The second edition of the international festival dedicated to immersive technology in Science and Art
Welcome to explore scientific knowledge and creativity in immersive ways!
VR_Sci Fest is a unique experiment, where technology, science, and creativity come together to find the best ways of using Virtual reality technologies to benefit people around the world.
VR_Sci Fest is the only one non-profitable festival in Europe that is free and open to the public. Our supporters contribute to the festival in order to create an educational and cultural value that manifests openness and wide accessibility of new technologies.
The theme of the festival this year is Virtual City, the place and space of our daily life, where knowledge and ambitions collide, where physical meets the virtual, where tech and science immerse to bring us ideas and solutions to some of the most pressing challenges of humanity in areas of sustainability, architecture, transport, ICT, industry 4.0, health, media, and arts.
The city is our commonplace in which we live and make things happen. The virtual city is our new world in which we also thrive coexisting in realities we have imagined. A world as it could be.
VR/AR projects from Labs of Universities, R&D centers, Organisations, and Startups. Try out experiences from different exhibitors and get inspired from various applications of immersive technologies.
During VR_Sci Fest we will organize VR_Sci Hackathon. Virtual City Hacking will be the main playground for students, start-ups, and tech enthusiasts to create concepts and apply VR / AR and MR into future city landscape. Each hacking Lab will have experts from the industry and academia.
Welcome to the open lectures to learn more about VR/AR application in both scientific and artistic content.
Free of registration and geek-friendly.
Lectures start from 10:00 to 15:00
Amir works as a generalist developer in multiple areas: rendering/shaders, particle systems, sound manager architecture, asset pipelines, build/rendering automation, plug-ins, gameplay, product tutorials and demos. His expertise is with the Unity development platform. He has over 14 years of experience in game development and 3.5 prior years in web application / database development.
Technological evangelist, director, developer, futurist and Researcher of human-computer interaction processes, Boo shipped seminal work for immersive mediums like VR, AR and MR, many of them with early access invitations to use the world’s first kits of many technologies like the Rift, Vive and Microsoft Hololens. Boo leads globally awarded projects on the intersection of technology, philosophy, science and arts, transitioning in topics like (bio)engineering, AI and Nanotech.
Situated in the knowledge hub of Uppsala, Sweden, Animech combines engineering expertise and design excellence to create world-leading visualization tools. Animech started working with VR in 2013, developing a home lift application for Aritco using the Oculus DK1. Since then we have constantly been at the forefront as VR technology has developed.
Lars will talk and show some cases about VR-production and photojournalism at Dagens Nyheter sharing their thoughts and findings on how they do visual journalism in the VR-format.
Spent 14 years developing computing systems for spacecraft, including the data recorder for Cassini. Ed will talk about building Noah in a few days at the Hacking Reality hackathon in Los Angeles. It addresses the challenge of learning about unfamiliar locations before you travel there. Noah projects an AR view of a location, such as a city, rendered in high-resolution 3D.
Adam is founder and CEO of CloudStories.
Startup Yard batch 8th Alumni, winner of the Content Creation category at Creating Reality Hackathon at USC Los Angeles 2018.
His lecture will cover the topic of photogrammetry and lightfields as an important part of Mixed Reality content production.
Paul Mezier is an artist and director from Paris, France. He partners with studios and institutions to create immersive experiences that explore human perception in order to expand our definition of reality.
In this interactive Q&A session, we will approach the making of Overview, some of the creative and technical challenges faced in production, and the plan to distribute this VR experience in museums and other locations worldwide.
Since 2016 KTH, Gustavsbergs Primary Healthcare Center and Film Stockholm have developed a method using VR/360 films in CBT treatment for anxiety-disorders. The collaborative project aims to facilitate and ease future psychological treatments in primary care.
In this session, all VR Sci Labs will come together to present their output of the 5hrs interactive co-creation between researchers, experts, and enthusiasts of VR. Welcome to see what festival participants created.
At VR Sci Labs we are introducing a lab mentality through which we immerse and interact with scientists, industry experts, students, and citizens to explore, discuss, and tinker with technology. During 5-hours Ideation Workshop we will experiment and create R&D case(-s) for VR/AR application for each of the Sci Labs.
The lab will be a fully interactive day where researchers, R&D experts, and students will explore VR/AR application and use cases in the building environment. The Lab will be organized in collaboration with the researchers from KTH Live-in-Lab where Virtual Room Lab is an ongoing prototyping project right now. Which services will we become virtual or augmented? How can we plan or re-design spaces virtually? How can we expand spaces we live and work with the use of VR/AR? All this questions we will discuss and develop to the solution during the interactive Workshop.
