Center for Immersive Media
The Center for Immersive Media (CIM)
The CIM at University of the Arts is a place where students and faculty can explore the opportunities and implications of what it means for ourselves to be immersed in data, simulations, stories, performances and digital communities.
Set to open in 2019, the 5,600-square-foot facility will be dedicated to exploring the fields of virtual and mixed reality, performance motion-capture and human-computer interaction, through collaboration across the disciplines of the visual and performing arts.
Faculty grants in support of research & innovation in emerging and immersive media
Up to $25,000
The Corzo Center, in collaboration with the President and Provosts offices, has created an Investment Fund and Faculty Incubator, designed to encourage creative research and innovation in immersive media and related artistic and entrepreneurial practice.
The university’s new Center for Immersive Media (CIM) provides our community with a new laboratory for exploring the opportunities and implications of what it means for us to be immersed in data, simulations, stories, performances and digital communities. The center is dedicated to collaborative exploration in the fields of virtual and mixed reality, mediated performance, motion-capture and human-computer interaction, and how they can be applied in and across disciplines. Go here more information.
Strongest consideration for funding will be given to ideas that are cross-disciplinary, with collaboration among faculty and programs or institutions and businesses outside the university, and with the potential for effectively leveraging CIM facilities and resources. Proposals should represent innovative approaches to creative practice or curriculum and contribute to expanding public awareness of faculty and university work. They should also reflect market and audience awareness, demonstrating an understanding of how the proposed undertaking will have appeal.
The first round of funding begins in fall 2019, and subsequent rounds are anticipated. The application process consists of a short preliminary proposal (500 words). Proposals of interest will receive consultation before applicants are invited to submit final proposals, which will be juried by a cross-disciplinary panel of faculty representatives and external jurors.
Applications are open to all full and part-time faculty with at least two semesters of teaching at UArts in the past year; additional faculty, staff and students may be included as additional collaborators. Grant recipients have up to two years to complete the proposed work, contingent upon continued employment at the university.
First preliminary proposal deadline: Aug. 23, 2019, 5:00 p.m.
Final formal proposals deadline: Oct. 11, 2019, 5:00 p.m.
Award announcements: Nov. 22, 2019
For detailed information on application criteria and the review process, visit uarts.edu/cim/apply.
Otherworldly multimedia artist Miwa Matreyek brought her live performances, which combine her own shadow silhouette in interaction with her own animations, to University of the Arts March 27 and 28. She also led a masterclass, presented a demo and delivered an artist’s talk.
This World Made Itself—staged with Myth and Infrastructure in the Arts Bank the evening of March 27—is a visually and musically rich journey through the history of Earth, from the universe’s epic beginnings to the complex world of humanity. Matreyek’s animation is colorful and bright, and her performance evokes harmony with the natural world. She is excited by the various forms of new life emerging from Earth’s depths and the center of the universe. Point-of-view shots of feet walking on a beach immerses viewers in the scene, making them feel as compelled and exhilarated as she is. This connection makes the struggle between nature and humanity all the more haunting, as it destructively creeps its way into the performance later on...
Reserve your free ticket now!
Myth and Infrastructure & This World Made Itself
Wednesday, March 27, 7 p.m.
Arts Bank main stage
This event is free, but a ticket is required and space is limited.
This World Made Itself is a visually and musically rich journey through the history of Earth, from the universe’s epic beginnings to the complex world of humanity. The piece is at once semi-scientific (like flipping through a children’s encyclopedia), and emotional, surreal and dreamlike. Learn more.
Artist Talk & Demo
Thursday, March 28, 11:30 a.m.–12:45 p.m.
Arts Bank main stage
Open to UArts students, faculty and staff.
Thursday, March 28, 1 p.m.
Arts Bank main stage
Open to UArts students by invitation. Faculty: To nominate students, email email@example.com.
Join Visiting Artist Miwa Matreyek for a behind-the-scenes look at her performances This World Made Itself and Myth and Infrastructure.
About Miwa Matreyek
Miwa Matreyek creates live multimedia performances combining her own shadow silhouette in interaction with fantastical animations of her own making, merging film and theater in a unique kind of storytelling spectacle.
This World Made Itself is a visually and musically rich journey through the history of Earth, from the universe’s epic beginnings to the complex world of humanity. The piece is at once semi-scientific (like flipping through a children’s encyclopedia) and emotional, surreal and dream-like.
In Myth and Infrastructure, Matreyek traverses ocean-scapes and cityscapes as she explores the creativity and dreaming we can find in our own domestic spaces.
