La Comédie Virtuelle (multi-user VR) – Gilles Jobin – Venice Film Festival VR Expanded

La Comédie Virtuelle (Multi-user VR) - Gilles Jobin - Venice Film Festival VR Expanded

The Embodied Movement Design team is currently working with award-winning Swiss choreographer Gilles Jobin and Australian dancer Victoria Chiu to present a multi-user VR work at the 2020 Venice VR Expanded.

The work unites dancers from three parts of the world – Geneva, Sydney and Bangalore – within a real-time VR environment. The audience also views the work in VR.

This work represents a major step forward in linking dancers and audiences around the work at a time when the COVID-19 crisis has all but severed our international connections. La Comédie Virtuelle enacts a vision shared by Gilles Jobin and the international collaborators on this project of the power of immersive and interactive technologies to generate new aesthetics and new ways of working and collaborating across the dance world.

Partners

Companie Cie Gilles Jobin

Victoria Chiu

Venice Film Festival – VR Expanded

Viga Entertainment, Bangalore

Full production information: https://www.gillesjobin.com/en/creation/virtual-comedie/

 

Investigators

Kim Vincs
John McCormick
Stephen Jeal
Joshua Reason
Adam Carr

Gilles Jobin and his digital dance company created La comédie virtuelle, the digital model of la comédie, a real theatre being built in Geneva. La comédie virtuelle is a multi user social experience accessible in VR and with desktops computers. Just like a real theatre, audience, represented as avatars, can gather together to visit the building, talk to each other, interact and assist to performances in real time. After its inauguration La comédie virtuelle will function as an active XR hub for research and production for the regular digital program of la comédie in Geneva. For the Venice Biennale, Gilles Jobin and his digital dance company present a live performance in real time everyday of the festival.

Kim Vincs and the EMD studio team are collaborating with Gilles Jobin to enable Victorian dancer, Victoria Chiu, to perform in the work from Sydney, alongside Diya Naidu, working with Viga Entertainment in Bangalore, and dancers Susana Panadés Diaz, Rudi van der Merwe, József Trefeli in Geneva.  

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Safety at Work

Safety at Work

Safety at Work is an applied research project to integrate immersive experiential learning with positive behaviour support training in the disability sector.

Partners

Victorian Government 

Swinburne PAVE

Scope

 

Investigators

Kim Vincs (TMT)
John Scahill (SCOPE)
Debbie McLaughlin (PAVE)
Mark di Marco (SCOPE)
Jeni Paay (Swinburne CDI)
Rachael McDonald (Swinburne CDI)
Jordy Kaufman (Swinburne CMH)
John McCormick (TMT)
Karen Hall (PAVE)
Brendan Parsons (SCOPE)
Aoife McCann (SCOPE)
Natasha Drozdoff (SCOPE)
Karen Phelps (SCOPE)

Casey Richardson (TMT)
Casey Dalbo (TMT)
Haydon Bakker (TMT)
Adam Carr (TMT)
Jordan Cook-Irwin (TMT)
Stephen Jeal (TMT)
Irene Gironacci (TMT)
Tony Nguyen (TMT)
Esther Wilding (CDI)
Warren Davis (SCOPE)
Kathlyn Moynihan (PAVE)
Jacinta Purnaro (SCOPE)

Occupational violence is a significant risk within the disability sector, in particular where frontline support workers are supporting people with a disability in a residential or community environment where some individuals may exhibit challenging behaviours, in extreme cases involving violence. Acknowledging this challenge, Scope, one of Australia’s largest providers of disability support services and the lead provider of PBS training in Victoria, approached us with an ambitious workforce innovation idea.   This idea has become ‘Safety at Work’, a multi-disciplinary research initiative that will mainstream VR for training disability support workers in positive behaviour support (PBS) for people with disabilities. Working with Scope, and with Swinburne PAVE, the Embodied Movement Design Studio team, led by Professor Kim Vincs, is developing a new approach to VR-based PBS training. We are using our deep creative and performance knowledge to co-create a set of five VR scenarios that have the key learning elements of PBS embedded within the choices users make, within an engaging and immersive interactive environment.

Professor Kim Vincs and Dr John McCormick from TMT are working with leading researchers from Swinburne’s Centre for Design Innovation, Professor Jeni Paay (user experience) and Professor Rachael McDonald (disability and health care), and from Swinburne’s Centre for Mental Health, Associate Professor Jordy Kaufman (psychology).  Our collaboration also involves a large team of Scope PBS experts, led by Mark Di Marco (Manager, Positive Behaviour Support Services) and education specialists from PAVE, led by Debbie McLoughlin (Manager, Strategic Projects, Swinburne PAVE), to develop and validate the learning benefits of VR for PBS support. 

By developing, testing and validating a stand-alone VR system that can be embedded within PBS curricula in the workforce and in TAFE courses, we aim to deliver a ‘step-change’ in the design and delivery of training within the disability and other adjacent human services sectors through efficiency (cost, mobility and scale) and effectiveness (improved learner experience, improved and enduring knowledge and behavioural outcomes). Through improving the scale and quality of PBS training, we aim to reduce the incidence of occupational violence in the disability sector.

This study addresses an increasingly important question in the use of VR for workplace training. While VR and AR training systems are being developed in many industries and many organisations around the world on the basis of VR’s ability to immerse and engage, the educational benefits of these systems are not yet fully understood.

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VR Anatomy Lab

VR Anatomy Lab

 The Embodied Movement Design team has created a new VR anatomy teaching lab. Students from across the health science programs at Swinburne University of Technology will study in a bespoke immersive and interactive environment, launching later in 2020.  