How does VR/AR contribute toward efficient and sustainable transport? How VR/AR can be used to facilitate mobility planning and design, sustainability, and understanding people needs and behavior? How can operators collaborate in VR to design connected mobility services that offer seamless travel for users? All those questions will be addressed during the lab day in which use cases will be developed together with participants. The lab will be a fully interactive day where researchers, R&D experts, and students will explore VR/AR application both as medium and tool within the industry of transport and mobility.
The lab will be an interactive day full of inspiration and collaboration where researchers, R&D experts, students, clinicians, entrepreneurs and more, will build the future of VR/AR in health care and psychology. Guided by a clinician, a medical researcher and a co-founder of an innovative VR psychology company, the participants will be immersed in the world of VR/AR technology and its uses in the healthcare sector. The focus of the lab is to collaboratively identify challenges and build comprehensive cases that will drive research and development of VR/AR both for short term and long term solutions.
Media industry is being constantly disrupted by digital revolution that altered user consumption behaviors and content distribution channels. Successfully adopting 360-degree videos, media companies are on the verge of another technological wave that can revolutionize content consumption and interaction with users. Together with MTG Tech, experts, students, and researchers, we will focus on the ways to adopt VR tools by media industry. We’ll address the “chicken or the egg” dilemma when it comes to interdependence between content, hardware, and software, future scenarios for content interaction, and reflect on how industry players and viewers could benefit from VR evolution.
Information and communication technologies (ICT) have never been this important for enterprises. In addition to the infinite areas of scientific studies and techniques used in the handling of telecommunications; intelligent systems; data handling, processing, storage, and transmission; network-based solutions; the concepts, methods, techniques, technologies, and applications related with ICT are evolving constantly in an increasing rate of technological change.
As part of VR Sci fest, ICT Lab aims to enable an environment for students, engaged citizens, practitioners, experts and researchers to brainstorm about the ways to adopt immersive technology and extended reality (XR) tools in ICT domain.
During this lab, we will not only identify the challenges ICT are facing but also build future cases to bring out the opportunities that lie ahead.
Stockholm has not only adopted a Strategy to become a Smart and Connected City, but it is also -indeed together with the country- set to be fossil free by 2040. The two initiatives combine to further strengthen the City's and Nation's profiles as leaders in the transition to sustainable cities and regions - but how can novel technology and sustainability strategies be combined? The VR Sci Sustainability Lab will be an leading opportunity to explore how VR technology can be used as tool to provide new dimensions to the meeting of sustainability science, planning, and design. The Lab will gather leading tech companies, researchers, planners, and engaged citizens. Focus will primarily be on the city of Stockholm, with the inclusion of the connection to the rural hinterland. Experiences from working with VR in urbanizing areas in the Global South can be presented. The goal is to draw up a strategy for VR Sci Sustainability Lab, connected to ongoing and expected science and development projects using VR (AR is also welcome!). We warmly invite you to join.
VR/360 degree films about Science and Technology
Waymo began as the Google self-driving car project in 2009. Today, we have the world’s only fleet of fully self-driving cars on public roads. Step into our 360° video and take control of the camera to see through the “eyes” of our car. Then, be one of the first in the world to take a ride with Waymo. This film was built using footage and real-time data from an actual trip on city streets.
More info: http://waymo.com
Inventors have long looked to nature for inspiration. Leonardo da Vinci and the Wright Brothers, for example, both examined birds to discover the secrets of human flight. Today, scientists and engineers are looking beyond the mere physical forms of nature, however, to higher-level ideas about how biological systems work, evolve and interconnect. A field known as bioinspiration, these discoveries are in turn solving some of technology’s greatest challenges.
T Brand Studio and GE partnered to create a multi-faceted content suite that features our first-ever Virtual Reality film.
More info: https://www.youtube.com/watch?v=C9GSumpjZNk
First man ever to spacewalk Alexey Leonov experiences spacewalking in VR goggles together with his American friend – astronaut Thomas Stafford. They share their impressions and stories from their space life. Specially for 360-degree filming in outer space we developed a rig made of two cameras. The film’s innovative approach is in
combination of real and VR experiences. Two friends, Russian cosmonaut and American astronaut experience spacewalking in VR googles and share their impressions. Due to this approach the viewer not only learns the stories of the early space exploration but together with the film characters plunges into the magic of the beauty of the space and cosmonauts’ hard work.
