist originally intended. As you step into the corner of the gallery, motion sensors follow your movement and direct the digital model to rotate.

Gabo used transparent and reflective materials to harness light within sculptures. He also developed moving sculptures and designs for projections onto buildings. This 3D model follows Gabo’s innovative use of materials and technologies. Using 3D scanning and photogrammetry the original sculpture was captured in detail. The digital model was then made interactive using game engine software.”

(Gallery information panel)

The original Bronze Spheric Theme is on display in Gallery 1 as part of Modern Art and St Ives.

With thanks to Nina and Graham Williams.

This project was co-produced with i-DAT and Tate Digital.

 

 

Bronze Spheric Theme Development

Scanning:

Scanning @ Tate Stores: 13/12/2019.

 

 

Modelling:

 

Installing:

(photo of projected virtual Bronze Spheric Theme)

SOFT/HARD-WARE:

Scanner: Artec Space Spider

Artec 3D

Unity 3D

Maya

Substance Painter

Kinect 2.0 SDK

Resolume

Team Viewer (for remote gallery access)

Naum Gabo Collaboration:

Tate Digital: Jen Aarvold (Head of Digital Content), Saskia Mercuri (Producer).

Tate St Ives: Sara Matson (Curator), Giles Jackson (Assistant Curator), Sally Noall (Interpretation Curator).

i-DAT: Luke Christison, Joel Hodges, Mike Phillips.

FUTURE HISTORY v1.0

FUTURE HISTORY v1.0

FUTURE HISTORY EXHIBITION:

Date: Friday 29 November–Saturday 11 January

Time: Monday–Friday: 10:00–17:00 and Saturday: 11:00–16:00 (Closed Thursday 19 December–Sunday 5 January 2020 inclusive)

Venue: The Levinsky Gallery, Roland Levinsky Building {https://goo.gl/maps/qsLB9mwPe12sjxJVA}

FUTURE HISTORY is a two-phase project. Version 1.0 takes a look in the rear-view mirror as we accelerate through this post-digital phase of our cultural evolution. It celebrates the last 25 years of radical innovation in arts practice, education and research and locates Plymouth at the centre of it all.

Version 2.0 projects forward, sending out cultural mycelia and predictive algorithms to envision the future of creative endeavour.

Rooted in the cybernetic, telematic and interactive behaviours defined by Roy Ascott, FUTURE HISTORY maps this influence on the emergence of contemporary art forms: the digital, wearable, immersive, biological, and artificial.

FUTURE HISTORY sits at the nexus of a planetary network and maps chains of influence that have catalysed the development of new artistic directions and shaped a generation of transdisciplinary practitioners. It presents a series of exhibitions, symposia, online experiences, living labs and creative commissions which recover and redefine a future history.

ix

ix
4
3
2
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ix Symposium Delegation 2019.

ix SYMPOSIUM IMMERSION◯EXPERIENCE at SOCIÉTÉ DES ARTS TECHNOLOGIQUES [SAT]

https://ix.sat.qc.ca/ at http://sat.qc.ca/

More and more collective and individual technologies are emerging and become new fields of exploration for artists. iX 2019 will give you the opportunity to experience the latest iterations of these immersive technologies whose thrust is further accelerated by advances in sensory enhancement, artificial intelligence, immersive computing and cloud computing that, together, radically transform the world that we know. The 2019 Symposium Formula will allow participants and stakeholders to reflect, experiment and play together these exciting new spaces of creation that immersive creation technologies offer.

 

The Delegation (in no particular order):

Misha Curson:

Arts Curator Eden Project. . -.. . -. / .–. .-. — .— . -.-. – .-.-.-

edenproject

Rowan Fae:

Aerial Dance choreographer and Digital Creative.

fulltiltaerial

Coral Manton:

South West Creative Technology Network Fellow.

coralmanton

Jane Grant:

South West Creative Technology Network Fellow.

janegrant

Charlie Tapp:

South West Creative Technology Network Producer.

kaleider

Mena Fombo:

Founder & Director, Black Girl Convention. -.-. — -. …- . -. – .. — -.

blackgirlconvention

Emmie Kell:

CEO of Cornwall Museum Partnership.

cornwallmuseumspartnership

B Aga:

Fulldome UK/ South West Creative Technology Network Fellow.

birgitteaga

Anne Carlisle:

Vice-Chancellor of Falmouth University.

falmouth

Lindsey Hall:

CEO RIO (Real Ideas Organisation).

realideas

Nema Hart:

Relationship Manager Creative Media

artscouncil

Vincent Baidoo-Lowe:

South West Creative Technology Network Fellow.

crownrootpublications

Mike Phillips:

Director of Research at i-DAT.org, University of Plymouth.

i-DAT

Ben Stern:

Co-Founder of fulldome.org.uk and GaiaNova.co.uk

GaiaNova

Network:

South West Connections with SOCIÉTÉ DES ARTS TECHNOLOGIQUES.

