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1/44 C U R R I C U L U M V I T A E , P U B B L I C A T I O N , E H I B I T A N D P R O J E C T S - F R A N Z F I S C H N A L L E R
C U R R I C U L U M V I T A E
PERSONAL INFORMATION
NAME Franz Fischnaller
CONTACT ADDRESS Corso Enrico de Nicola 6/10, 10128 Torino, Italy
TELEPHONE +39 011 19711458
CELLPHONE +39 3405073009
E-MAIL [email protected] |
NATIONALITY Italian
DATE AND PLACE OF BIRTH Bolzano, Alto Adige, Italy
EDUCATION Academy of Fine Arts, Stuttgart, Germany, Master’s Degree in Fine Art and Design (MFA)
Istituto d’Arte delle Localitá Ladine, Province Bolzano, Italy, Master for Applied Arts
Istituto d’Arte di Ortisei, South Tyrol, Italy; Plastic Arts and Painting, Maestro d’Arte, Bachelor of Arts
CURRENT ACADEMIC POSITION 2013 → ongoing - Professor, Albertina Academy of Fine Arts, Turin, Italy
2011 → ongoing - Professor, IED: European Institute of Design, Milan, Italy 2009 → ongoing - Professor, IED: European Institute of Design, Turin, Italy 2009 → ongoing - Lecturer, Faculty Architecture I, Polytechnic of Turin, Italy
PREVIOUS ACADEMIC POSITION 2012 - Guest Lecturer, Department of Media, Media Lab, School of Art and Design, Aalto University,
Helsinki, Finland.
2007 - Visiting Scholar, School of Design, The Victoria University of Wellington, New Zealand. 2001-2005 - Full Professor, School of Art & Design, University of Illinois at Chicago, Chicago, USA.
1999-2002 - Visiting Scholar, Master in Multimedia, RAI Radiotelevisione Italiana e Mediateca Regio-
nale Università degli Studi di Firenze, Florence, Italy
1974-1975 - School of Rio Pusteria, Bressanone, Bolzano, Italy
WORK /SERVICE EXPERIENCE
(SELECTED) 2013 → ongoing: CINECA (Supercomputing Inter-university Consortium), Italy. New Media Design Adviser & Project management (Creative&Tech); design and development of interactive exhibit installations, virtual storytelling in the ambit of the Italian cultural heritage and artistic patrimony, with focus on Innovative audio-visual interfaces, 3D Mapping, content visualization and design of immersive audio-visual environments, with the use of innovative visualization techniques. The overall project is developed by CINECA and involves a multidisciplinary creative team (researchers, archaeologists, art historians, computer scientists, surveyors, computer graphics) pertaining to CNR-ISTI, CNR-ITABC, Bruno Kessler Foundation and Bologna University – for the laser scanner campaign – in collaboration with Villa Giulia National Etruscan Museum and the History of Bologna Museum Genus Bononiae. 2012 → ongoing: HLab-CNR, Virtual Heritage Lab (VHLab), National Research Council of Italy (CNR); Interactive Exhibition Designer and New Media Adviser (Tech&Creative); Interactive exhibit installations and virtual storytelling in the ambit of the Italian cultural heritage and artistic patrimony, with focus on 3Dimensional Virtual Reality environments, high end aesthetic visualization and interactive techniques, knowledge interactive learning environments for the active fruition of content and cultural heritage experience, museum network (Project: Tevere Virtual Museum at the Villa Poniatowsky (Polo Museale di Villa Giulia, Roma).
2009 → ongoing: Digital & Multimedia Creativity Pole Committee/Virtual Reality & Multimedia Park
S.p.A. Turin, Italy. Project Reviewer, analysis and evaluation. The Digital Multimedia Creativity Pole
(Innovation and applied research on Digital Creativity Program is an instrument of industrial politics
2/44 C U R R I C U L U M V I T A E , P U B B L I C A T I O N , E H I B I T A N D P R O J E C T S - F R A N Z F I S C H N A L L E R
devised from the Piedmont Region in order to benefit the aggregation among Small and Big
enterprises, Centers of Research, Associations, Foundations for the sharing of the acquaintance and
the convergence of the investments on planning paths and relative common lines of development to
products and innovative services. Digital & Multimedia Creativity Pole is hosted and coordinated by
Virtual Reality & Multimedia Park S.p.A.
2008 World Design Capital Torino 2008, Turin, Italy. New Media Design Consultant for advanced
technology and Virtual Reality (technical & creative). The World Design Capital has been a city
promotion project that has celebrated the merits of design, It seeks to highlight the accomplishments
of cities that are truly levering design as a tool to improve the social, cultural and economic life of
cities, throughout a yearlong programme of design-related events. (Project: DREAM - Cars of the
future since 1950; exhibit).
2006 → ongoing: F.A.B.R.I.CATORS - Architects of Culture - Fabricators of Ideas, Italy. Chief
Designer, Project Manager. F.A.B.R.I.CATORS is an interdisciplinary group concerned with the
integration of Art + Design + Technology + Humanities and Social Sciences, specialized in digital
media, computer graphics, virtual reality, interactive techniques, creative interface, networking,
system visualization and immersive technologies, operating in the fields of Art, Design, Architecture,
cultural heritage and edu-entertainment.
1998-1999 Office for the Strategic Planning of Cordoba, Municipality of Cordoba, Spain. Head
Designer, CICOV: Interactive cultural Centre of Cordoba-Spain. (Public Institution) project ideation
and design. Work and collaboration with an interdisciplinary team across the fields of artistic
patrimony and cultural heritage, design, technology, science, humanities and social sciences
(Disciplines: History archaeology, culture, sociology, linguistic, religion, design, science and
technology).
1997-1999 Tuscany Hi Tech Network, municipality of the region of Tuscany, Italy. (Public Institution)
Curator, Exhibit Designer & Management for new media Interactive exhibit (Focus: Cultural heritage,
artistic patrimony, digital media Art, science, technology, applied research-based International
Exhibits, seminars, workshops and conferences). Digital Humanities; Storytelling and design of
heritage; Virtual Technologies in Museums; Digital Technology for Heritage Interpretation; Virtual
Exhibitions.
1996-2000 - 2001 → ongoing: F.A.B.R.I.CATORS, Milan, Italy; Curator, Management for exhibits,
special venues, conferences, panel (Field Focus: advanced technology and digital media with
broader perspectives and bidirectional relationship across the fields of cultural heritage, artistic
patrimony, design, technology, humanities and social sciences.
1998-2000 The Berliner Festspiele GmbH, Berlin, Germany. Designer, Team production Manager.
Thematic-Focus: 0rient and Occident Cultural Heritage (India), art, science religion, literature, myth,
nature, ecology, augmented Virtual Reality, interactive installation, Interactive Design, touch-less
sensors, natural and intuitive interface, interactive storytelling, interactive animation, multimedia and
music. Work and collaboration with an interdisciplinary team across the fields of artistic patrimony
and cultural heritage, design, technology, science, humanities and social sciences (Disciplines:
History, biology, archaeology, culture, sociology, linguistic, religion, design, science and technology).
