The Art and Design of XR – Proceedings
We are happy to announce that the proceedings of The Art and Design of XR symposium, held September 23-24, 2022 at the National Gallery in Athens, have been released.
They are free download HERE.
We are happy to announce that the proceedings of The Art and Design of XR symposium, held September 23-24, 2022 at the National Gallery in Athens, have been released.
They are free download HERE.
The results of the work carried out as a part of the project “Immersive experiences and technologies – from creative practice to educational theory” are published in two monographic issues of Media Management Review:
Full table of contents with articles available HERE.
Full table of contents with articles available HERE.
eXtended Reality (XR) is an umbrella term covering immersive technologies like virtual reality (VR), mixed reality (MR) and augmented reality (AR). eXtended realities called also virtual worlds or new virtual environments are challenging as they imply a new, different from the traditional, way of interactive creation and perception or consumption by an individual. The user becomes not just a recipient, but the prosumer of his/her own user experience (virtual, real, hybrid). This change goes along with the Culture 3.0 concept and emphasises the co-creation process of art and culture. However, as the “immersive” prosumer can consume, create and vice versa creating consume individually the content (in fact, in the format of an experiment); this liquid relation argues the established business models and the existing legal, ethical, and political implications of their use.
eXtended reality unlocks new opportunities for various industries. These technologies play an important role in enabling the new digital education, workplace and entertainment. Not only does XR stimulate audiovisual experience in a physical space, but also it brings the sense of touch into the virtual space.
Introducing virtual technologies that connect physical and digital realms raises questions over what impact eXtended reality would have on the world around us and how XR would change the future. Therefore it is of high importance to explore the nature of prospective immersive technologies covering the practical XR application process and the creative use of virtual environments as novel forms of media, affording human-computer communication and digitally mediated social interaction.
This special English-language issue of “Media Management Review” deals with theoretical and practical issues related to immersive technologies and their present and future educational, entertainment and corporate applications. Scholars and practitioners explore the problems of media convergence, immersive multimedia, XR content production and XR education and they contribute to this volume.
“XR workflows in film production: demonstration for educational purposes”, authored by Filip Gabriel Pud?o, Ma?gorzata Kotli?ska, Wojciech Olchowski, Katarzyna Kope? and Marta Materska-Samek describe how the use of the XR production technologies influenced the film production process. They explore the differences between diverse XR production workflows showing criteria for workflow paths of traditional approach to film production and XR production flow, including workflow structure, skills, education, and equipment.
Magdalena Soboci?ska and Katarzyna Kope? explore the potential and determinants for the virtual reality usage in education at the higher education level. They focus also on generational changes determining the VR usage in tertiary education. Then the features of virtual reality and related terms are explained to make a basis for discussing VR as a learning aid of the 21st century.
Technological, social and legal aspects of the metaverse are reviewed by Malwina Popio?ek, Barbara Cyrek, Maciej Giermak and Marzena Bara?ska. The authors have reviewed selected issues related to the metaverse concept, taking into account selected social, technological, and legal aspects. This qualitative content analysis of the literature revealed the most promising and most threatening aspects of metaverse development and dissemination within the scope of technology, social sciences, and law.
Dimitris Delinikolas, Monika Hapek and Micha? Wójciak in the article “The spectrum of XR marketing—collective case study” discussed XR in marketing in the context of phygital category. Five examples from 2016–2022 have been selected to respond on the impact of XR on marketing, the similarities and differences between the XR marketing projects, the importance of XR in the context of phygital and the value of the combination of physical and digital elements in helping the audience to get accustomed to immersive media.
As the topic of new virtual environments (Ves) becomes an enormous field of research, the reader can find XR related papers also in the next issue of “Media Management Review” (1-2023).
Caterina Antonopoulou, Natalia Arsenopoulou, Fabrizio Calì, Penny Papageorgopoulou, and Charalampos Rizopoulos highlight various aspects of the design, development, and evaluation processes of immersive XR experiences. Medium-related challenges are discussed in relation to the design and implementation of user interaction, 3D content creation, 3D composition and social engagement in VEs.
