An immersive experience for visitors on the Digital Design stand by L’École de design
Since 1999, L’École de design has offered a comprehensive training offer to meet the needs of the digital sector and helps organisations make the switch to digital technology. Over the past 11 years, the school has developed a real expertise in immersive design with training programs in virtual reality. L’École de design has taken part in Laval Virtual every year since 2008 and its students have been involved in the event’s competitions since 2003.
On its stand located in Hall 6 Stand F4, L’École de design is giving visitors the chance to immerse themselves in the catalogue of Digital Design training programs to discover the diversity of accomplishments and applications in Digital creation.
Laval Virtual is the opportunity to find out about the very latest projects in immersive and tangible user experience design! Come and meet the team and the students on the stand and develop new research projects where design and technology go hand in hand to produce… new experiences
3 communicating objects to attract visitors to the stand
• Tally: data representation consisting of LED lights to count the number of visitors on the stand; project developed by Coline Royer and Thomas Cescousse.
• Rhoo : a small robot, a strange little creature developed by Louise Gazeau and Solène Herrgott. Rhoo is a small object who likes to be left alone. Unsociable and grumpy, he doesn’t like it if you get too close.
• Cyclik by Paul Burgos and Antoine Floch: a belt designed for virtual experience stands that shows the time remaining for the user playing or experimenting via an LED countdown.
3 immersive projects to try out on the stand
Get involved in exploring geo-spatialized information with Quentin Le Pape’s final degree project VR Geopolitics
How can we make international news memorable using virtual reality? VR Geopolitics is a virtual reality application which presents international events and global issues in a more accessible and memorable way. VR Geopolitics combines journalism, geopolitics and cartography to provide a sensory take on information processing and make complex issues more accessible. Immersive technologies give the user a new experience in understanding the complexity of today’s world. An interactive globe lets you manipulate the data produced by journalists and assimilate current issues and concerns.
Be the first to try out Mindcast, Thomas Herbreteau’s final degree project, and create a storyboard
To produce the Fast & Furious films, Rob Cohen and his team play with toy cars. Mindcast is a gaming mat, a virtual sand pit, which lets you tell stories and prototype plans or scenarios for producing a storyboard. The application resembles a play area equipped with a camera, a projector and a time control system. Immersion in a virtual world gives the storyboarder or director total control over the objects in each scene and lets them manipulate them very naturally.
Discover new interfaces for gaming and manipulation which reposition the role of the device
with a project developed in partnership with BigBen Interactive through its Nacon range, designed to rethink immersive gamepads.
Participation in Virtual Fantasy competitions
The school also participates in competitions dedicated to students. Come and support its teams of competitors:
• 2 teams (one made up of students from MDes Immersive UX Design and the other with students from BDes Game Design) will take part in “Virtual Fantasy/Limited time”, which is a non-stop 30-hour challenge to develop a real-time 3D application.
• 1 team of students from MDes Immersive UX Design will participate in “Virtual Fantasy/Demos”. The team, which includes Théo Richard, Charles Périnet and Thomas Gauthier will show VR(ne) #3. some of the technical devices that they are developing for their final degree projects.
Finally, Arnaud Le Roi, course leader for the MDes Digital Culture programs, will take part in a round table entitled Immersion is Creation & Creation is Immersion in order to gain a better understanding of current uses of augmented and virtual reality technologies on Thursday 5 April 2018 at 3.45pm.