Project: “Kali the Goddess of the Millennium” [Produced ad hoc for the City of Berlin’s Millennium
exhibit, Seven Hills Images and Signs of the 21st Century, showcasing seven departments looking at
topics from the humanities, art, science and technology, at the exhibition center and museum, Martin-
Gropius Bau, Berlin.
RESEARCH IN RESIDENCE -DESIGN- DIGITAL MEDIA. TECHNOLOGY-
ADVANCE NETWORKING (SELECTED)
1995 The Medienmuseum ZKM | Zentrum für Kunst and Design, Karlsruhe, Germany 1996 The Medienmuseum ZKM | Zentrum für Kunst and Design, Karlsruhe, Germany 1997 Electronic Visualization Laboratory [EVL], School of Art & Design University of Illinois at Chicago 1997 Ars Electronica, AEC Electronic, The Museum of the Future, Linz, Austria 2013 Network Interaction Laboratory, School of Computer Science and Electronic Engineering, UK, University of Essex, UK and the High Performance Networks Laboratory, Department of Electrical and Electronic Engineering, University of Bristol, UK. (1)
2014 - Department of Electrical and Electronic Engineering, the High Performance Networks Laboratory University of Bristol, UK. (2)
3/44 C U R R I C U L U M V I T A E , P U B B L I C A T I O N , E H I B I T A N D P R O J E C T S - F R A N Z F I S C H N A L L E R
(1, 2) Supported and financed through the EU-FP7 VISIONAIR (VISION Advanced Infrastructure for Research), a European infrastructure for high level visualization facilities that is open to research communities across Europe and around the world by integrating existing facilities into a pan-European network. http://www.infra-visionair.eu/
CURATORIAL WORK
EXHIBIT DIRECTION AND
CURATORSHIP (SELECTED)
1998 Virtuality & Interactivity I (First Edition), Fortezza da Basso, March 26- 29 1998, Florence, Italy. Direction and curator to the first edition of the international Art Exhibit: "Virtuality and Interactivity, Digital Renaissance (V&I)" by appointment of the Regional Government of the Tuscany Region. V&I is an annual multimedia show and conference dedicated to creative technological research, cultural heritage visual and digital performing arts and cinema, financed by the Tuscany High Technology Regional Network and promoted by the Region of Tuscany, Italy. 1999 Virtuality & Interactivity II , (V&II) (Second Edition) Ex Stazione Leopolda, Viale Fratelli Rosselli 5, Piazzale di Porta al Prato, 26-30 May 1999, Florence, Italy. Direction and curator to the first edition of the international Art Exhibit: "Virtuality and Interactivity, Digital Renaissance" (V&II) by appointment of the Regional Government of the Tuscany Region. V&II is an annual multimedia show and conference dedicated to creative technological research, cultural heritage visual and digital performing arts and cinema, financed by the Tuscany High Technology Regional Network and promoted by the Region of Tuscany, Italy. 2002 Version 03 – Technotopia-Digital Arts Convergence Art exhibit for EVL/UIC at The Museum of Contemporary Art of Chicago, MCA Theatre Program Organization, March 27-30, 2002, Chicago, USA (Presentation of the work by artists students and faculty, employing virtual reality technology developed at EVL of the University of Illinois at Chicago, of the art exhibits for EVL/UIC in Version 03 - Technotopia, Digital Arts convergence. Exhibit and event took place at The Museum of Contemporary Art of Chicago (MCA) and in the Cave of (EVL) Electronic Visualization Laboratory.)
LANGUAGES Mother Tongue: German - Second Mother Tongue: Italian - Other Languages: English: Reading skills [excellent], writing skills [good], verbal skills [good], Spanish: Reading skills [good], writing skills [good], verbal skills [good], French: Reading skills [good], writing skills [basic], verbal skills [good].
COMPUTER AND TECHNICAL SKILLS Operative Systems: Windows, Linux, Unix, Android; Hardware: HP, SGI ONYX; Ascension Technology, InterSense, Motion tracking; IOS, Tegra, Nokia Mobile Devices; Analogue and DLP Stereographic Projectors; ATI, NVidia graphics accelerators; Networking;
Programing Languages: C, C++, OpenGL, Visual Basic, JavaScript, OpenGL, HTML, VRML, Ygdrassil; Software: Unity 3D, XCode, Microsoft Visual Studio, Vuforia, SGI Open GL Performer, + Inventor, CAVELib, YG YGdrsil, Realflow, 3D Studio Max, Google SketchUp, PTgui, Gimp, Corel Draw, Blender, Autodesk Maya, Adobe Suite, MS Office, Flash, Dreamweaver, Sound Forge, Acid Pro, Sound edit, Resolume Arena; Adobe Illustrator, Adobe Photoshop, Adobe Creative Suite 3, Adobe Premier Pro, Adobe After effects, Adobe Audition, PowerPoint, Keynote; Experience in: Electronics, microcontrollers and physical computing; Interactive software such as MAX/MSP/Jitter, Max for Live, Isadora, Quartz Composer, VVVV, Pure data, Arduino, etc.; Web software such as Adobe CC, Hype, Google Web Designer; App building software such as Xcode, iAd Product.
VISUAL ART - CLASSICAL MEDIA Drawing, Painting, Sculpture, Printmaking, Multimedia/Performing Arts
EXPERTISE, AREAS OF RESEARCH
INTEREST
Art
Advanced computer graphics, animation, Visual effects (VFX)
Visualization, techniques
Virtual narrative, Interactive storytelling, Content Design and development
Virtual reality, Real+virtual worlds (mixed/augmented reality)
Immersive stereoscopic technology, techniques, tools and systems
Development of Immersive real-time stereoscopic environments and interactive storytelling
Simulation and immersive visualization techniques (digital&virtual environments)
Interaction design, interactive techniques, realtime interactive systems (RIS).
Man machine interaction creative Interfaces
Project management and coordination
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EXPERTISE, AREAS OF RESEARCH
INTEREST
Research topics
Art and Technology
Renaissance Art and cultural heritage
Digital Heritage,Art,Humanities and Social Science,
Digital media: techniques, technologies, tools
Aesthetics in Digital Media
Edu-Entertainment application for museum
Virtual Technologies in Museums
Responsive architecture, immersive audio-visual interfaces
Current area of research interest and development
Modelling and simulation of large big data in VR Ultra-high resolution 4K 3D HD visualization for real time Immersive stereoscopic VR/simulation Haptic interaction, intuitive navigation in stereoscopic immersive virtual environments
Current area of research /on going experimentation
Cross- disciplinary convergences between design, architecture, technology and science
High-performance networked and augmented habitat embedded with digital technology
Bridging the “real” with the “virtual” in architecture Virtual Windows & Facades
FF
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Franz Fischnaller
Publication (Selected)
FF
Publication
Bibliography (Books, Chapters, Article, Essays, Papers, Reviews, editorial Responsibilities, others)
2014 Forthcoming publication: Info to be added
2013 Fischnaller, Franz, Yesi Maharaj Singh, Martin Reed, ”The Last Supper Interactive Stereoscopic and ultra-high resolution
4K 3D HD for immersive real-time virtual narrative in Italian Renaissance Art”; Digital Heritage 2013, International
Congress 2013, 28 October-01 November, Marseille, France (Paper in Proceeding).
