Showing posts with label Interaction. Show all posts
Showing posts with label Interaction. Show all posts

14 May 2013

Q&A with Evan Hirsch, SIGGRAPH 2013 Business Symposium Chair

Following is a brief interview with Evan Hirsch, SIGGRAPH 2013 Business Symposium Chair from Engine Co. 4.  Evan has served in various volunteer SIGGRAPH roles over the years and this year marks his 22nd consecutive SIGGRAPH.  He has worked with industry leaders throughout the US, Europe, and Asia for 25 years. 

In 2011, he founded Engine Co. 4 to provide strategic consulting services on immersive multi-platform user experiences,creative development, and tactical firefighting advice for large computer graphics projects. Recent clients of Engine Co. 4 include PopCap Games, DeNA, The USC Institute for Creative Technology, and Uncharted Territory.

Previously, he served as vice president of creative development at THQ, where he was responsible for raising production values and creative processes at nine game studios. Before joining THQ, as creative director at Microsoft’s Live Labs and Surface teams, he played a lead role in defining the user experience for Surface, the first widely manufactured and distributed multi-touch computer.


This is the 3rd year for the Symposium, what is going to different (or the same) from previous years?
We know that the market for our work has seen many explosions in the last year and more. Sadly those explosions I'm referring to are not CG effects on screen, but real events that happened in studios, boardrooms, balance sheets, and ultimately, careers.

In thinking about building on the incredible work Jill (Smolin) did to establish the Symposium, I wanted to turn the idea of disruption on its head, into ideas around innovation that would be useful to our attendees, and hopefully serve to inspire them as they go forward in their businesses.  Every session this year is focused on disruption and/or innovation in business.  Equally I wanted to ensure that we heard many different voices from the diverse parts of our businesses to cross-fertilize thinking.

Finally, we heard from many of our attendees last year that it’s very difficult for them to build and grow their own careers.  We heard it can be lonely at the top and once you stop pushing pixels it becomes more difficult to navigate your career.  So this year we're going to have an optional session on mentoring for those attendees who want to mentor and/or be mentored. This topic may not look that sexy on the surface, but as someone who benefited so much from some incredibly generous and kind mentors via SIGGRAPH throughout my career, this is an area I am most excited about.

Who is your target market?
The people who will get the most out of the Symposium are the studio executives and their counterparts. For example, the CEO’s, GM’s, CFO’s, CTO’s, CCO’s, VP’s, heads of production and executive producers for VFX facilities, Commercial and Animation houses, Game studios, new media boutiques as well as the senior production people like VFX supervisors, VFX producers, senior development directors, and any other production people who manage managers and supervisors.

If you want to change or grow your level of impact in the business of content creation, the Symposium is where you want to learn, share, and network.  

 
What are some of the hotter topics that will be addressed?
The explosion of platforms is one topic. Rich Hilleman, (Chief Creative Officer of EA) recently told me that a few years back he had maybe five to seven platforms that he had to pay attention to and that maybe there would be a new platform to evaluate each year.  Now he has to keep his eyes on almost 100 platforms and that a new one is announced almost every month. If you focused on film, you may think this is not applicable, but with the explosion in platforms for high-definition linear content with everybody from Amazon, Netflix, and some very unconventional players getting into the space, this global tidal wave has the potential to benefit a lot our attendees. Yes, the market is tougher for traditional VFX and game production, but it’s equally filled with opportunities for innovation and growth.

Another topic I am personally interested in is how facilities and studios can use innovation to create or clarify markets. The conventional wisdom was that “true R&D” was limited to large FX facilities or universities, but our panel of CTO’s from companies large and small will address how true R&D can be done in facilities of any size to carve out strategic advantages of their own. 

And we are still planning to have some quick, five and 10 minute crash courses on specific topics that we will be revealing very soon.

What are the most compelling reasons why people should attend?
In both of the Symposiums to date, we had incredibly honest, unfiltered, and foretelling conversations with some of our speakers.  We have worked very diligently to create an environment where our attendees and speakers can talk off-the-record, with no-holds barred. What other conference lets you hear those conversations, cross paths and share ideas with business and creative leaders that range from film, games and broadcast to NASA scientists, world-class researchers and car designers?

