January, 2006. CITYCLUSTER ‘From the Renaissance to the Gigabits Networking Age’ A Virtual Reality & High Speed Networking Project by Prof. Franz Fischnaller, will be on exhibit at THE section ‘Retrox 3D’ Projections Rooms in MÁLAGA, ARTE Y TECNOLOGÍA 2006, International Exhibit on Art and Technology [M.A.R.T.E. 06], Malaga, Spain.
The Event will take place from 7th to 25th, February 2006 at Palacio Episcopal, Museo Picasso, Teatro Cervantes, Teatro Cánovas and ETSI [Ingenieros T y Informática]. The section ‘Retrox 3D’ Projections Rooms dedicate to Electronic art, Virtual reality applications and Interactive installation will take place at Palacio Episcopal from 14th to 19th.
CITYCLUSTER will be on exhibit in the section ‘Retrox 3D’ Projections Rooms [Room 6 and 7] from 10 AM to 9 PM. Prof. Franz Fischnaller, will hold a conference at Palacio Episcopal on Saturday 18th at 5 p.m.
M.A.R.T.E.06 focus on New Technology, Internet, Electronic Art, multimedia cinema, 3D animation, electronic music, games, video and digital graphics. The event is articulated by conferences, workshops, special presentations, concerts, and exhibit of the work and research of selected international artist and creators related to disciplines such us: experimental electronic music, interactive installation, 3D animations, digital art, robotics and the juxtaposition of communication, science and new technology.
M.A.R.T.E.06 is promoted and organized by the Ministry of Culture of Andalucía. Chief Coordinator: José Antonio Chacón
Curators: Pedro Pinzolas, Jesús Gonzalo
Production: Lukas Graber
Chief of press and communication: Héctor Márquez
CITYCLUSTER is a virtual-reality networking matrix, a creative high-tech container with original technological features, navigation, interactivity and graphic and content style. In which multiple environments, ambiences or cities both real and imagined, can be hosted, coexist and be interrelated within themselves through a common, virtual territory, interconnected by high¬speed network, enabling remote participants to interact and collaborate in shared environments. The framework may be expanded, modified, enriched, developed, and produced ad hoc in accordance with the nature and typology of the environment to be incorporated. Visitors, with their own creativity and communicative skills, can become protagonist and/or free citizen: navigate, interact, intervene exchange buildings, objects and ideas and or create their own ideal environment.
VIRTUAL ENVIRONMENTS. ‘FROM THE RENAISSANCE TO THE MEGABYTE NETWORKING AGE” is the first CITYCLUSTER virtual reality networked application.
Florence, the “Renaissance Age’, Chicago, representing the “Gigabits Networking Age”. The virtual environments of Florence and Chicago are characterized by multiple narrative spaces that comprise animated sculptures, interactive phenomena, high-tech performances, and characters of distinct and peculiar behavior. It offers its visitors a thrilling interactive journey departing from the Renaissance until arriving and shifting to the Super Broadband Networking and Electronic Age, breaking the barrier of time and space in real time. The virtual application is a large-scale environment, covering a large virtual space, using hundreds of megabytes for models, texture-maps, and audio clips to link multiple scenes. Articulated by approximately twelve scene: Florence, Machiavelli &Florence planes scene, Venus, David, the Academy, Picasso, Cathedral of Santa Maria del Fiore scene, The Baptistery, Giotto’s Bell Tower, Lorenzo the Magnificent gallery, Chicago city, Hancock skyscraper, Sears skyscraper, Chicago ‘planes’, Chicago bridges.
AVATARS. Each virtual environment is inhabited and guided by a group of avatars: David, Venus, and Machiavelli are the Renaissance-Age avatars. Mega, Giga and Picasso are the Gigabits Networking-Age avatars. Avatars embody the visual and graphic representation of specific concepts and symbols of diverse ages. Mega, Giga, and Picasso are virtual embodiments of the Gigabits Networking Age, a time in which the invisible is no longer formless. These avatars embody our age of meta-communication and the abstraction of representation, the generation of electronic era, high-speed power, politics, networking, tele¬presence, cloning, fear, and networking.
NAVIGATION AND INTERACTIVITY. The navigation and interaction of City Cluster are often surprising. The interactive visitor can find himself within a sort of limbo state where reality, the oniric and the imaginary exist simultaneously. The surprise factor in relation to body space and to the absence of temporal schemes is considered a pivotal experience between the remote visitors of the virtual-reality. Legendary buildings can become cyber gateways teleporting the visitors from one city to the other. Renaissance or Megabyte digital interactive fragments are found strewn across the VR cities or floating randomly through the atmosphere… when the visitor interacts with them the environment undergoes transformations.