Appendix:
1) LSI Co-author statement: “App1.LSI_CoAuthor-Paper.pdf”
2) LSI Paper: “App2.LSI_Paper.pdf”
2013 Alfonsina Russo, Rita Cosentino, Maria Anna De Lucia, Soprintendenza per i Beni archeologici dell'Etruria meridionale
Rome, Italy, Antonella Guidazzoli, Giosué Boetto Cohen, Maria Chiara Liguori, CINECA, Franz Fischnaller, "Etruscan
Cultural Heritage: The Sarcophagus of the Spouses project; virtual storytelling embedded in sensory audio-visual
environments”, Digital Heritage 2013, International Congress 2013, 28 October-01 November, Marseille, France (Paper in
Proceeding).
2010 Fischnaller, Franz, ”Chromatic Perspectives... Scaling My Art”, conference proceedings (ACM MM'10) Proceedings of the international conference on Multimedia, ACM New York, NY, USA ©2010 (Paper in Proceeding)
2010 Fischnaller, Franz, ”Chromatic Perspectives... Scaling My Art”, “Colorito-an Interactive Renaissance of Color”; the Interactive Art Exhibit of ACM Multimedia 2010; The Palazzo Medici Riccardi, 25 October - 2 November 2010, Florence, Italy (essay in catalogue)
2009 Expanding the Frontiers of Utopia… From the Digital Renaissance to Space on Earth Project
Fischnaller, Franz, format 24.5x28 cm, Pages 176, Illustrations 148, Bilingual: Italian/English, Editor: Electa-Mondadori,
2009 Italy (Book)
http://www.electaweb.it/mostre/scheda/effetti-speciali-e-alta-tecnologia-franz-fischnaller-al-museo-archeologico-virtuale- mav-di-ercolano/it Appendix: 3) Website Mondadori Editorial: “App3.FF.MAVCatalogueWeb.pdf” 4) FF MAV Catalog Digital Copy: “App4.FF.MAVcatalogDigitalCopy.pdf”
2009 Fischnaller, Franz, “VISIONS… VISIONARIES = ART | MIND | SPACE | CONNECTIVE INTELLIGENCE”, Volume:
Expanding the Frontiers of Utopia, Editor: Electa - Mondadori, 2009. Pages 20-60, November 2009, Italy [chapter in
catalogue - curator]
The chapter VISIONS… VISIONARIES = ART | MIND | SPACE | CONNECTIVE INTELLIGENCE presents interviews essays and statements of fourteen eclectic authors of diverse provenance and specialties: theoreticians, writers, artists, journalists, producers, and visionaries who operate in the scientific, electronic, technological, cultural, ecological, archaeological, philosophical and social ambit. BODO-MICHAEL BAUMUNK: Art historian, curator of exhibitions related to history and science, including “Darwin and the Darwinism”; FRANZ CERAMI: Digital artist, curator, producer, and theoretician who created and organized the contest "Miss Digital”; DEBORAH CHIARELLA: Author, producer, artist and researcher on the increased evolution of the spatial language between theatre, cinema and reality; MATTIA CRESPI: Entrepreneur, expert in online virtual worlds marketing, CEO of ISN Virtual Worlds S.r.l, the first Global Provider for Linden Lab in Italy; CINZIA DAL MASO: Journalist, specializes in History and Cultural Patrimony, works for the newspaper: La Repubblica and Il Sole 24 Ore; DERRICK DE KERCKHOVE: Theoretician of connective intelligence and psico-tecnology, chair of the theoretical heritage of Marshall McLuhan, Director of the McLuhan Program of Culture and Technology, Professor in the French Department at the University of Toronto (Canada); VALERIO ELETTI: Professor of e-Publishing and e-Learning on the Faculty of Communication Sciences, scientific director of IeLM (International Master of eLearning Management) and of the LABeL
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Cattid, the e-Learning Laboratory of the University of Rome-La Sapienza; MAURO FELICORI: Director of the Cultural Division of the Municipality of Bologna (Italy) and Director of the New Project Founding Museum engaged with ICT & Heritage; MAURIZIO FORTE: Professor at the School of Social Sciences, Humanities and Arts, University of California, Merced and Professor of "Virtual Environments for Cultural Heritage", for the Master of Science in Technology-Enhanced Communication for Cultural Heritage (TEC-CH), University of Lugano; STEFANIA GARASSINI: Professor at the Università Cattolica del Sacro Cuore of Brescia, author of the Dictionary of the New Media; JEAN-FRANÇOIS NOUBEL: researcher, entrepreneur, expert in Collective Intelligence and Conscience (ICS), founder of the organization: TheTransitioner.org and co-founder of AOL France; HANS-PETER SCHWARZ: Head of the School of Art, Media and Design in Zürich, Switzerland, former Director of the Media Museum at the ZKM | Center for the Arts and Media, Karlsruhe, Germany; LORENZO TAIUTI: Professor at the Academy of Fine Arts in Milan and at the Università La Sapienza in Rome, author of the books: "Art and Media - Avant-Garde and the Mass Communication", Editorial Costa & Nolan 1996, "Dreamy Bodies - The Art in the Epoch of the Digital Technologies", Editorial Feltrinelli, 2000; FRANCO TORRIANI: Critic of Art, Digital Art & New Media, Representative Ars Technica.