How a digital film scouting for Virtual Production (VP) affects the process of creating diverse audiovisual works is the question raise by Marta Materska-Samek, Ma?gorzata Kotli?ska, Katarzyna Kope?, Filip Gabriel Pud?o and Wojciech Olchowski. Authors discuss, what criteria should be taken into account when choosing a location, what techniques can be used to make the best use of its potential, and how film locations fit into the broader context of the film.
Adnan Hadziselimovicand Krzysztof Pijarski in “Freedom of Expression in Privacy vs. Public Interest, a case for Open Justice in Extended Reality” continue the discussion on advanced jurisprudence, outlined in Algorithms, Ethics and Justice (Hadzi, 2022), where restorative justice was proposed for the mitigation of artificial intelligence (AI) crimes.
All these papers were developed within the framework of the Erasmus XR project „Experience and immersive technologies – from creative practice to educational theory” in partnership with Jagiellonian University, Lodz Film School, University of Malta and University of Athens (project ID number: 2020-1-PL01-KA226-HE-095891).
Marta Materska-Samek, PhD
room 102, main building (Z)
in the companionship of coffee and finger food 🙂
TV production hall, main building (Z)
Prof. Krzysztof Pijarski, Filip Pud?o, PhD – Lodz Film School
Marta Materska-Samek, PhD – Jagiellonian University (project coordinator)
Micha? Wójciak, PhD – Institute of Culture, Faculty of Management and Social Communication of the Jagiellonian University
The phygital could be perceived as a combination of physical and digital elements, which is created by applying digital elements in the real world or by the transfer of real elements into digital world. Fashion world is experimenting with AR and VR technology more and more, pushing the boundaries of our reality and creating the new ways of consumption. The main aim of the presentation is to discuss two case studies of digital fashion: Balenciaga Afterworld: The Age of Tomorrow, a fashion video game made under the brand of well-known French fashion house and H&M Innovation Metaverse Design Story collection launched in 2022 by Swedish fast fashion company.
Letta Shtohryn – doctoral candidate at the Faculty of Media & Knowledge Sciences, University of Malta
This presentation will share the process and context behind the PhD research undertaken by Letta Shtohryn at the Department of Digital Arts, UM. It will focus on extended posthumanity, technology as a tool for mysticism, monstrosity and otherness explored via motion capture dance performance – Lois.Monstrous encounters.
Agnieszka Przybyszewska, PhD – Institute of Literary Theory, Faculty of Philology, University of Lodz
As a co-creator of program of creative writing studies at the University of ?ód?, Agnieszka Przybyszewska will share her experience of teaching future writers about XR. Her presentation will consist of short characteristics of the program of studies and general idea of incorporation the topic of digital storytelling into the curriculum and some case studies, focused mostly on teaching about AR storytelling. She will discuss a collaboration with PJATK in delivering workshops on AR storytelling for students of creative writing (at U?) and new media art (at PJATK). Works created during these courses will be exhibited in March/Aprils at XRcrosspace in London. She will also shortly sum-up her experience of delivering (in collaboration with a local startup) workshops for writers about using AR in storytelling (Bath, 2022).
Ma?gorzata Kotli?ska, PhD, Filip Pud?o, PhD – Lodz Film School
The use of XR production technologies has expanded recently also in the traditional film industry. One of the most desirable and promising technologies for the industry is Virtual Production. The speakers explore differences between traditional and XR film production workflow as well as share opportunities, challenges and examples from Virtual Production classes at the Film School in Lodz.
Prof. Dimitris Charitos, Dimitris Delinikolas, PhD, Penny Papageorgopoulou – Department of Digital Arts and Cinema, National and Kapodistrian University of Athens
This talk presents the project-based learning methodology adopted by the faculty of the Department of Digital Arts and Cinema of the National and Kapodistrian University of Athens for the artistic laboratory class “Digital Artistic Creation” on the subject of VR . Within the course of the laboratory classes, the students are taught the design and development of virtual environment experiences, particularly focusing on the creation of interactive 3D assemblages and spatial compositions. Emphasis is given on the creative use of VR as an emerging communication medium.