What motivated you to become involved?
Selfishness. All joking aside, as my career moved from being on the box with Houdini, Maya, and game engines, to being “creative” with PowerPoint and Excel, I quickly realized that my options for learning, growing, and staying abreast of the changes in the business were becoming more and more limited.  When I heard that Jill was putting the Symposium together, I immediately volunteered to help out.

What do you identify as the biggest 3 threats to content creators?
Tunnel vision, complacency, and hubris.

A large segment of my business is working with clients to help them with project and studio-level turn-arounds. I get to see firsthand how teams find themselves in tough corners.  With many CG clients, I often find that they developed a method, process, and/or business practice that was quite good and effective (or sometime less so), but they’d hold on to that methodology with a very, very firm grip. When times were good, they were too busy to look up and around to see how things were changing around them and get in front of those challenges. Then when things slowed down, the fear of what might not happen would keep them holding on longer and tighter.

I have also been advising some financial clients on possible investments in our space as a result of working with them, and looking inside their companies that are widely perceived as successful, leading companies.

Granted, in doing this work I have the advantage of 20-20 hindsight, but I have been utterly amazed at some of the decisions that were made.  In each case, it wasn’t the decision by an exec team to make one big bet or take one big risk, but the decision to take two or three risks at one time.  It’s the hubris behind the belief that “we are so good, so smart, so brilliant that nobody else can do X.”  Then one thing goes wrong, something else unexpected pops up and there was no real mitigation strategy -already in place- in case any of these things went sideways. 

Which in some ways bring me back to your question, “Why did I get involved with the Symposium?”  Since I can’t talk publicly about my work, I want to create a community where we can learn from each other and help each other grow.

After 25 years in this industry, how do you stay motivated?
The constant evolution of technology and creativity in this business guarantees that I will never ever be bored, and that certainly keeps me on my toes. It’s also why I have not missed a single SIGGRAPH since 1991.  Seeing the work that is presented and shared, the endless creativity of how people in this community come to define and solve problems is deeply inspiring to me. Every year, the bar is raised which only stokes my hunger to keep learning and growing. 

Some years it’s small, other years it a “big thing” but I have yet to attend a conference where sometime later in that year, I couldn’t apply some knowledge gained at the conference and use it to innovate a project I was working on.   

If your children were considering a career choice in game development or the movie industry, what direction would you give them?
Pick a craft you are deeply passionate about and do the work. The real hard work.  There are no shortcuts and if a school tells you that anything other than hard work and putting in the time will get you there, then run, don’t walk away from that school.

The people I know in the business who succeed through thick and thin have a craft they love, and love working hard at it.  Make sure that whatever program it is, it teaches problem solving for all four years.  I am not a fan of the generic game design or generic “Digital” programs that confuse learning software with learning a craft. Whether that craft is physics (the best TD’s I have worked with are often physics grads), math, or in the arts, photography, industrial design (my background), something in theater, sculpture, true character animation (acting), I have always found that people who can do something in the physical, real world and then translate that thought process and craft to the digital world never cease to amaze me. 

The SIGGRAPH 2013 Business Symposium is open to the public, but a separate registration is required and attendance is extremely limited.  The event takes place 21 July 2013 at SIGGRAPH.

07 June 2012

SIGGRAPH Unveils 2012 Art Gallery: In Search of the Miraculous

SIGGRAPH 2012 Art Gallery: In Search of the Miraculous presents exceptional digital and technologically mediated artworks that explore the existence of wonderment, mystery, and awe in today’s world of mediating technologies and abundant data. Of the nearly 400 submissions, 12 were hand-picked by a jury to be exhibited at SIGGRAPH 2012, 5-9 August at the Los Angeles Convention Center. The jury included a wide range of artists, designers, technologists, and critics hailing from academia, industry, and the independent art world.