Immersive Media Late Night Breakfast
Monday, April 1, 7–10 p.m.
CBS Auditorium and Solmssen Court
The CIM, together with Student Life, is pleased to present an evening of Immersive Media events and engagements for students to explore during Late Night Breakfast. Events include
- Discovery Dome
A 20-foot-in-diameter inflatable planetarium dome will be on display. Often used for astronomy and natural history educational programming, the dome also has a history as an immersive projection environment for multimedia happenings. In 1963, artist Stan VanDerBeek created the Movie-Drome, a dome construction with multiple projections surrounding the viewers. Planetarium domes are still often used today for creating experiential and immersive artworks. Come inside the dome and let your imagination flow!
The dome is provided by Kerry Handron, PublicVR, Pittsburgh.
Rumble Performance with Real-Time Responsive Animation
Monday, April 1, 8 p.m. sharp—The performance will last 15 minutes.
The Rumble ensemble will perform a dynamic composition on their ready-made instruments. The sound of each performer acts as an input to a computer-controlled animation that responds as they play. The performance and visuals celebrate the everyday things we find around us, and the creative energy that can come from actively engaging with them.
Charlie Heim, senior lecturer, School of Music
Alan Price, director, The Center for Immersive Media
Exquisite Corpse Machine (cadavre exquis)
Invented by surrealists around 1925, Exquisite Corpse is a game during which players draw in turn on sheets of paper, fold them to conceal part of the drawing, and then pass them to the next player for further contributions. Our computer-based version combines the game with the indeterminacy and luck of a casino slot machine, and players draw using software tools. Give it a spin!
Chris McDonnell, assistant professor, Animation
Alan Price, director, The Center for Immersive Media
In late March and early April, UArts will host a variety of pop-up events across campus to introduce immersive media to our community. The events will heighten awareness across disciplines of what immersive media is and the relevance it can hold to various modes of creative practice. Our pop-up events will include
- Real-Time 360 VR Streaming
A 360-degree camera will be brought to locations where creative work is taking place. The camera will stream live for about 30 minutes and then move on to another space. At the same time, in a different public place, two or more VR headsets will be available for people to wear and view the live events taking place elsewhere. The 360 video will also be recorded, potentially for use in future VR projects documenting the vibrant creative work that happens every day at UArts.
The 360 live-streaming will also serve as a temporary window into classrooms across campus, affording students the opportunity to see what their peers in other programs are up to.
- VR Sculpting
In public places across campus, two VR systems will allow a user in one location to draw and sculpt in 3-D virtual space. Each user can see what another user is creating, and they will be able to collaborate. A projection or large video display between the two users will display what they are seeing and/or a view from a third vantage point of the work they are making.
- Sound and Image Generation Through Motion Capture
Wiling participants can move and dance to see abstracted virtual representations of themselves performing. The motions they make create sound, and users can begin to compose audio through their gestures while holding two hand controllers and wearing four additional trackers on their waists, feet and heads.
Have an idea or want to schedule a drop-in? Email firstname.lastname@example.org.
Tuesday, April 2, 2:30 p.m.
Location: Terra Hall Room 205*
*Please note no shoes allowed and floor seating (no chairs)
Open to UArts students, faculty and staff.
Join visiting artist and dance alum John Luna BFA ’06 (Dance) for an artist talk and discussion about his interdisciplinary, creative career.
About John Luna
John Luna BFA ’06 (Dance) is an interactive digital media developer and designer in the research division at the Nationwide Children’s Hospital in Columbus, Ohio. He holds an MFA from Ohio State University (OSU), where his research focused on combining tools and perspectives from dance and interactive technology. During his time at OSU, John spent countless hours working, collaborating and studying with the incredible faculty, staff and students at OSU’s prestigious Advanced Computing Center for the Arts and Design.
John graduated with a BFA in Dance from University of the Arts in 2006. He was a professional dancer, choreographer and video artist in Philadelphia after his graduation, when he worked with companies and choreographers such as Group Motion, Headlong Dance Theater, Nichole Canuso Dance Company, Brian Sanders’ JUNK, idiosyncrazy Productions, Dada Dance Project, Curt Haworth, Silvana Cardell, Myra Bazell, Kate Watson-Wallace and many others. His current work is primarily focused on innovative uses of interactive digital technology in pediatric healthcare.