More info: space360.rt.com
Virtually experience IONIQ electric production process from molten metal to inspection.
After manufacturing strong iron plates from molten iron, various types of panels are created through cutting steel plates.
In the next process, panels are assembled and welded to make the basic frame of the vehicle. At the painting shop, the painting is applied on the body for protecting the vehicle from environmental corrosion. After assembling all interior and exterior parts of the vehicle, thorough functionality and quality inspections of the completed vehicles are conducted.
More info: http://brand.hyundai.com/en/brand/technology/explore-vr-plant.do
Philips Lighting (Signify) wanted to share its human-centric vision of the city of the future and how its innovative connected LED lighting technology will transform the lives of city dwellers. Ketchum created a vivid preview of urban life in 2030 through a future-gazing virtual reality experience which looks at the future through a citizen’s eyes. VR technology represented a strategic way to communicate the company’s vision and has been used to tell the story to a range of stakeholders including media, government and city planners, customers, employees and even the general public.
More info: http://www.newsroom.lighting.philips.com/news/2016/20161115-smart-cities-closer-than-you-think-according-to-philips-lighting
Immerse yourself in a plant cell! Explore the submicroscopic inner world of a plant and learn about cell structures and their functions. This stunning VPC: Cell Explore film is part of Plant Energy Biology's custom-built suite of Virtual Plant Cell 360 degree and virtual reality educational resources. Project led by Karina Price and the researchers of the ARC Centre of Excellence in Plant Energy Biology. 3D artwork by Peter Ryan. Music byAudiosimian. Narrated by Glenn Hall.
More info: www.facebook.com/VirtualPlantCell
Categories: Education, Biotech
Visual Science and the RAS Institute of Ethnology and Anthropology, with support from the All-Russian Science Festival “Nauka 0+”, have created the first scientifically accurate 3D Virtual Reality animation of the Sungir people – Homo sapiens who lived 30,000 years ago and are believed to be ancestors of today’s Northern and Eastern Europeans. The visualization is based on skeletal remains of two siblings aged 10 and 13 years old from the Sungir site in Central Russia, one of the northernmost Paleolithic settlements in Europe.
To create the 3D visualization, two Sungir skulls were laser-scanned and photographed in high definition. The data was then run through state-of-the-art 3D modeling software, where existing data and modern facial reconstruction techniques were applied. The VR animation outlines the steps involved, from marking reference points on the skulls to reconstructing the soft tissues of the head, nose and ears cartilages, to creating the final “living” 3D portrait.
More info: www.visual-science.com/sungir
Categories: Education, Science
This visualization journeys into the famous star-forming region of the Orion Nebula based on an image from the Hubble Space Telescope. This exhilarating trip begins by flying through a layer of gas above the nebula, called the "veil". The descent to the gaseous surface provides an overview of the structure of the region as the winds and radiation from the central cluster have carved out a long "valley" in the cloud. The massive bright stars are responsible for heating the gas to temperatures at which it glows. Their strong stellar winds also blow back the gas around nearby newly formed stars creating tadpole-shaped structures. Within these objects, called proplyds, planets may be forming inside dark, dusty disks encircling the stars.
More info: http://hubblesite.org/video/1013
Categories: Education, Space
Get your VR glasses out and experience a guided tour with our virtual receptionist MAX through your new digital workplace as if it was your first day in Konica Minolta's future office.
More info: https://www.mettle.com/workplace-of-the-future-vr-experience-for-konica-minolta-linienflug/
Enter the Humachine” is an interactive VR movie. It tells the story of Newbie the Humachine – an artificial intelligence device that was built and trained by humans in order to protect people from cyber threats.
You will start the movie as a member of an excursion to the Kaspersky Research and Development Lab – where the most proven and intelligent protection technologies are being developed. Suddenly, a sophisticated cyberthreat actor attacks your excursion capsule and the world goes dark…
More info: https://vr.kaspersky.com/
Cognitive technologies are changing the way beekeepers -- and companies at large -- make decisions. Take a 360-degree view of how the power of cognitive solutions using weather data, Watson, Internet of Things, and data analytics is helping transform industries like beekeeping and agriculture
More info: http://www.ibm.com/cognitive/
Billionaire philanthropist Elon Musk hopes to introduce a new form of transportation to compete with planes and trains.