2009 Fischnaller, Franz, “SOE: The Space on Earth Project”, Volume: From Virtual Reality to Social Networks, Art Futura’2009 Catalogue, Editor XYX, Pages 16, Images 6, October, 2009, Barcelona, Spain, (essay in catalogue)
2009 Fischnaller, Franz, “SOE: The Space on Earth Project”, Catalogue: SIGGRAPH 2009 Computer Animation Festival, Benchmark for digital artists and scientists alike, Editor ACM, 2009, USA (work review in catalogue)
2009 Fischnaller, Franz, “Lautriv Chromagnon Medusa”, Catalogue: SIGGRAPH 2009 Computer Animation Festival, Benchmark for digital artists and scientists alike, Editor ACM, 2009, USA (work review in catalogue)
2008 Fischnaller, Franz, “CITYCLUSTER: virtual reality & high speed networking project”, Proceeding: The PEACH Industry Event | Presence: Present and Future Markets, Editor View, 2009, USA, 2008, Turin, Italy (paper in Proceeding)
2007 Fischnaller, Franz, “e-Art: Arte, società e democrazia nell’era della rete ... e- Art ... Net ... Technology ... Society ... Democracy ... in the Networking Age”, Pages 386, Italian, Accompanying CD-ROM, English, Editor, Editori Riuniti, 2007, Rome, Italy (Book)
e- Art book is an integral part of a macro project entitled e-What Project, Net-Society-Democracy, designed by Prof. Giuliano Bianchi, sponsored by the Company Engineering - Ingegneria Informatica, Rome, Italy.
e-Art discusses a type of art based on the integration of the following disciplines and technologies: networking, telecommunications, tele-presence, biogenetics, robotics, virtual reality, electronics, digital media, and human-networking interfaces. It also investigates the primacy of intangibility in many new art forms and the different paths toward creativity, interactivity, e-democracy, ecology, information, and post-realistic experiences.
e-Art brings together thirty-five eclectic authors of diverse provenance and specialties theoreticians, writers, artists, journalists, producers, poets, gurus, visionaries and revolutionaries, as well as professionals who operate in the scientific, electronic, artistic, cultural, ecological, industrial and social ambits. Among these authors are Mauro Annunziato, Kapil Arora, Annette Barbier, Mary Ann Breeze, Maxine Brown, Drew Browning, Pier Luigi Capucci, Tomas DeFanti, Sara Diamond, Steve Dietz, Manuel Gallardo, Petra Gemeinboeck, Eduardo Kac, Jaron Lanier, Jason Leigh, Golan Levin, Brenda Lopez, Bernhard Loesch, Ya Lu Lin, Roger Malina, Paul Marino, Rigoberta Menchú (1992 Nobel Peace Prize), Blanca Helena Pantin, Howard Rheingold, Alejandro Sacristan, Daniel Sandin, Paul Sermon, Stelarc, Robert Stone, Nadia Thalman, Rosa Truijllo, Yesi Maharaj Singh, Unesco, Manuel Viñas Limonchi, and Stephen Wilson.
http://www.editoririuniti.it/libri/e-art.php http://www.ibs.it/code/9788835953517/art-arte-societa.html http://www.fabricat.com/eARTengl.htm
Appendix: 5) Website Editorial Riuniti: “App5.FF.e-art_book-Editorial.pdf” 6) Website FABRICATORS eArt: “App6.FF.e-art-website.pdf” 7) eArt interactive Book Demo: “App7.eArt4web.exe”
2007 Fischnaller, Franz, SOE-The Space on Earth Project, Proceeding: VIEW8 Conference, premiere international event on Computer Graphics, Interactive Techniques, Digital Cinema, 3D Animation, Gaming and VFX, Pages 24,25, Images 4, Editor, View, November 2007, Turin, Italy, (paper in proceedings).
2007 Fischnaller, Franz, “Our Age, the revolution of Virtual Reality and the 3D”: Proceedings of: Science and technology: responsible development, cycle of seminar inherent to sciences and technology, Faculty of Science of the Information, University Complutense of Madrid, October 2007, Ana Cremades, Editorial, Madrid, Spain. pp. 255-279 (paper in proceedings)
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2006 Fischnaller, Franz, “Our Age: the revolution of the Virtual Reality and the 3D”, Proceeding: Sciences and technology seminar, Faculty of Science of the Information, University Complutense of Madrid, Pages 34-38, Images 6, Editor, University Complutense, May 2006, Madrid, Spain (paper in proceedings)
2006 Fischnaller, Franz, “CityCluster “From the Renaissance to the Gigabits Networking Age”, Proceeding: Malaga Biennial: International Exhibit on Art and Technology, Pages 17-20, Images 5, February, 2006 Malaga, Spain, (essay in catalogue)
2005 Fischnaller, Franz, Hill, Alex: "CityCluster: From the Renaissance to the Megabyte Networking Age: A Virtual Reality & High Speed Networking Project”, Presence: Tele-operators and Virtual Environments, Volume 14, Issue 1 (February 2005), Pages: 1-19, Year of Publication: 2005, MIT Press Cambridge, MA: MIT (The Massachusetts Institute of Technology), USA (Article in Magazine + Magazine Cover page).
Appendix: 8) CC Co-author statement: “App8.CC-Co-authorStatement.pdf” 9) CC MIT Paper: “App9.CC-MIT-Paper.pdf”
2005 Fischnaller, Franz, “Exploring, juxtaposing and integrating new media tools, technology, art and design”, Proceeding VIRTUALITY 2005, 6TH International conference on digital cinema, virtual reality, computer graphics, [3D] animation and visual effects, Editor, View, November 2005, Turin, Italy, (paper in proceedings)
2005 Fischnaller, Franz, “CityCluster Project”, Proceeding VIEW5 Conference, Computer Graphics, Interactive Techniques, Digital Cinema, 3D Animation, Gaming and VFX, pages 24,25, Images 4, View 8 Conference proceeding, Editor, View, November 2005, Turin, Italy, (paper in proceedings).
2003 Fischnaller, Franz, "City Cluster: Ars Electronic Center 2003”, CODE: The Language of our Time, Vienna/New York, Springer Verlag, 2003, pp. 86, 87 (section of chapter in book)
2003 Franz Fischnaller: CITYCLUSTER - "From the Renaissance to the Megabyte Networking Age" - A Virtual Reality & High Speed Networking Project, International Conference on Virtual Storytelling 2003, pp 231-234.
2003 Fischnaller, Franz, "CityCluster”, Hybrid Reality: Art, Technology and the Human Factor: Proceedings of the IPT: Immersion Projection Technology Symposium, VSMM2003 (IEEE), October 2003, pp. 482-489, Quebec, Canada, (paper in proceedings).
2003 Fischnaller, Franz, "CityCluster", Proceedings of the Second International Conference of Virtual Reality Storytelling (IEEE), Toulouse, France, November 2003, pp. 14-15 (paper in proceedings)
2002 Fischnaller, Franz, “Beyond virtuality”, Actuaciones de Diseño Digital by Viñas Limonchi Manuel, McGraw-Hill Interamericana de España, S.A.U. Madrid (book prologue)
2002 Fischnaller, Franz, "From the Renaissance to the Gigabits Networking Age", IX CanariasMediaFest (cat.), Dept. de ediciones, Cabildo de Gran Canarias, 2002, page 94, 95, 96, 97, 98, 99 (essay chapter in catalogue)
2002 Fischnaller, Franz, ''Creative uses of projection systems: Track-Net, Kali, Pinocchio Interactive, Robots Avatars”, Proceedings of the IPT: Immersion Projection Technology Symposium, VSMM2002 (IEEE), 2002, pp. 17-18 Orlando, Florida, USA, (paper in conference proceedings).