2007: SAT and Hexagram Host the Planetary Collegium Summit in Montreal. Pre-Satosphere but littered with small fulldome, immersive spaces and instruments, SOCIÉTÉ DES ARTS TECHNOLOGIQUES partnered with Hexagram to host the Planetary Collegium Summit in Montreal. This brought together research nodes in Milan, Zurich and Plymouth for a conference and PhD Composite Session. Planetary_Collegium

2014: E / M / D / L formed a partnership of European and Canadian cultural organizations fostering an international community of artists/researchers dedicated to exploring the full-dome environment as a platform for creative innovation. The partnership consisted of University of Applied Arts Vienna, i-DAT (Institute of Digital Art and Technology), Trans-Media-Akademie Hellerau, Laboratory of New Technologies in Communication, Education and the Mass Media (UoA NTLab) and Society for Arts and Technology [SAT], kondition pluriel and LANTISS. Funded by € 400k by the EU Culture Programme. Strand 1.3.5, Cultural Cooperation Projects with Third Countries. emdl.eu

2015: E/M/D/L presents: Liminal Spaces, Dream Collider, and Murmuration, the culmination of a EU funded collaboration between Canadian and European partners. This research project was carried out through eight international residencies and is presented in the Satosphere of Montreal’s Society for Arts and Technology (SAT). Articulated through the fulldome environment as an instrument to explore transdisciplinary forms of artistic expression, these experiments oscillate between performance, interactive installation and immersive event. i-dat.org/murmuration/

2016: FULLDOME UK: SAT partner and perform at FULLDOME UK 2016 in the National Space Centre. I-DAT is a founding partner of FULLDOME UK with the first event taking place in Plymouth at the Immersive Vision Theatre. FULLDOME UK is a not-for-profit association supporting artists and researchers working within Fulldome immersive environments. It organises events with the goal to promote Fulldome as an artistic medium in its own right, and as a platform for research into data visualisation, group collaboration and the effects of immersive environments on our perceptual and cognitive processes. fulldome.org.uk

2017: Market Hall FullDome: The £7 million redevelopment of RIO ‘s Market Hall in Devonport, Plymouth will see the transformation of the derelict Grade II listed building into a cutting-edge space for digital skills, research, learning and entertainment. The former Market Hall will accommodate flexible work space, events and exhibition space, a café, bar and restaurant. Housed in the new extension will be an impressive 15m immersive dome theatre which will offer a large scale shared virtual reality environment – the first of its kind in Europe and inspired by the Satopshere. themarkethall.co.uk

Background to the delegation: Arts Council England Arts & Technology Priority: ix Symposium Delegation / i-DAT – 58437244

Purpose: To research, develop and deliver a research and development trip to inspire a delegation of emerging creatives to Symposium IX at SAT Montreal in 29 May –1  June 2019. http://ix.sat.qc.ca/

Proposition: To raise the profile of the SW as a world leader in arts technology, i-DAT will lead a delegation of SW creatives, curators and commissioners to attend IX Symposium in Montreal.

The aim of the delegation will be to bring these future leaders together to be inspired, gather intelligence and broker relationships between each other and international partners. The theme of the delegation is ‘immersion: digital immersive cultural experiences’ (DICE).

This ties in with the Market Hall, Plymouth developments as it develops a state of the art immersive dome, due to be the biggest in Europe. It builds on the success of the South West Creative Technology Network (SWCTN) Immersion Fellowships (swctn.org.uk).

These initiatives have established an urgent need for content, talent and audiences to be developed to ensure future success within the South West in this emergent field.

Defining the Territory: Immersive technology is any technology that extends reality or creates a new reality by leveraging the 360 space.

i-DAT and ACE are concerned with how the artistic idea or cultural experience drives innovative approaches in DICE.

Why Montreal: The interdisciplinary (arts, science & tech) sector in Montreal is the world leader in DICE. This is partly due to the strong investment in cinema and its evolution into new digital forms. This led to the development of a strong interdisciplinary clusters.

SAT (Society of Arts & Technology) is a physical space at the heart of this cluster which hosts a number of full domes (360 degree spaces which use projections to immerse audiences into creative content) and immersive technologies.

SAT will host iX Symposium which attracts international delegates to experience, debate and broker new partnerships to explore the opportunities in DICE.

SAT has a number of existing links with the South West region, such as FULLDOME UK, the E/M/D/L project and the inspirational blueprint for the Market Hall Fulldome installation (the Plymosphere?) (see above).

The delegation: The delegation has been defined through discussions with the regions leading initiatives in DICE, through the SW Arts Technology External Reference Group and the SW Creative Technology Network (SWCTN). Following a consultation process delegates were invited from organisations pioneering in this area; a selection of immersion fellows selected by the co-directors and recommendations from ACE staff.

Criteria for Delegates: The criteria for selection include:

  1. Quality of the delegates practice in ‘immersion: digital immersive cultural experiences’, including track record.
  2. Interdisciplinary approach in understanding the technology as well as driving the creative idea.
  3. Contribution to raising the profile of the SW with past and current projects and future ambitions.
  4. Commitment to the dates, expenses, networking and sharing the learning after the trip.
  5. Diversity across PCG & areas along with roles such as curator, commissioner & creative.

There will be a proactive approach to address the diversity imbalance in the digital sector.

The ix Symposium Delegation 2019 is funded by the Arts Council England in partnership with the i-DAT, SOCIÉTÉ DES ARTS TECHNOLOGIQUES, South West Creative Art and Technology Network, University of Plymouth.