The new technology, called Hyperloop, would consist of a tube with Concorde-like seating inside able to send passengers at 760 miles an hour on a cushion of compressed air.
The tubes would be launched by a rail gun type launcher. The tube would shoot through an elevated structure with pods mounted above the ground on columns 50 to 100 yards (45 to 91 metres) apart or through an underground tunnel, using a maglev like system, like the "floating force" of an air hockey table.
More info: https://www.nextanimationstudio.com/en/
Categories: Future // Transport
ourney inside the beautiful world of a human cell! Cellscape shrinks you down a couple million times, so that you can explore the inside of a human cell. See the parts of the cell, like the mitochondria, nucleus, ribosomes, RNA, endoplasmic reticulum, and Golgi apparatus narrated by Tyler Dewitt. The project is a collaboration between Tyler DeWitt and XVIVO Scientific Animation, and it was funded by the Google Science and Making Team.
More info: https://www.cellscape.net/about
Categories: Education, Biotech
Our home galaxy, the Milky Way, is believed to be a typical barred-spiral galaxy, composed of the stellar disk, gaseous disk, central barred bulge, and dark matter halo. But observations alone cannot determine clearly how our galaxy looks from the outside or its evolutionary history. This is mainly due to uncertainties in Solar System’s location within the disk itself and difficulties in determining the distances to sources when mapping Galactic structures.
This movie displays the various structures of the simulated Milky Way Galaxy, based on fundamental physical processes such as the gravitational interactions between stars and gas; the dynamics and evolution of the gas; star formation from the gas clouds; and energetic feedback from the stars.
More info: https://www.nao.ac.jp/en/gallery/weekly/2017/20170704-4d2u.html
Categories: Education, Space
In October 2017, Palo Alto Networks, a cybersecurity company, was taking part in the Grace Hopper Celebration Conference, the world's largest gathering of women IT technologists. As part of a recruiting campaign on the venue, they had approached us to create a VR experience for their booth that would introduce the company, its vision, and values to prospective employees.
Together with Mosaic, we came up with a concept called Fearless Future: one day in a life of a girl that lives in a near future where cyber threats are eliminated by Palo Alto Networks. She wakes up, greets her digital assistant and heads through the future city to a job interview at Palo Alto Networks…
More info: http://denisastakhov.com/palo-alto-networks-vr
Witness the extraordinary journey of the meteor that caused the largest asteroid impact in recorded history, in an immersive VR experience that will leave you awestruck from beginning to end. Ride with the asteroid as it barrels towards Earth, become part of its devastating impact as it breaches the planet’s atmosphere, and watch it explode over Siberia. With breathtaking visuals, this VR experience portrays the power of the universe like never before by recreating the Tunguska event just in time for Asteroid Day on Friday, June 30 in 1908.
More info: https://www.discoveryvr.com/
Patrik Miesenberger, Creative technologist UW Good Times Studio
Join Swedish diver Filippa Ek in one of the best places for mine diving in the world, Tuna Hästberg in Sweden. Crystal clear water and well preserved.
Overview is an educative VR experience about our position in the Universe. It uses data and images from NASA and other space agencies to locate planets, stars and galaxies with their correct positions and movements. Available with both narrative and interactive modes.
More info: overviewexperience.com
Categories: Education, Space
Sport Relief transports viewers to Uganda in an impressive 360-degree journey of the world’s deadliest animal. Narrated by David Tennant, the film explores how easily a mosquito spreads malaria and more importantly, how it can be diagnosed and treated thanks to the work of projects on the ground across Africa, funded by money raised through Sport Relief.
More info: http://vr-city.com/malaria-sport-relief/
Categories: SDG_3 Good Health
Every day you may hold a piece of Congo in the palm of your hand. Gold is essential to the modern world, as it is used in everything from electronic devices to medical equipment. However, much of the gold in Congo is illegally mined and exported. The journey of Gold follows miners in Nyamurhale as they work to create a safe haven through the Bwenge Buchiza Project. Gold miners in Eastern Congo are creating a safe haven free of corruption and poverty. Plagued by an unstable government and rogue soldiers, the people work together to make their dreams a reality.
More info: journeyofgold.org
Categories: SDG_8 Decent Work
Immerse yourself in a plant cell and learn about ways that plants respond to, and tolerate, drought at the cell level. This stunning VPC: Drought Proof film is part of Plant Energy Biology's custom-built suite of Virtual Plant Cell 360 degree and virtual reality educational resources. Project led by Karina Price and the researchers of the ARC Centre of Excellence in Plant Energy Biology. 3D artwork by Peter Ryan. Music by Audiosimian. Narrated by Glenn Hall.