2002 Fischnaller, Franz, “Multi Mega Book: World Heritage in the Digital Age”, Virtual Congress: World Heritage in the Digital Age, Technology and New Media for Documentation, Preservation, Management, Sustainable Tourism and Education; Special Event to Commemorate the 30th Anniversary of the World Heritage Convention, [Paris]: UNESCO World Heritage Center, 2002 (paper in proceedings)
2001 Fischnaller, Franz, “Robots: Avatars Dealing with Virtual Illusions”, Net Art Guide, Germany: Frauenhofer Electronic Business Innovationszentrum, 2001, pp. 34-36 (chapter in book)
2001 Fischnaller, Franz, "The Virtual Revolution", Interactive and Cultivate Magazine UKOLN, Bath, England: University of Bath, 2001 (Article).
2001 Fischnaller, Franz, "Actual State of Electronic Art in Europe: Financial Support by the European Institutions", MEDIARAMA, Seville, Spain, Centro Andaluz de Arte Contemporànea, Seville, 2001, pp. 34-33 (paper in conference proceedings/interactive CD-ROM as conference proceedings)
2001 Fischnaller, Franz, "Tracking the Net", Proceedings of Virtual Systems and Multimedia, VSMM2001 Conference, (IEEE), October 2001, pp. 397-406 (paper in conference proceedings)
2001 Fischnaller, Franz, "Kali: The Goddess of the Millennium", Proceedings of Virtual Systems and Multimedia, VSMM2001 Conference (IEEE), October 2001, pp. 545-554 (paper in conference proceedings)
2001 Fischnaller, Franz, “The Invisible Takes Shape", AssoComunicazione, I Sensi nella Communicazione, AIC editor, Milan,
8/44 C U R R I C U L U M V I T A E , P U B B L I C A T I O N , E H I B I T A N D P R O J E C T S - F R A N Z F I S C H N A L L E R
Italy, October 2001, pp. 21-23 (paper in the conference proceedings)
2001 Centro Andaluz de Arte Contemporáneo, MEDIARAMA, Il siglo feminino, nuevas polaridades, ”Actual state of Electronic Art in Europe - Financial Support by the European Institutions”, November 24, 2001, Seville, Spain, (paper in conference proceedings)
2000 Fischnaller, Franz, "Tracknet", WRO International Media Art Biennale: WRO 2000, KULTURA, Wroclaw, Poland, 1999, pp 21-23 (work - interactive installation- and essay in catalog)
2000 Fischnaller, Franz, "Tracking the Net, Interactive Art”, CanariasMediaFest, IX Festival international de video y multimedia de Canarias, Mediafest, Canarias, Spain, 2000, pp 123-128 (work - interactive installation- and essay in catalog)
2000 Fischnaller, Franz, "Kali the Goddess of the Millenium”, 7 [Sieben] Huegel: Bilder und Zeichen des 21. Jahrhunderts”, Berlin: Runze&Casper, 2000, pp 53-55 (work - interactive installation- and essay in catalog)
2000 Fischnaller, Franz, ”Virtual Realism", Imagina '2000 INA, Istitut National de l’Audiovisuel proceedings, January 200, Montecarlo- France (paper in conference proceedings)
2000 Fischnaller, Franz, ”The Invisible Takes Form", The language of Communication, Conference of the EACA (European Association of Communication Agencies), Sardinia, Italy, (paper in conference proceedings)
2000 Fischnaller, Franz, ”Is there a possibility to construct a new language related to the new technology", Monumedia, European Festival, Naples, Italy – Monumedia “2000 - Cinema and Virtual Reality”, Proceeding, Monumedia'2000, December 2000, Naples, Italy (paper in conference proceedings)
2000 Fischnaller, Franz, ”R&Virtual Remembrances", Fundacja WRO Centrum Sztuki Mediow, Media Art Biennale WRO 2000, Wroclaw, Poland, proceeding (paper in conference proceedings)
1999 Virtuality&Interactivity II, MediARTech'99, International Exhibition of Virtual Installations and Applied Research, format 24.5x28 cm, Pages 70, Illustrations 80, Bilingual: Italian / English, editor: The Tuscany Hi Tech, Region of Tuscany, Florence, Italy (commissioned catalogue)
1999 Fischnaller, Franz, “VIRTUALITY&INTERACTIVITY II”, MediARTech 99, Rete Regionale dell’Alta Technologia, Florence, Italy, 1999, pp 9-13 (prologue to catalog)
1999 Fischnaller, Franz, "Multi Mega Book in the Cave“, XXXIV Incontri di Sorrento del cinema e dell'audiovisivo”, Italia allo Specchio, ed. by Bideri Gennarelli. Naples, 1999, pp 35-36 (interactive work and essay in catalog)
1999 Fischnaller, Franz, "MMB in the Cave”, Mediterranean and Balkan Art & Technology, Athens, Greece: Fournos Center for Art and New Technologies, 1999, pp 46-47 (interactive work and essay in catalog)
1999 Fischnaller, Franz, "Robots Avatars Dealing with Virtual Illusions”, CYBERARTS 99: International Compendium Prix Ars Electronica, ed. by Hannes Leopoldseder & Christine Schoepf, Vienna/New York: Springer, 1999, pp 49-50 (interactive installation and essay in book)
1999 Fischnaller, Franz, “Tracking the Net”, ARS ELECTRONICA 99: Life Science, Springer Verlag Vienna/New York: 1999, pp 348-349 (interactive installation and essay in book)
1999 Fischnaller, Franz, "Cultural Heritage and New Medias”, Pendulum Symposium: Mediterranean and Balkan Art&Technology, Athens: Fournos Center for Art and New Technologies, 1999, pp 47-48, October 1999, Athens, Greece (interactive installation and essay in book)
1999 Fischnaller, Franz, “Tracking the Net” CYBERARTS 99, ARS Electronic Festival 99, AEC Museum of the Future, September 2-9, 1999 Linz, Austria (interactive installation and essay in book)
1999 Fischnaller, Franz, “Tracking the Net” SIGGRAPH'99: 26th International Conference on Computer Graphics and Interactive Techniques, Art Gallery, 1999, Los Angeles, USA (interactive installation in catalogue)
1999 Fischnaller, Franz, “Robots Avatars Dreaming with Virtual Illusions”, Virtuality & Interactivity II, MediARTech, International Exhibition of Virtual Installations and Applied Research, Stazione Leopolda, 26-30 May 1999, Florence, Italy (interactive installation in catalogue)
1998 Virtuality&Interactivit I, MediARTech'98, International Exhibition of Virtual Installations and Applied Research, Pages 40, Bilingual: Italian / English, editor: The Tuscany Hi Tech, Region of Tuscany, Florence, Italy (commissioned catalogue)
1998 Fischnaller, Franz, Virtuality&Interactivity I, arte multimediale, MediARTech 98, Rete Regionale dell Alta Technologia, Florence, Italy, 1998. pp 13-17 (prologue in catalog)
1998 Fischnaller, Franz. "Nem City”, La Coscienza Luccicante, Dalla Videoarte all'arte interattiva Gangemi Editore, Rome, Italy, 1998, pp 31-32 (Interactive work & essay in art catalog)
