PLACE is an interdisciplinary research group exploring the socio-spatial implications of XR through art, design & education.

Our work focuses on four core domains:

XR Research &
Prototyping

What roles can and should XR technologies play in our interactions with each other and the physical world? What devices or modalites best support these? PLACE is investigating these questions through prototyping augmented/virtual reality apps & experiences.

Interactive
Installations

The popularity of immersive installations and the thirst for experiences has culminated in the visually stimulating, but monotonous experience of the selfie museum. PLACE is exploring ways that XR can create meaningful experiences in immersive spaces.

Design & Technical
Education

XR is being rapidly adopted across many sectors and will play an incresingly relavent role in our lives. PLACE is developing curricula for programs in art, architecture and design that teaches students to develop alternative applications for XR.

Placemaking in
Extended Realities

Who benefits most from XR technology? How can it become more accessible? PLACE is researching how diverse perspectives can be shared and unexpected community interactions can be facilitated through XR platforms.

We have worked with ___

Projects

Place XR

Unity + Oculus Launchpad '18

Imagine your city as a digital canvas. PlaceXR is an interactive, multiplayer, cross-platform application that lets anyone insert geolocated digital content into the physical world in VR and view it through location based mobile AR. PlaceXR is an investigation into how content driven AR platforms are utilized by users.


Climate Stories -- a collaboration with Shiftworks

Physical installation + Web XR

Climate Stories combines a physical installation with AR and VR to create a multi-sensory exploration of what the world could be like in 200 years. This speculative climate future is presented in a mobile community hub funded by MIT Climate Colab.


Learn More

Magic Carpet

Kinetic, large-scale physical installation + AR

Magic Carpet was developed for Google as a proposal for the anchor artwork for their new campus. The 50' sculpture consists of an interactive canopy where each pixel connects participants to their physical environment and to one another through play, wind-driven motion and augmented realities developed through community collaboration.


Transience >> Permanence - Preserving Temporary Spaces with XR

Physical installation + WebVR

PLACE is investigating how XR technologies can be used to provide rich experiences of temporary physical places. ‘A Forest in the Desert’ was the initial open-source, A-frame prototype we developed to explore this idea. The prototype allows a user to experience the development of the 2017 Burning Man Temple as it was designed and then constructed in the desert


View WebVR Demo

Workshops & Courses

Generative 3D modeling with Unity & Rhino Workshop

Feb 19-21st @ Gray Area, San Francisco

The Unity game engine is an amazing tool for building interactive experiences yet it can be limited in creating and manipulating complex geometry. Grasshopper on the other hand, is a visual programming plugin for Rhinoceros 3D modeling software, which provides a suite of computational form generation functions but is rather constrained regarding animation or interaction. Let’s connect the two and have some fun!

Details & registration here

Alone Together: Extended Reality Experiences in Installation Design

Spring 2019 @ San Jose State University

Through XR users have the ability to customize their own reality by adding graphics and 3d models both temporary and persistent in a physical location. This course explores how individual and shared augmented experiences can be used to influence physical space design and the interactions therein.

Course Info

Digital Fabrication

Spring 2019 @ Laney College

An introduction to the CAD/CAM workflow, this course balances design with technical training in CNC fabrication.

Course Info