More info: www.facebook.com/VirtualPlantCell, https://www.youtube.com/watch?v=PJRJcIUX4o8
Categories: Education, Biotech
Can a person with autism become an employee of the year? It seems obvious: responsible, precise, with logical reasoning and not so many emotions. But not really. There are over 5 million people in Europe living with autism. Many of them could work, but neither they nor the society is prepared to introduce them to the labor market.
World of VR and SYNAPSIS Foundation created a unique first-person view 360 degrees story and experience of a person with autism at a workplace.
Categories: SDG_10 Reduced Inequalities
Everyday situations can be stressful for those on the autism spectrum. Step into the shoes of 16-year-old Layla as she attends a birthday party. Hear her inner thoughts and experience how overwhelming an occasion like this can be for her
More info: https://www.theguardian.com/technology/2017/oct/07/the-party-a-virtual-experience-of-autism-360-video
The first digital dance piece staged at the Royal Swedish Opera – Sharon Eyal’s celebrated dance work Half Life in Virtual Reality (VR). Eyal’s Half Life was performed for the first time with the Royal Swedish Ballet in spring 2017. During autumn 2017, the work has been captured for Virtual Reality. This will be a new experience for the audience in which the real and the enhanced merge.
More info: operan.se/halflifevr
Famous Tagalog singer travels to Happyland to do a charity concert, place where 50,000 people live and survive on everyday basis living at the toxic landfill.
More info: https://www.cnet.com/news/take-a-360-degree-virtual-journey-through-the-happyland-slum-in-the-philippines/
Categories: SDG_1 No Poverty
Cinematic virtual reality will transport viewers to Lake Baikal in Siberia during winter 2016 and introduce them to the dramatic landscapes and the local customs and spiritual traditions of people who live around the oldest, deepest and most voluminous body of fresh water on Earth – 20% of all the liquid fresh water on our planet.
More info: http://baikalvr.mediacombo.net
Categories: SDG_6 Clean Water
Step inside the stories of Virunga Park Rangers in eastern Congo and the Munduruku Tribe in the Amazon rainforest to see how a lack of affordable power is threatening lives and sacred lands. See the volcano, mountain gorillas and jungles that the protectors of the forest are risking their lives to keep intact. A lack of access to reliable energy increases their struggle.
More info: empoweredbylight.org
Categories: SDG_7 Clean Energy
VR_Talks will bring together some of the masterminds of immersive technologies to come to Stockholm and share their ideas and projects in which science and creativity are intertwined, immersing us into new experiences, new thoughts, and new openings.
SOLD OUT / WILL BE STREAMED
The arts and sciences have always provided powerful tools for understanding the world we live in, and with technology developing at exponential speed, these disciplines have become all the more vital. Recognizing this, Animation MFA candidate Evan Tedlock and Chemistry Ph.D. student Kyle McClary have come together to found The Bridge Art & Science Alliance, an interdisciplinary initiative that harnesses the strengths of their specialized fields while laying the building blocks for innovative media.
By creating a virtual Cell as a City, based on the structure and function of a pancreatic beta cell, we will allow people to explore a rich biochemical world while engaging concepts, pathways, and implications through narrative, all backed by scientific rigor.
Gabo Arora is a Creative Director and Senior Advisor at the United Nations, Founder and President of Lightshed, a VR and social impact start-up, and an award-winning filmmaker represented by Within/Vrse works. His work focuses on new technologies that promote social causes and make decision-making processes more inclusive. Among these projects is a viral video campaign for the recent climate change summit in Paris, and various collaborations with internet influencers to promote accountability on global humanitarian aid assistance.
Björn Thuresson is the manager of the Visualisation Studio VIC at KTH. The studio is a resource for teaching, research and business liaisons in advanced graphics, interaction and visualization.
Björn has a background in Cinema Studies, Journalism and Communication Studies and professional experience in the production of film and educational multimedia. He has acted as researcher and coordinator in several national and international projects. The current focus is to make the most efficient and strategically and practically sound use of the studio.
Yedan is an interaction designer, media artist, and technologist. She aims to augments how we perceive self and environment to transform the way we understand, interact and make decisions. Her works of interactive artifacts and experiences integrate interesting narratives with emerging technologies including Artificial Intelligence, Virtual Reality, Augmented Reality, Physical Computation, etc.