Osman Khan, SIGGRAPH 2012 Art Gallery Chair
“The Art Gallery call for submissions was purposefully ambiguous, based not on any particular thematic premise but rather on sentiment—simply an open call for works that both inspire or are inspired by moments of awe, surprise, mystery, and wonder,” said Osman Khan, SIGGRAPH 2012 Juried Art Chair from the University of Michigan.

“Interestingly, in an ubiquitously digital world, many of this year’s submissions move toward the physical and analog, not in a turn toward ludditery [many projects are quite technically complex], but perhaps as a reflection of a pervasive ennui of the digital.”

Works exhibited in the Art Gallery are published in a special issue of Leonardo, the Journal of the International Society for the Arts, Sciences and Technology. Peer-reviewed SIGGRAPH 2012 Art Papers will also be published in this special issue, which coincides with SIGGRAPH 2012 in August.

SIGGRAPH 2012 Art Gallery highlights include:

A Planetary Order (Terrestrial Cloud Globe)
Martin John Callanan, Slade Centre for Electronic Media & Fine Art, University College London

A Planetary Order is a terrestrial globe depicting clouds from a single moment in time. The globe itself is a physical visualization of real-time scientific data.  To create the work, Callanan took one second of readings from all six cloud-monitoring satellites currently overseen by NASA and the European Space Agency and transformed the information physically into outlines and profiles of the clouds that were emerging at that moment across the surface of the Earth.  The shimmering white cloud globe freeze-frames the entire operation of the global atmospheric regime and highlights the fragility of the environmental (and informational) systems that operate across the world.

Art Gallery Chair feedback on this piece: "In what at first may look to be a common Earth globe, Callanan’s A Planetary Order makes a poetic statement by shifting our attention from the usual geographic information by voiding the usual terrestrial markings, and instead presents an immortalized ephemeral instant, eternalizing a fleeting moment shared by the global whole, giving us pause to reconsider what really matters in this world."

Julian Abraham, Independent Artist
Kapitän Biopunk: Fermentation Madness is an artistic research project manifested via a series of workshops and an acoustic and performative installation. The project developed in response to the high number of poisonings and deaths of alcohol consumers after an increased excise tax was placed on alcoholic products in Indonesia. The project, using do-it-yourself and open-source technologies, strives to educate individuals on fermentation processes to produce safe and affordable alcoholic products, and a means to democratize the laboratory and liberate knowledge for a wider society.

Art Gallery Chair feedback on this piece:  Abraham’s Kapitän Biopunk combines the aesthetics of a mad chemist’s lab with Dionysian song and (literal) spirit. Though the work uses a simple mediation (Putting microphones on the fermenting jars), the resulting cacophony of bubbling sounds, a by-product of the fermentation process, is both amazing and amusing to hear.

Alejandro Borsani, Rensselaer Polytechnic Institute
Alejandro Borsani’s 90° South provides a contemplative point of view that allows the viewer to witness and be immersed in the constant evolution of a growing landscape. The work utilizes an irrigation system in conjunction with a highly absorbent material (sodium polyacrylate) to produce a slowly emerging landscape. A thin layer of the white material is placed on top of a round surface. When water reaches the surface, the sodium polyacrylate expands 300 times, producing subtle undulations. The profiles of these miniature mountains are projected onto the walls of the gallery using a flashlight attached to a rotating mechanism.

Art Gallery Chair feedback on this piece:  Like Calvino’s fictional cities, Borsani’s 90° South presents an imagined landscape, replacing Calvino’s urban constructs of the Antarctic. As real as any dream and as much a fiction as any photograph, 90° South rekindles—especially in this heavy mediated and imaged world—the wonderment and magic found in the idea of imaginary places.

Kärt Ojavee, Eesti Kunstiakadeemia; Eszter Ozsvald, New York University
SymbiosisS is part of a collection of textile interfaces, SymbiosisO (“O” for objects), which behave as organic displays and react to definable impulses by showing pre-defined patterns that animate slowly over the surface. It welcomes viewers to sit and rest on soft-folded material that displays an active, slowly shifting pattern. When excited, the pattern starts forming, in a playful, curious way, around the place where the textile was touched. Once the disturbance is abated, the pattern continues its peaceful expansion. This vivacious interaction of a vibrant pattern is a demonstration of the potential for tangible textile interfaces. Ubiquitous computation—an active, programmable secondary skin to surround everyday objects—is an ambient, “noiseless,” and thus vigorous way to visualize information and form space.