EXCHANGING BUILDINGS FROM CITY TO CITY. One of the most intense interactive experiences that the visitor can have is to exchange objects and buildings from one city to the other in real time over the Net. The Dome of Florence, for example, can be transported to Chicago or the Sears Tower to Florence and so forth… Buildings may be moved to recreate a new city comprising elements and vital parts of Chicago and Florence. YGdrasil, the software utilized for developing the project, has been upgraded and enhanced to address these feature.. Each animated environment of City Cluster is linked to all the others so that together they form a united yet open interactive narrative structure. This creative approach allows for multiple viewpoints and repeatedly generates an original multi-linear participatory interactive experience for the visitor.
META-NET-PAGE [MNP]. A virtual-reality networking interface display, a VR-pathfinder called Meta-Net-Page [MNP] was designed and implemented ad hoc for City Cluster. This “view panel” will serve as the main interactivity tool for the user. Through [MNP] the user will be able to fly up into the sky to gain a greater overview of the city they are currently exploring, to “teleport” immediately to the location shown on the view panel. Moreover, [MNP] will allow the user to “grab” onto a building shown within the panel and move it to another location or even to another city. Finally, the user will be able to place a select number of textures within view of the panel and capture the texture for later application to another building. Meta-Net-Page also acts as a sort of mirror.
PLATFORMS – NETWORKING & INTERACTIVITY. The VR application is primarily designed to run in the CAVETM (“Cave Automatic Virtual Environment”) developed at EVL, (Electronic Visualization Lab) at the University of Illinois at Chicago and on the AGAVETM display system (Access Grid Augmented Virtual Environment). The VR application can run either locally or through remote networking, in both SGI’s and Linux platform. The VR application can run either locally or through remote networking. The networked exhibit takes place in real time between two diverse remote sites using virtual-reality networking platforms such us the CAVE™ and the AGAVE™ Display System. Both platforms interconnect and run over high¬speed networks, enabling local and remote the visitors to navigate, interact, and communicate with each other through the avatars as well as with three-dimensional models over distance in real time, in a common virtual space. Passive and active stereoscopic glasses allow them to see in 3 dimensions. A simple tracked input device, “the wand,” containing a joystick and 3 buttons, allows the visitor to navigate through the VR space, manipulate virtual objects and to interact with one another.
IMPLEMENTATION AND FUTURE DEVELOPMENT. The system has been designed to produce an integrated computing facility and to implement a creative high-tech container in which multiple environments may coexist and be interconnected within a common, virtual territory. [CC] can be adapted to a number of diverse cities or virtual environments. The cities and habitats of City Cluster are interconnected and used as a single unified computing resource. Local and non-local interactive visitors can experience a shared environment in local and in remote locations through networking. [CC] virtual habitats may be real or imagined, contemporary or antique. [CC] is also a container and a creative tool for production useful for authors and producers and for the fruition of public local and or networked.
CREDITS CITY CLUSTER
Author: Franz Fischnaller Project Manager: Franz Fischnaller Lead technical advisor: Alex Hill, EVL, and University of Illinois at Chicago, USA. Producer: F.A.B.R.I.CATORS, Milan, Italy CityCluster © Copyright 2003 Franz Fischnaller / F.A.B.R.I.CATORS
PARTNERS: Impact4D VR [Spain]
Impact4D VR is a digital media company dedicates to the use and implementation of New Technology and Virtual Reality in the following market areas: Marketing, Promotion, Cultural Patrimony, Virtual Heritage, Science, Architecture, Design, Tourism, Education and Knowledge Transfer.
Contact: firstname.lastname@example.org email@example.com
VRCO [USA] Visualize Your World http://www.vrco.com/
VRCO develops, sells, and supports a spectrum of software products and interactive 3D visualization solutions that enhance the visual perception of complex data, including device driver middleware, development toolkits, and end-user applications.
SPECIAL THANKS FOR THE ASSISTANCE TO: Alejandro Sacristan, Director Impact Spain Francisco Javier Pérez, Technician Impact Spain Sangyoon Lee. MFA candidate, Electronic Visualization Lab, University of Illinois at Chicago, USA