She is currently working at Designworks, A BMW Group Company. Prior to that, she has worked in research institutes including MIT Media Lab, Samsung Research America and Baidu Institute of Deep Learning. Her works have been shown internationally at Sundance Film Festival, TriBeCa Film Festival, Dubai Design Week, etc.
Michael is CEO, Co-Founder of Virtualitics, an Immersive Platform™ and the first collaborative data exploration platform that merges Artificial Intelligence, Big Data and Mixed Reality. Virtualitics is a spinoff from the California Institute of Technology (Caltech). He also managed a team of 25 people, mostly mathematicians, data scientists and computer scientists, with staff in New York, London and India. Designed the group's data science and risk management systems. Michael was also a researcher in nanotechnology at Caltech.
Michael is interested in science education, especially for early childhood, as a way to reduce inequality. He is a member of the Board of Caltech’s Computer Science Department (IST division) among others. At VR_Sci Fest, he will be talking about the future of data analytics and its coupling with immersive environments.
Judith is a visionary customer advocate, a data-driven experimentalist, and an optimistic realist. Her passion is personalization/reverse engineering complex systems with a strong hypothesis-driven approach using sophisticated techniques, such as artificial intelligence and mixed reality. To build up the necessary skills, she worked in finance/trading for Capital Fund Management and Société Générale, and acquired MSc in Cognitive Science/Artificial Intelligence from École Normale Supérieure.
Diaz B is the European Director of the WorldBuilding Institute. In 2008 became part of the WBI, and together with Alex McDowell director of the World Building Institute, has curated 6 editions of the Worldbuilding Studio, a joint effort between WBI and the Berlinale Talents. He has been also curator and speaker at FMX, one of the most important, design and innovation conference in Europe as well as in other events in Europe, Bogota and the U.S.
While developing his projects he is actively engage in the WBI continuous research to develop new world building creation and production processes and narrative tools, in collaboration with some of the most disruptive minds in narrative media.
She currently works as a producer/director of VR experiences for the Guardian. Her recent VR work includes ‘Limbo’ - a virtual experience of seeking asylum, and ‘The Party’, a 360 film seen through the eyes of an autistic teenager.
Previously, she worked for BBC London and independent TV production companies in both news and documentaries.
As a special projects producer for the Guardian, she oversaw visually rich multimedia interactives and co-produced a geo-located audio app about Kings Cross.
Fran is part of Fjord; a global service design consultancy creating services that make millions of people’s lives a little better every day. He is responsible for overseeing all design and innovation aspects of a Fjord Stockholm group's design services, including product design, service design, visual design, user experience and tech design). He creates scalable, predictable and insightful environments; providing insight-sparking, motivating conditions among design teams, especially during discovery stages, but also in experience and delivery phases. Over the last 15 years, Fran has worked with wide range of design, from traditional print to interactive experiences. At Fjord, Fran has collaborated with: Nokia, Ericsson, Movistar, BBC, Thomson Reuters, BBVA, Foursquare, Canal +, MTV or H&M among many others
Worldbuilding is an experimental, collaborative and interdisciplinary practice that integrates imagination and emergent technologies, creating new narratives in physical and virtual realities.
Through one day workshop, we will introduce the audience to the main concepts of World Building a narrative practice where art and science, design and engineering are inseparable. At their intersection lies the new creative laboratory for the future of narrative.
World building designates an inclusive, deeply collaborative and iterative process that combines rigorous research with the evocative narrative. It’s a narrative practice in which the deep understanding of a world precedes the telling of a story. The richly detailed world becomes a container for narrative, producing stories that emerge logically and organically from its well-designed core.
The Street Corner: Future Cities
During our workshop, we will take a Scandinavian street corner as our laboratory to investigate the Future of Cities. Our objective is to understand the present ideas that drive our choices, and how those choices shape the future. We are set to investigate how the conditions in the present will manifest in the next decades. We will consider the current political climate, migratory populations, environmental conditions and lifestyle to address themes as climate change, war, new agriculture, wellness, autonomous vehicles, biology, tourism, media industries, education, and sustainability.
We will world build the future projection of our present through our innovative art-science practice to develop new narratives that can seed a different future we could see emerging and developing in the Street Corners of Future Cities.
Special edition of VR Sci Fest at Tekniska Museet.