Partners

Swinburne University of Technology, 

Faculty of Health, Arts and Design

Investigators

Kim Vincs
Rachael McDonald (Swinburne CDI)
Adam Carr
Jordan Cook-Irwin
Stephen Jeal
Joshua Reason
Irene Gironacci

Teaching anatomy traditionally requires a physical dissection lab. In this project, the Centre for Transformative Media Technologies worked with Swinburne’s School of Health Sciences, and with the Faculty of Health, Arts and Design to design and build a complete VR anatomy dissection and teaching lab. The lab uses multi-player VR technology to allow students and teachers to interact in small and large groups, with state of the art 3D digital anatomy models within a fully interactive environment.

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Memoryscape

Memoryscape

Memory-scapes is an exploration of Cinematic VR and location-based VR. The Creative Arts research project combines installation, multiscreen, Cinematic VR & location-based VR frameworks to research imaginative storytelling and immersive experiences.

Partners

Centre for Transformative Media Technologies

Investigators

Max Schleser

Memory-scapes is an exploration of Cinematic VR and location-based VR. The Creative Arts research project combines installation, multiscreen, Cinematic VR & location-based VR frameworks to research imaginative storytelling and immersive experiences. As an experimental screen production, the VR work will focus the construction of on story and memory-scapes. Working in the tradition of experimental filmmaking, the practice-led research project will re-define the time and space continuum formulating approaches to VR time in the context of interactive and generative storytelling.

While the idea of VR is not new and has been surfacing since the 1990s, accessible omnidirectional video cameras that integrate with standard video production workflows were launched in the last three year. The affordances and aesthetic implications of cinematic VR and location-based VR are not explored yet. Surfacing research suggests a ‘new paradigm of mobile cinematics’ and creative industries not only approach VR as an emerging technology, but as a new industry sector.

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Superheroes: Creative Force, Cultural Zeitgeist and Transmedia Phenomenon

Superheroes: Creative Force, Cultural Zeitgeist and Transmedia Phenomenon

The project explores the historic, creative and artistic development of the superhero across multiple media.

Partners

ACMI (Australian Centre for the Moving Image) 

 

This research is supported by the Australian Government through the Australian Research Council’s Linkage program (LP150100394)

Investigators

Angela Ndalianis
Liam Burke  
Ian Gordon (National University of Singapore)
Elizabeth McFarlane (University of Melbourne)
Wendy Haslem (University of Melbourne)

The figure of the superhero has loomed in the popular imagination for generations, providing a common language for understanding the diversity of lived human experience. This research project is an Australian Research Council funded Linkage project that focuses on the phenomenon of the superhero figure from its beginnings up to its contemporary manifestation. The project explores the historic, creative and artistic development of the superhero across multiple media.

Outcomes: 3 anthologies, edited journal, public events and 2 international conferences, a VR experience at ACMI – Superheroes: Realities Collide – at ACMI, and Cleverman: the Exhibition at ACMI in December 2018.

Traditional and non-traditional research outcomes have included the Cleverman: The Exhibition at ACMI; the Superheroes: Realities Collide VR experience at ACMI Screen Worlds, created by Visitor Vision; two major conferences Superhero Identities and Superheroes Beyond; the Senses of Cinema dossier on Australian Superheroes and the ground-breaking television series, Cleverman; and the edited collections The Superhero Symbol: Media, Culture, and Politics (Rutgers University Press, 2019) and Superheroes Beyond: Wider critical perspectives on a transcendent archetype (University of Texas Press, in press 2020)

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Imagining the Impossible: The Fantastic as Media Entertainment and Play

Imagining the Impossible: The Fantastic as Media Entertainment and Play

This is a Danish funded network of researchers (Danish, UK, US, Australia) working with media fictions. The network asks why the fantastic has exploded in contemporary entertainment, how we create, design, and engage with the fantastic, and why the fantastic is important for human existence.

Partners

Danmarks Frie Forskningsfond

The Danish Independent Research Fund

Investigators

Angela Ndalianis 

Rikke Schubart (University of Southern Denmark)

Amanda Howell (Griffith University) 

Anita Nell Bech Albertsen (University of Southern Denmark)

Jakob Ion Wille (The Royal Danish Academy of Fine Arts)

Jesper Juul (The Royal Danish Academy of Fine Arts)

Cristina Bacchilega (University of Hawaii), Marc Malmdorf Andersen (Aarhus University)

 Margrethe Bruun Vaage (University of Kent)

Mathias Clasen (Aarhus University) 

Sara Mosberg Iversen (University of Southern Denmark)

Stephen Joyce (Aarhus University)

Stephanie Green (Griffith University)

 

Led by Associate Rikke Schubart (University of Southern Denmark) Imagining the Impossible This is a Danish funded network of researchers (Danish, UK, US, Australia) working with media fictions and production design in television, film, video games, and literature.

Investigators adopt an interdisciplinary approach and apply theories and methods from tradition media/film/TV/VR fields while also engaging in audience observation and biometric measuring (e.g. heart rate, eye-tracking), and theories of embodiment, particularly as applied to engagement with the experience of the fantastic in VR.

Today, the fantastic reigns supreme in entertainment. However, we lack research in why it appeals to a broad audience, why the genre exploded after the turn of the millennium, and – our key question – why and how the fantastic invites us into play.  

We ask why and how the fantastic appeals and if the fantastic is especially suited to ask questions about human existence, pressing questions in times of ecological crisis. Our aim is to establish an interdisciplinary task force that can create a shared theoretical platform for a study of the fantastic. 

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