SALVATORE IACONESI & ORIANA PERSICO
May 19+20 2012
16 hours / 2 days / 1 week
from 9am to 6pm
intensive workshop (registration needed)
via Forcello 38/a
The spaces of contemporary cities are covered by membranes of digital information.
The wide and ubiquitous availability and accessibility of digital technologies and networks transform our perception of spaces.
Ubiquitous publishing technologies and methodologies – such as augmented reality, location based applications, digital tagging and near-field computing – allow to design natural interaction systems in which content, information and experiences become accessible through bodies, objects and architectural spaces.
In the workshop we will design and build an ubiquitous cinematographic experience: an augmented reality movie, disseminated in the city and accessible by traversing its spaces.
The workshop is designed in order to be accessible even for people who never had experience in technological design and development.
Main requirements: curiosity, desire to learn and, most of all, to work in collaborative groups.
The workshop is also designed to provide insights about novel uses for technologies to people who already have previous experiences in Java, C++/Objective-C, graphics, animation, mathematical models, environmental and architectural design.
- augmented reality context: design methodology for physical spaces which include ubiquitous interactive experiences;
- interactive ecosystems: design of interactive ecosystems which traverse media and physical spaces;
- content management systems: how to transform a plain content management system (we will use a WordPress installation during the workshop) into a system which allows to manage ubiquitous content (location-based, tag-based, augmented reality), optimized for use on multiple devices (iPhone, iPad, Android, tablet computer);
- design of ubiquitous narratives: what is an ubiquitous narrative and how is it possible to design one; non-linear, emergent, multi-author, disseminated in space;
- accessibility and usability: digital inclusion and alternative strategies; how to include in experiences people who do not possess smartphones;
- technologies: cocos3D, cocos2D, Android SDK, iOS SDK, OpenGL ES, OpenFrameworks, Processing, QUalcomm AR SDK, PHP, SQL
- implementation of an ubiquitous cinematographic experience