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,
in
1998 Fischnaller, Franz. "Multi Mega Book in the Cave”, Monumedia: Multimedia and Cultural Heritage, Editor Fridericiana/University Press, p 212; Electa, Napoli, Italy, 1998, pp 29-30 (interactive installation & essay in catalog)
1998 Art Futura'98, “Multi Mega Book in the Cave”, La Segunda Piel, Teatro Central de Sevilla, October 15-19, 1998, Sevilla, Spain (interactive installation & essay in catalog)
1998 “Imagina'98”, “Multi Mega Book in the Cave”, Montecarlo, France, March 4-6, 1998 (interactive work in catalog)
1997 Fischnaller, Franz, "Tracking the Net”, Ars Electronica Festival, Fleshfactor, Österreichischer Rundfunk (ORF), Linz, Austria, 1997, pp 137-138 (interactive work & essay in book)
1997 Fischnaller, Franz, “Multi Mega Book in the Cave”, ARS Electronic Festival 97, “Flesh Factor”, AEC Museum of the Future, 1997, Linz, Austria (interactive installation & essay in catalog)
1997 Fischnaller, Franz, "Multi Mega Book in the Cave”, MULTIMEDIA GRAND PRIX'97, MMCA Multimedia Content Association of Japan, Ministry of International Trade and Industry, Japan, 1997, pp. 15 (work in catalog)
1997 Fischnaller, Franz, “Multi Mega Book in the Cave”, SIGGRAPH'97, Electric Garden, August, 1997, Los Angeles, USA (interactive installation & essay in catalog)
1997 “Multi Mega Book in the Cave” ISEA'97, Allied Event, Gallery 400/Electronic Visualization Laboratory, University of Illinois at Chicago, September, 1997, Chicago, USA (interactive installation in catalog)
1997 Fischnaller, Franz, “Multi Mega Book in the Cave”, ART FUTURA‘97, “El Futuro del Futuro”, Circulo de Bellas Artes, 1997, Madrid, Spain (interactive installation & essay in catalog)
1997 Fischnaller, Franz, “Multi Mega Book in the Cave”, Virtuality & Interactivity I, MediARTech, 1997, Florence, Italy (interactive installation & essay in catalog)
1997 Fischnaller, Franz, “Lautriv Chromagnon Medusa”, Robotix, McLellan Galleries, 1997, Edinburgh, UK (interactive installation & essay in catalog)
1997 Fischnaller, Franz, ”Lautriv Chromagnon Medusa”, Mention Prize Ars Linz Electronica’1997, Linz, Austria7 (interactive installation & essay in book)
1997 Fischnaller, Franz, Vrais'97: Virtual Reality, Annual International Symposium, “The Last Supper Interactive”, 1-5 March 1997 Albuquerque, New Mexico, USA (interactive installation in proceedings)
1996 Fischnaller, Franz, ”Lautriv Chromagnon Medusa”, Siggraph' 96, Art Gallery, August 1996, Los Angeles, USA (interactive installation in catalogue)
1996 Fischnaller, Franz, “Lautriv Chromagnon Medusa”, MediARTech’96, 1996 Florence, Italy, (interactive installation & essay catalog)
1996 Fischnaller, Franz, “Lautriv Chromagnon Medusa”, MediARTech’96, 1996 Florence, Italy, (interactive installation & essay in catalog)
1996 Fischnaller, Franz, “Multi Mega Book & Renaissance”, Siggraph' 96, Electronic Theatre, 1996, New Orleans, USA (work in catalog)
1996 Fischnaller, Franz, “Lautriv Chromagnon Medusa”, Vrais' 96, IEEE Virtual Reality Annual International Symposium”, 1996, Santa Clara, California, USA (interactive installation in proceedings)
1995 Fischnaller, Franz, "Multi Mega Book”, Prix Ars Electronica, Österreichischer Rundfunk (ORF), Linz, Austria, 1995, pp 48,49,50 (interactive installation & essay in book)
1995 Fischnaller, Franz, "Lautriv Chromagnon”, Venezia 1995, New Europe, Art Contribution to supranational culture, Editore L'epos, Palermo, Italy, 1995, pp 47,48 (interactive installation & essay in catalog)
1995 Fischnaller, Franz, “Lautriv Chromagnon Medusa”, Les Vogague Virtuales des 3 SuissesAu Monde de l'Art, 4-8 October 1995, Paris, France (interactive installation in brochure)
1995 Imagina'95, “Lautriv Chromagnon Medusa”, 2-3 February, 1995, Montecarlo, France (interactive installation in brochure)
1994 Fischnaller, Franz, "Lautriv Chromagnon Medusa”, Prix Ars Electronica 94, Österreichischer Rundfunk (ORF), Linz, Austria, 1994, pp 116,117 (interactive installation & essay in book)
1994 Art-Tech, Ontario Science Centre, ”Lautriv Chromagnon”, Toronto, Canada, (interactive installation in catalogue)
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Franz Fischnaller
Exhibits, Presentations, Screening (Selected 2014-1994)
NOTE: Classical Art and traditional media Exhibits are not included in this list
One-Person Exhibitions, Collective Exhibition, Screening, Performances & Events, others Presentation
2015 Expo, Milan, Italy (Forthcoming exhibit)
2014 (Forthcoming exhibit) Villa Giulia National Etruscan Museum, the History of Bologna Museum Genus Bononiae and the Civic Archaeological Museum of Bologna, “Etruscan Cultural Heritage: the Sarcophagus of the Spouses project. Virtual storytelling embedded in sensory audiovisual environments with stereographic environments and holography”, August 2013 - February 2014, Bologna, Italy (Interactive exhibit embedded in sensory audiovisual environments) promoted and organized by developed by CINECA (Supercomputing Inter-university Consortium), in collaboration with Villa Giulia National Etruscan Museum and the History of Bologna Museum Genus Bononiae, the Civic Archaeological Museum of Bologna. Other collaborators: CNR-ISTI (the National Research Council of Italy), CNR-ITABC (The Institute of Technologies Applied to the Cultural Heritage), Bruno Kessler Foundation, Bologna University. The project is a case study for the European Network of Excellence dedicated to Virtual Museums (www.v-must.net) and several of the mentioned institutions, are partners of the network.
2013 (Forthcoming exhibit) Virtual Museum of the Tiber Valley (Interactive installation)
The aim of the Virtual Museum of the Tiber Valley project is the creation of an integrated digital system for the knowledge,
valorisation and communication of the cultural landscape, archaeological and naturalistic sites along the Tiber Valley, in
the Sabina area between Monte Soratte and the ancient city of Lucus Feroniae (Capena). Virtual reality applications,
multimedia contents, together with a web site, can be accessed inside the museums of the territory and in a central
museum in Rome. The project is being developed and produced by the Virtual Heritage Lab of CNR (VHLab-CNR).