Marta Materska-Samek, PhD – Institute of Culture, Faculty of Management and Social Communication of the Jagiellonian University
As chief coordinator of the ErasmusXR project, dr Materska-Samek will offer a summary of both the activities carried out and the project’s outcomes, as well as reflect on possible future developments for the team and the activities in question.
Prof. Grzegorz Bili?ski, Maciej Cyryl Gniady – Archisphere Studio in the Department of Areas of Art, Faculty of Intermedia, Academy of Fine Arts in Krakow
Prof. Piotr Kopik – 3D and Virtual Occurences Studio I, Faculty of Media Art, Academy of Fine Arts in Warsaw
The aim of the presentation is to consider how to educate and support individual artistic attitudes in the context of issues and techniques related to immersive environments. The background for the deliberations will be, among others, the documentation of selected works created as part of the educational process in the 3D and Virtual Events I studio, as well as a brief presentation of the speaker’s own artistic practice.
Robert Mleczko – Studio of Immersive Film and VR Experiences, Department of Film, Academy of Art in Szczecin
Classes in the studio are aimed at preparing students to carry out tasks using various digital techniques with contemporary narrative strategies and interactive activities. The priority, apart from the introduction to 3D technology, is to develop a research and experimental method. Conceptual and design activities are to sensitize the young artists to the presence of the immersant as a person participating in and co-creating the experience (Human-centered Design).
Prof. Piotr Napieralski – Institute of Information Technology, Faculty of Technical Physics, Informatics and Applied Mathematics, Lodz University of Technology
Prof. Rafa? Szrajber – Institute of Information Technology, Faculty of Technical Physics, Informatics and Applied Mathematics, Lodz University of Technology / Studio of Design Spaces and Virtual Objects for Games, Faculty of Design, Academy of Fine Arts in Lodz
Anna Laska-Le?niewicz, EngD – Institute of Mechatronics and Information Systems, Lodz University of Technology
Konrad Ziaja – CinematicVR
CinematicVR is a creative XR Agency and one of the most experienced teams creating 360 videos and VR and AR applications in Poland. We successfully use VR and AR in business – both as innovative marketing tools and in training. We have created proprietary XR tools for the fashion and training industry. Among our clients were, among others, the Wawel Royal Castle, Next Film, Triumph, Regional Labour Office in Rzeszów, Marshal’s Office of the Malopolska Region, Atrium Poland, ?abka, Nespresso.
Participants of the symposium + Krzysztof Pijarski, Jacek Nag?owski – Visual Narratives Laboratory
March 18, 2023
TV production hall, main building
9AM-6:30PM
participation free, no registration beforehand required
the symposium will be held in English
The exact program can be found HERE.
The XR (&) Education symposium is a gathering of teams from academic schools from all over the country, primarily arts and technical schools, but also universities, to talk about education in the field of immersive media. These teams and individuals have their own path that has led them into the XR field, and are representatives of different fields of creativity, engineering and reflection. During the symposium, they will share their own experiences, present their practices and achievements, talk about completed projects, as well as the challenges and difficulties they face in the educational process. We want the symposium to become a place to exchange experiences and establish new relationships in exploring this still new field of activity, which, expanding the possibilities of the Internet, is becoming another technologically mediated, important area of social life.
Participation in the symposium was confirmed by:
The aim of the ErasmusXR project was to prepare educational materials, including syllabi, curricula and open educational resources, for existing programs educating both cultural and media managers and creators seeking to connect with audiences in the digital space. The resulting materials are intended to improve the knowledge and skills of academic faculty working with immersive technologies to effectively manage, disseminate and produce digital art and content in a market environment. Part of the participants of the project will also speak at the symposium:
The XR (&) Education symposium will begin in the late afternoon of March 17 with a networking session, speeches and discussions are planned for Saturday, March 18.