The CIM is on schedule to open it's facilities in early autumn. The 5,600-square-foot facility will be dedicated to exploring the fields of virtual and mixed reality, performance motion-capture and human-computer interaction. The facilities include:
- 40' x 40' square, 14' high truss and open floor area, including:
- optical motion capture system for full body performance capture and location-based VR applications
- multiple video projectors
- lighting instruments with adjustable zoom and color
- four channel audio system
- station with control surfaces for all of the above
- blackout curtains surrounding the truss
- 16 station computing classroom with PCs optimized for real time computer graphics rendering.
- Two large project rooms with ceiling grids for development of installations and virtual environments.
Production equipment in the facilities will expand as the center takes shape, but currently includes:
- Multiple VR Head Mount Display systems (Vive Pro, Oculus Rift S, Quest, Go).
- Additional trackers for Vive Pro.
- Insta360 Camera capable of 360 degree VR video, stereoscopic and live streaming capabilities.
- Multiple short-throw video projectors.
Contact the CIM at email@example.com
The mission of the center is to connect, engage and be a catalyst for creativity with
- faculty, through creative research, collaboration, teaching and grant partnerships.
- students, through learning, team projects and production internship experience.
- the professional community, through collaboration, projects and grant partnerships.
- research and development, through continuous adoption of, and training on, new technologies.
Immersive media not only refers to current trends in consumer-based virtual reality headsets and the history of immersive installations, but is also descriptive of our increasingly mediated society and lifestyles in entertainment, social interaction and professions. Designing for media experiences and consumption must accommodate increasingly mobile, integrated and networked systems.
The center is a place to explore opportunities and implications of what it means for ourselves to be immersed in data, simulations, stories, performances and digital communities.
Technologies that become more integrated with our senses, our bodies and identity must be humane, and artists, authors, composers and choreographers have creative and critical sensibilities that can anticipate and illuminate meaningful ways of engaging with emerging and future media technologies.
- Michael Attie, assistant professor, School of Film
- John Paul Beattie, master sound engineer, School of Music
- Stephen Cirino, senior lecturer, School of Music
- Curt Haworth, modern dance coordinator and professor, School of Dance
- Micah Jones, associate professor, School of Music
- Jung-eun Kim, adjunct associate, School of Dance
- Neil Kleinman, director, The Corzo Center for the Creative Economy
- Justin Lujan, assistant professor, School of Theater
- Juan Parada, associate professor, Game Art
- Natalie Robin, assistant professor, School of Theater
- Erik VanHorn, program director, Game Art, and associate professor, School of Film
- Shelton Walker, assistant vice president for special projects
Alan Price has been creating work in the area of virtual and immersive environments for over 20 years. He has previously served as associate director of the Imaging Research Center at University of Maryland, Baltimore County, and affiliate research faculty and acting director of the Advanced Computing Center for the Arts and Design at The Ohio State University. He was a visiting fellow at the iCinema Centre for Interactive Cinema Research at the University of New South Wales; visiting associate professor at the Centre for Applied Computing and Interactive Media at the City University of Hong Kong; and a visiting associate professor at the School of Art, Design and Media at the Nanyang Technological University in Singapore. He is a recipient of international awards in interactive media including Prix Ars Electronica in Linz, Austria; SIGGRAPH conference Art Gallery exhibitions; and a MUSE Award—which celebrates international achievement in galleries, libraries, archives and museums—for technology in museums.
Alan's creative work includes collaborations with composers, choreographers and other media artists, often in the form of live performances with interactive computer graphics and large-scale immersive installations that combine multiple projections and networked mobile applications for participants to interact with, or contribute to, the works. His applied research includes collaborations and sponsored research projects funded by Honda; the Federal Agency for Health Care Research and Quality; the National Science Foundation; the New Mexico Museum of Natural History and Science; the Baltimore Museum of Art; La Panacée Center for Contemporary Culture in Montpellier, France; and other institutions.
Alan’s background as an animator and filmmaker emphasizes narrative and cinematic structure in his works with immersive and interactive storytelling. His animation and film work has been awarded and exhibited at numerous film festivals including Black Maria, Transmediale, Humboldt, Anima Mundi and Ann Arbor, among others. Utilizing real-time computer graphics technology and a combination of ready-made and custom hardware, Alan creates virtual environments, interactive performances, mobile apps and responsive spaces that are used to explore alternative forms of personal expression in time-based digital media.
Alan comes to the University of the Arts as founding director of the new Center for Immersive Media, bringing prior experience in the facilities design of other centers with a focus on advanced real-time computer graphics systems, motion capture, alternative display and interaction systems, and the cultivation of a creative community working to advance the use of novel and emerging technology in the visual and performing arts.
Contact the CIM at firstname.lastname@example.org