The CNR is the National Research Council of Italy, a public organization; its duty is to carry out, promote, spread, transfer
and improve research activities in the main sectors of knowledge growth and of its applications for the scientific,
technological, economic and social development of the country (Italy).
FF's responsibility: New Media Design Adviser with focus on content, visualization and interactive techniques
2013 Exhibit at Techkriti 2013, the annual technology and entrepreneurial festival of the Indian Institute of Technology, Kanpur, India, IIT, Kanpur, ”SpaceGate Project“, (VR stereo interactive);
2012 Exhibit, “Last Supper Interactive” in ARCHEOVIRTUAL "Virtual Heritage and Digital Art", 15-18 November 2012, Paestum, Italy; within the Mediterranean Expo of Archaeological Tourism (BMTA). The event is organized by The National Research Council (Italy), (CNR); Virtual Heritage Lab, CNR (VHL/CNR; Institute for technologies applied to cultural heritage CNR (ITABC/CNR); Virtual Museum Transnational Network (V-MUST.NET EU Project).
2012 Exhibit at TECHKRITI 2012, the annual technology and entrepreneurial festival of Indian Institute of Technology, Kanpur, India- IIT Kanpur,”City Cluster AvatARTS “ January 27-30, 2012,Kanpur, India (VR stereo and Interactive Installation).
2012 Exhibit at TECHFEST 2012 International Science and Technology Festival of the Indian Institute of Technology, Mumbai, INDIA IIT , 6-8 January 2012, “Last Supper Interactive” (VR stereo interactive Installation).
2011 Conference/Presentation at TEDXMUNICH, Tonhalle Munich, June 7th, 2011, “SOE…Expanding the Frontiers of Utopia”, Munich, Germany
2010 “COLORITO - an Interactive Renaissance of Color”, Interactive Art Exhibit of ACM Multimedia 2010, Palazzo Medici Riccardi,
|“Chromatic Perspectives … Scaling my Art”, 25 October - 2 November 2010, Florence, Italy (collective Exhibit).
COLORITO: An Interactive Renaissance of Color aims to provide another view on color in electronic media, covering works from key and pioneers author of the new media and Art and Technology authors and developers from the 1990ties until 2010, bridling various media and interaction modes, Participants to the exhibits and works are: Thecla Schiphorst: “Tendrils & Exhale”, Victoria Vesna: “Blue Morph”, Studio Azzurro: “The Battle of Hector and Achilles”, Monika Fleischmann & Wolfgang Strauss: “Liquid Views”, Bianco & Valente: “Tempo Universale”, Lea Buechley: “Living Wall”, Tamiko Thiel: “The Travels of Mariko Horo”, Crucible Studio: “Alan01”,TPO: CCC Trilogy – The Italian Garden”, Franz Fischnaller: Chromatics Perspective… scaling my Art, Wendy Ann Mansilla and JordiPuig: “Chroma Space”, Hung & Jacquemin: “Encounter”.
2009 Screening at SIGGRAPH 2009 Computer Animation Festival, Ernest N. Morial Convention Center, “SOE: The Space on
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Earth and Quantum City project”, August 3-7, 2009, New Orleans, Louisiana, USA.
The screening is a special showcase version of the Festival Chair’s reel, presenting cutting-edge visual effects, narrative animation, visual music, experimental works, simulation, art, design, architecture, and urbanism. Screening program: Silhouettes of Jazz | Dominc Kasser, Martin-Sebastian Seenn, Mario Deuss ETH Zurich, Switzerland; Anima | R. Devouassound, e. Kajdan, N. Maurice, J. Lasbleiz, Supinfocom Valenciennes), France; Toshiba Time Sculpture | Mitch Stratten, The Mill, United Kingdom; French Roast, F.0. | Joubert, Pumpkin Factory/Bibo Films, France; Chroma Chameleon | Warren Grubb, Marc Adler, USA; Unwrapping the Mummy 3: Tomb of the Dragon Emperor | Rob Cohen, Rhythm&Hues Studio,Usa; Hong long Hong long SHOULD BE “KONG” Century Plaza | Deng Bohong, DANS, China; cEvo-Teaser | Andrés Felipe Hernández, Vortice Studios,Colombia; Alma |Rodrigo Blass, Spain; Unbelievable Four | Sukwon Shin& In Pyo Hong, Illusion Studio, USA; Digital Domain Visual Effects- Highlights | Digital Domain, USA; Vilnius-Guggenheim | Richard Gönci, Studio AMD, USA; Live Music (The Mass Animation Project)|Sony Pictures and Intel Corporation short film "Live Music," a worldwide collaboration by animators using a unique application built on the Facebook Platform,the world; ILM: Robots, Cyborgs and the Final Frontier | Industria Light and Magic, USA; SOE: The Space on Earth Project | Franz Fischnaller, F.A.B.R.I.CATORS, Italy; Partly Cloudy with a Chance of Meatballs | Phil Lord, Chris Mille, Columbia Pictures' and Sony Pictures Animation's, USA; Pixar's Partly Cloudy | Pete Sohn, Pixar Animation Studio, USA.
2009 Screening, and Talk at Ars Electronica: “Human Nature” Festival for Art, Technology and Society, 3-8 September, “Is the Point part of the Line”, Brucknerhaus, History Stage, 9 September 2009, Linz, Austria.
2009 Conference at ArtFutura 2009: 20 Years from Virtual Reality to Social Webs, Theater IMAGINA, “SOE, the Space on Earth Project”, October 29th 2009, Barcelona Spain.
2009 Screening at SIGGRAPH 2009 Computer Animation Festival, Ernest N. Morial Convention Center, “SOE: The Space on Earth and Quantum City project”, August 3-7, 2009, New Orleans, Louisiana, USA
2009 Screening at VIEW Fest 2009, SIGGRAPH 2009 Computer Animation Festival | Italian Premier, “SOE: The Space on Earth and Quantum City project”, 1 November 2009, Cinema Massimo, Turin, Italy
2009 Screening at Computer Space 2009 SIGGRAPH 2009 Computer Animation Festival, “Is the Point part of the Line”, 29th October to 1st November, Sofia, Bulgaria.
2009 Screening, and Talk at Milano ACM SIGGRAPH Chapter/MGM Digital, SIGGRAPH 2009 Computer Animation Festival; “Computer Animation: new trends and developments in Italy and worldwide” “MI-TO” Meet the Media Guru, “SOE: The Space on Earth and Quantum City project”, Palazzo Giureconsulti, Piazza, Milan, Italy.
2009 Screening at SIGGRAPH 2009 Computer Animation Festival, Ernest N. Morial Convention Center, “ Lautriv Chromagnon Medusa part II ”, August 3-7, 2009, New Orleans, Louisiana, USA.