Come to listen and discuss with us!
The Erasmus XR winter school was held on 20-24.02.2023 in Krakow, Poland, at the Faculty of Management and Social Communication of the Jagiellonian University.
The program of the winter school can be downloaded HERE.
Trzy dni intensywnych debat, spotka? i rozmów w mi?dzynarodowym gronie twórców, artystów, producentów, badaczy, pasjonatów technologii i sztuki filmowej. Konferencja „Nowe Narracje Wizualne” to wydarzenie, które podsumuje i otworzy nowy rozdzia? w dzia?alno?ci vnLab Szko?y Filmowej w ?odzi.
Nowe Narracje Wizualne
1-3 lipca 2022
Szko?a Filmowa w ?odzi + online
Program i rejestracja: konferencja.vnlab.org
Konferencja jest bezp?atna.
Nowe Narracje Wizualne zmieniaj? krajobraz dzisiejszych mediów. Podczas gdy wiek XX by? wiekiem filmu, wspó?czesno?? definiuje si? na naszych oczach. Porozmawiamy o tym, co obecnie najciekawsze w obszarze sztuk audiowizualnych, przedstawimy wyniki bada? utworów vnLab i zaprezentujemy nasze produkcje.
Program wydarzenia wype?niony jest prezentacjami na tematy, którymi na co dzie? zajmujemy si? w Pracowniach vnLab – VR, narracje interaktywne, media immersyjne, esej filmowy, badania odbiorców i percepcji, animacja 3D i stereoskopia.
W?ród zaproszonych go?ci m.in:
Ariel Avissar – eseista filmowy, wyk?adowca na Uniwersytecie w Tel Awiwie, redaktor naczelny [in]Transition, the Journal of Videographic Film & Moving Image Studies,
Gary Hall – filozof mediów, zajmuj?cy si? dzia?aniem na styku kultury cyfrowej, polityki, sztuki i technologii, Profesor na Coventry University w Wielkiej Brytanii.
Hartmut Koenitz – z HKU University of Arts Utrecht, badaj?cy wykorzystanie interaktywnych narracji,
Lena Thiele – dyrektor kreatywna, zajmuj?ca si? produkcj? interaktywnych utworów, twórczyni wielokrotnie nagradzanego utworu NetWars,
Joanna ?yli?ska – kulturoznawczyni, literaturoznawczyni i artystka, wyk?adowczyni King’s College London
POZNAJ PE?NY PROGRAM WYDARZENIA
organizatorzy: Szko?a Filmowa w ?odzi, Laboratorium Narracji Wizualnych vnLab
The intellectual output three, case studies of the Erasmus XR project, has been published using the Zotero research assistant. The Erasmus XR case studies are an Open Educational Resource (teaching material – collection of case studies in the form of videos and making-of videos with an introduction), showcasing also produced VR videos created by VNLab, made in both 3 and 6 degrees of freedom (DoF), VR resources created as part of art and curatorial projects.
Following the fall training for academic staff in Athens/Psachno, the NKUA SMRG team collaborated with the Onassis Stegi Cultural Center team (https://www.onassis.org/onassis-stegi) organizing a two-day symposium focusing on art, science and technology expressed in the field of virtual reality. The main objective of the event was to disseminate the results of the intellectual work. IO3 was published through the presentation of creative, artistic and research projects developed by significant European creators, educators and scientists, which are examples of educational materials within IO3. In parallel, there was an exhibition of VR demo applications and artworks, as well as an exhibition of demos created during the cadre training.
Educational materials and case studies for VR-based courses include:
– A series of presentations related to the processes of creating virtual environments, namely: analysis, design, development and evaluation,
– A series of publicly available Blender files (including 3D objects and environments, nodes and modifiers),
– Unity project series (use of assets and their properties),
– VR experience demo series,
– A series of video tutorials.