Art Gallery Chair feedback on this piece:  In letting users leave traces of their hands and bodies via heat sensitive thermochromatic dyes, SymbiosisS mediates and amplifies the conditions of its own use.  Echoing our impulse to leave our mark, the handprints found at the Lascaux caves comes to mind, and in its network of conducting thread, a nod to social networking, interacting with SymbiosisS subtly aestheticizes unique temporal moments of individual and social interactions.

Julie Legault, V2_ Institute for the Unstable Media, Royal College of Art
Stretching or shrinking hours at the beat of your heart, The HeartBeats Watch is a timepiece in which the duration of time is paced not by seconds but according to the wearer's heartbeat.  Through a heightened awareness of self, The HeartsBeats Watch brings together art and science to reveal emotional complexity of time and the human body. A poetic investigation of the physiology of emotions, health, immortality, and control, the watch bridges the gap between society and medical science, invoking a broader cultural perception of life.

Art Gallery Chair feedback on this piece:  The work was inspired by love; in LeGault’s words “time slows when I’m with you, and time flies, and time stops with every heartbeat.” By relating our ticking mortality with the eternal mechanisms of time, LeGault allows for a profound reflection on our understanding of and connection to time.

Scott Hessels, City University of Hong Kong
The wind-powered Sustainable Cinema No. 4: Shadow Play is a kinetic public sculpture that harnesses sustainable energy to generate a moving image. By using natural power to re-create an early art form that led to the beginnings of cinema, the sculpture references the histories of both motion pictures and industrialization. It explores a possible future of environmentally responsible media; looking forward by looking back.

Art Gallery Chair feedback on this piece: Hessel’s Shadow Play, wrapped in a pre-cinematic nostalgia, ideas of sustainability and especially in context of the digital heavy SIGGRAPH conference, presents an alternative retro-futuristic version of the moving image. Go Windpunk!

Click here for the complete SIGGRAPH 2012 Art Gallery list of artists and works.

14 April 2010

Disney Research Unveils Technology Competition to Focus on Youth Education at SIGGRAPH 2010

(Chicago, IL) – ACM SIGGRAPH announces the launch of the Learning Challenge at SIGGRAPH 2010 – an open competition sponsored by Disney Research with the goal of finding new and creative ways to use technology to make learning fun for children. Based on the principle that fun and learning should not be contradictory, teams are asked to develop an engaging, computer-based learning application that will delight, inspire, and reveal key learning concepts for children ages 7-11.

The learning application must be a layered activity that moves a child from minimal knowledge to active knowledge in one or more learning concepts via entertaining interactions on computers. The subject matter should be in the areas of math, art, science, music, or reading/writing and involve at least one of 10 key learning concepts.

“Pushing the boundaries of computer graphics and interactive techniques is a core part of SIGGRAPH,” says Terrence Masson, SIGGRAPH 2010 Conference Chair from Northeastern University. “We are thrilled that Disney Research has chosen SIGGRAPH 2010 as the location for such a noble competition with a goal improving youth education through the use of technology and creativity. We anticipate a fantastic response from both the academic and professional communities.”

The competition is open to individuals or teams (from collegiate students working with faculty advisors to working professionals) who must submit work by 7 June 2010. A complete submission includes a one-page abstract, one representative image suitable for use in promotional materials, and up to six supplementary images and/or a maximum five-minute supplementary video. The submission will be judged by a jury of industry leaders and experts.

Twenty finalists will receive travel grants of $1,500 per team and free SIGGRAPH 2010 registration. The winners will be announced 28 July at SIGGRAPH 2010 in Los Angeles and will be eligible to receive a $10,000 cash prize, Disney R&D Tours, Disney Animation Tours, and Walt Disney Studio Tours.

For complete details, visit www.learningchallenge2010.com