Standard

The Experience Cylinder, an immersive interactive platform : The Sea Stallion's voyage: a case study. / Andreasen, Troels; Gallagher, John Patrick; Møbius, Nikolaj; Padfield, Nicolas.

AMBIENT 2011, The First International Conference on Ambient Computing, Applications, Services and Technologies. red. / Rémi Emonet; Adina Magda Florea. ThinkMind, 2011.

Publikation: Forskning - peer reviewKonferencebidrag i proceedings

Harvard

Andreasen, T, Gallagher, JP, Møbius, N & Padfield, N 2011, The Experience Cylinder, an immersive interactive platform: The Sea Stallion's voyage: a case study. i R Emonet & AM Florea (red), AMBIENT 2011, The First International Conference on Ambient Computing, Applications, Services and Technologies. ThinkMind.

APA

Andreasen, T., Gallagher, J. P., Møbius, N., & Padfield, N. (2011). The Experience Cylinder, an immersive interactive platform: The Sea Stallion's voyage: a case study. I R. Emonet, & A. M. Florea (red.), AMBIENT 2011, The First International Conference on Ambient Computing, Applications, Services and Technologies ThinkMind.

CBE

Andreasen T, Gallagher JP, Møbius N, Padfield N. 2011. The Experience Cylinder, an immersive interactive platform: The Sea Stallion's voyage: a case study. Emonet R, Florea AM, red. I AMBIENT 2011, The First International Conference on Ambient Computing, Applications, Services and Technologies. ThinkMind.

MLA

Andreasen, Troels et al. "The Experience Cylinder, an immersive interactive platform: The Sea Stallion's voyage: a case study". og Emonet, Rémi Florea, Adina Magda (redaktører). AMBIENT 2011, The First International Conference on Ambient Computing, Applications, Services and Technologies. ThinkMind. 2011.

Vancouver

Andreasen T, Gallagher JP, Møbius N, Padfield N. The Experience Cylinder, an immersive interactive platform: The Sea Stallion's voyage: a case study. I Emonet R, Florea AM, red., AMBIENT 2011, The First International Conference on Ambient Computing, Applications, Services and Technologies. ThinkMind. 2011.

Author

Andreasen, Troels; Gallagher, John Patrick; Møbius, Nikolaj; Padfield, Nicolas / The Experience Cylinder, an immersive interactive platform : The Sea Stallion's voyage: a case study.

AMBIENT 2011, The First International Conference on Ambient Computing, Applications, Services and Technologies. red. / Rémi Emonet; Adina Magda Florea. ThinkMind, 2011.

Publikation: Forskning - peer reviewKonferencebidrag i proceedings

Bibtex

@inbook{8613695251a049fbb9a8582df04fe041,
title = "The Experience Cylinder, an immersive interactive platform: The Sea Stallion's voyage: a case study",
abstract = "This paper describes the development of an experimental interactive installation, a so-called {"}experience cylinder{"}, intended as a travelogue and developed specifically to provide a narrative about the Viking ship Sea Stallion’s (Havhingst) voyage from Roskilde to Dublin and back. The installation provides a framework for individual experience of the Sea Stallion's voyage, where a user among the audience interacts with the installation. Interaction is mainly by position and gesture tracking and feedback is by selection and projection of objects, such as photos, videos, background images, synthesized sound and recited stories. All combine to provide an individual path of choice through a coherent story told by means of a cylindrical screen, enclosing a space providing 3D positional sound following the interacting user and exploiting data such as wind, wave and weather logs through 3D sound effects. While being intended to tell a story about a certain voyage the resulting installation has been developed as an open interactive platform suitable for story-telling/travelogue. First and foremost the platform provides an approach to easy and intuitive navigation within heterogeneous media material comprising a large number of media objects.",
author = "Troels Andreasen and Gallagher, {John Patrick} and Nikolaj Møbius and Nicolas Padfield",
year = "2011",
month = "10",
editor = "Rémi Emonet and Florea, {Adina Magda}",
booktitle = "AMBIENT 2011, The First International Conference on Ambient Computing, Applications, Services and Technologies",
publisher = "ThinkMind",

}

RIS

TY - GEN

T1 - The Experience Cylinder, an immersive interactive platform

T2 - The Sea Stallion's voyage: a case study

AU - Andreasen,Troels

AU - Gallagher,John Patrick

AU - Møbius,Nikolaj

AU - Padfield,Nicolas

PY - 2011/10

Y1 - 2011/10

N2 - This paper describes the development of an experimental interactive installation, a so-called "experience cylinder", intended as a travelogue and developed specifically to provide a narrative about the Viking ship Sea Stallion’s (Havhingst) voyage from Roskilde to Dublin and back. The installation provides a framework for individual experience of the Sea Stallion's voyage, where a user among the audience interacts with the installation. Interaction is mainly by position and gesture tracking and feedback is by selection and projection of objects, such as photos, videos, background images, synthesized sound and recited stories. All combine to provide an individual path of choice through a coherent story told by means of a cylindrical screen, enclosing a space providing 3D positional sound following the interacting user and exploiting data such as wind, wave and weather logs through 3D sound effects. While being intended to tell a story about a certain voyage the resulting installation has been developed as an open interactive platform suitable for story-telling/travelogue. First and foremost the platform provides an approach to easy and intuitive navigation within heterogeneous media material comprising a large number of media objects.

AB - This paper describes the development of an experimental interactive installation, a so-called "experience cylinder", intended as a travelogue and developed specifically to provide a narrative about the Viking ship Sea Stallion’s (Havhingst) voyage from Roskilde to Dublin and back. The installation provides a framework for individual experience of the Sea Stallion's voyage, where a user among the audience interacts with the installation. Interaction is mainly by position and gesture tracking and feedback is by selection and projection of objects, such as photos, videos, background images, synthesized sound and recited stories. All combine to provide an individual path of choice through a coherent story told by means of a cylindrical screen, enclosing a space providing 3D positional sound following the interacting user and exploiting data such as wind, wave and weather logs through 3D sound effects. While being intended to tell a story about a certain voyage the resulting installation has been developed as an open interactive platform suitable for story-telling/travelogue. First and foremost the platform provides an approach to easy and intuitive navigation within heterogeneous media material comprising a large number of media objects.

M3 - Article in proceedings

BT - AMBIENT 2011, The First International Conference on Ambient Computing, Applications, Services and Technologies

PB - ThinkMind

ER -