The results have been made available to the public in digital form, with guaranteed free access via the Internet. Open access will help to increase the visibility of European projects, which is in line with the approach to the use of ICT and RES according to the European Commission’s directives “Open Access refers to the practice of making research results and products available online. As all research and innovation builds on previous achievements, it is an effective system for wide dissemination and access to research data and publications can accelerate scientific and economic progress”.
From the point of view of other HE institutions, the most attractive outcomes are the module documentation in the form of curriculum and syllabus, as it constitutes ready material necessary for the procedure of curriculum revision. On the other hand, from the point of view of the non-formal and vocational education sector, the teaching materials (IO3) are very interesting. It should be stressed that the case studies can be an interesting reading material for people interested in digitalization, virtualization and modernization of culture, which widens the circle of users and makes it possible for the project to achieve a global reach.
Please follow this link to gain access to the Erasmus XR case studies: https://erasmusxr.eu/casestudies
The program of the symposium is available at: https://www.onassis.org/whats-on/symposium-the-art-and-design-of-xr
The art and design of XR symposium was held on September 23-24, 2022 at the National Gallery in Athens. On the first day, the participants were welcomed by Marta Marta Materska-Samek, Adnan Hadziselimovic, Krzysztof Pijarski and Dimitris Charitos – representatives of the Erasmus XR project and Prodromos Tsiavos from ONASSIS STEGI XR. People involved in the project also had the opportunity to talk about selected immersion activities. Members of the Department of Economics and Media Management from the Institute of Culture of the Jagiellonian University Marzena Bara?ska and Monika Hapek talked about the legal aspects of using augmented and virtual reality, Micha? Wójciak presented the phenomenon of digital fashion, and Marta Materska-Samek discussed the development of immersion technologies in relation to the Polish media market. Adnan Hadziselimovic, Fabrizio Cali and Letta Shtohryn presented the activities of the University of Malta in the field of digital arts. Krzysztof Pijarski from the Lodz Film School demonstrated immersive narrative explorations carried out as part of the Visual Narrative Laboratory – VNLab. The members of the Spatial Media Research Group: Dimitris Charitos, Charalampos Rizopoulos, Penny Papageorgopoulou and Iouliani Theona also gave speeches. Reported presentations by speakers on the first and second days covered five thematic areas: social and cultural perspectives of multi-user virtual environments, XR as a creative medium, cinematic VR, distribution and business aspects of immersive technologies, and immersion and audience participation in immersive events. There were also speeches by artists Chris Salter, Marcos Novak (University of California) and Michel Reilhac (Venice Art Biennale). On Saturday evening, participants could also see selected immersive projects at the Museum of the University of Athens, which is located in the historical district of Athens – Plaka.
September training for academic staff on the use of immersion technologies was organized by The National and Kapodistrian University of Athens. It was attended by representatives of The Institute of Culture of The Jagiellonian University in Krakow, Film School in Lodz and the University of Malta. The first two days of the training took place in the residence of the Department of Communication and Media Studies in Athens. During these days participants of Post Graduate course on Virtual Environment Design presented their projects and talked about the design process and sources of inspiration. Also the Spatial Media Research Group featured their immersion productions, a.o. Polispective and ATHsENSe. On the third day, the participants moved to the post-industrial headquarters of the University of Athens in Psachna, which is home to the Department of Digital Arts and Cinema. The two-day workshop gave the opportunity to learn about the technology of creating 3D models with using of simple iOS and Android applications, e.g. Scaniverse. The task of the participants was to scan the elements of nature. Then the elements were collected and used as elements of augmented reality. LTT Activity in Greece was also an opportunity to discuss the ideas of the final publication in the field of immersion experiences, the organization of the Winter School at the Faculty of Management and Social Communication of the Jagiellonian University in February 2023 and the international conference in Lodz. These activities are part of the Experience and immersive technologies – from creative practice to educational theory funder the supervision of Marta Materska-Samek. And financed by Erasmus+ program.
The team implementing the project „Experience and immersive technologies – from creative practice to educational theory” makes available the second planned intellectual output: syllabi of classes introducing immersive technologies and their cultural, economic and political contexts.
The syllabuses are available for download HERE.