2009 One- Person Exhibit at the Villa Campolieto (Ente Villa Vesuviana), “SOE: The Space on Earth and Quantum City project”,
exhibit of the last stage development of SOE Project & FF Architectural Design, Naples, Italy.
This exhibit has been realized with the financial support, contribution and promotion of the governmental institutions
Province of Naples: Assessor for the Cultural Goods, Municipality of Herculaneum, Agency Ville Region Campania,
Agency Ville Vesuviane and CIVES Foundation
2009-2008 Personal Retrospective-One Person Exhibit “Expanding the Frontiers of Utopia… From the Digital Renaissance… to
Space on Earth Project” at the MAV, Virtual Archaeological Museum, Herculaneum; 19 December 2008 to 24 February
2009, Herculaneum, Italy. The retrospective occupied 800 Mt. square, tracing part of Fischnaller evolutionary creative
approaches, language and artistic style from the 1980s to 2008. It features: interactive installations, a high speed
networking project and interface display, simulation and virtual walk-troughs, with virtual storytelling, avatars, an
augmented urban environment, a visionary tech-utopia Outer-Space destination with high tech design of iconic buildings
that integrate brand-new approaches to intelligent architecture, suitable for the new generation’s needs.
The Catalogue of FF Retrospective was realized with the financial support of the following governmental institutions:
Province of Naples, Assessor for the Cultural Goods, Municipality of Herculaneum, Agency Ville Region Campania,
Agency Ville Vesuviane and CIVES Foundation and the MAV. It features an overview of Franz Fischnaller’s work displayed
in the “FF Retrospective in MAV”.
http://www.electaweb.it/mostre/scheda/effetti-speciali-e-alta-tecnologia-franz-fischnaller-al-museo-archeologico-virtuale-
mav-di-ercolano/it - http://www.fabricat.com/PDF_FILES/Fischnaller_Catalogue-ELECTA_Summary.pdf
The primary goal of the retrospective was to make education of art, culture, design, architecture, technology, nature,
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ecology and the human world timely, engaging, interactive, and pertinent to all ages. It achieved this goal through new
forms of entertainment associating the power of creativity with the innovative use of advanced technology and interactive
media.
Furthermore, in the exhibit section A: Imaging the Unimaginable dedicated to SOE Project & FF Designs, on a central
screen projection 3X7 meters was projected an animation film based in “SOE Project & FF Designs”, named SOE: The
Space on Earth Project & Quantum City project (hereinafter referred to as the “SOE Project & FF Designs Animation”.
www.fabricat.com/FISCHNALLER_MAV.htm;
2008 (Exhibit, Screening) DREAM, Italian Design Cars of the future since 1950; Exhibit Hall Giovanni Agnelli, Torino Exposition, WORLD DESIGN CAPITAL TORINO 2008 “Animation film: Italian Design Cars of the future since 1950”; 18 September to 23 November 2008, Turin, Italy . Animation directed by Franz Fischnaller, featuring works by PininFarina, Giugaro, Italdesign and the Fiat with Mephistopheles racing car driven by Ernest Eldridge who broke the world land speed record in the 1920s. The animation film was produced ad hoc for the exhibit Dream and was organized by Turin 2008 World Design Capital, in collaboration with the National Automobile Museum of Turin, Dream hosted over 55 car models and prototypes, hundreds of objects (scaled models, sketches, drawings, projects), dedicated to Italian avant-garde ideas, concept cars, evolutions, trends, style aesthetic parameters and technology from the early years of the 20’s until 2008, when the dream of macro cars counterbalanced by a desire to the miniaturization and renewable energy for the city cars to solve the problem of traffic and mobility, and pollution. Turin hosted the 2006 Winter Olympics and was selected as the first World Design Capital for 2008 by ICSID (International Council of Societies of Industrial Design) in recognition of its success in the process of transformation that promote design as an instrument to help establish new equilibrium, helping to redesign a more sustainable and shared future.
2007 VIEW 8 Virtuality, Conference at the Center Torino Incontra, “Virtual Reality application of the project, SOE: The Space on Earth Project, 6 - 9 November 2007, Turin, Italy (Interactive Exhibit). VIEW 8 Virtuality, is a premiere international Italian event on Computer Graphics, Interactive Techniques, Digital Cinema, 3D Animation, Gaming and VFX and has hosted several Oscar Prizes, such us: Glenn Entis, Sharon Calahan, Christophe Hery, Grant Major, and Ken Perlin. As well as several digital media companies, among which: Pixar, DreamWorks, Weta Digital, Sony Pictures, Alternate Reality Game (ARG), Parsons Brinckerhoff, Industrial Light and Magic, Electronic Arts and Walt Disney.
2007 Screening at the Club to Club, VII edition: International Festival of Music and Electronic Arts, “ SOE Animation”, 8-10 November 2007, Turin, Italy; Club To Club is a project of the Cultural Association: Situazione Xplosiva, Directed by: Sergio Ricciardone, Roberto Spallacci and Giorgio Valletta; Club to Club Turin was organized with the support of the City of Turin, CRT Foundation, Piedmont Region. Selected Films: “SOE Animation”, Franz Fischnaller (Italy); “Film is a complex machine designed to create unique and coherent worlds”, Tino Schaedler (United Kingdom); “Sur un dock baignè de lumière matinale, la vie semble s'arrêter; Jusqu'à la nuit suivante”, Paul Chaudet, Benjamin Devaux, Simon Landrein - Supinfocom Valenciennes, (France); ”Mondi Simulatenei”, Mauro Pace (Italy); ”Substantia”, Mayec Rancel e Josè Angel Soto (Spain); “The Painter”, Manuele Gianni-Rima (Italy); Hangzhou, Vanessa Forner (United Kingdom); “Camera Obscura”, Matthieu Buchalski, Jean-Michel Drechsler, Thierry Onillon - Supinfocom Valenciennes, (France); Derriere la Porte, Hèlène Canac, Gilles Brinkhuizen, Clèment Bourdeleau (France).
2006 FF's Interactive Exhibit of “CityCluster: from the Renaissance to the Gigabits Networking Age” has been presanted at the
International exhibit on art & technology, robotics, electronic music, gaming, cinema and digital graphics at the Malaga
Biennial, Section Retrox 3D Projections Rooms, Palacio Del Episcopado in Malaga, Spain. The event has been organized
and promoted by the Ministry of Culture of Andalucía with the Chief Coordinator: José Antonio Chacón, Curators: Pedro
Pinzolas and Jesús Gonzalo, Production: Lukas Graber - http://itofisher.com/sfisher/portfolio/
M.A.R.T.E. 06 took place from 7th to 25th, February 2006 at Palacio Episcopal, Museo Picasso, Teatro Cervantes, Teatro Cánovas and ETSI [Ingenieros y Informática]. The section “Retrox 3D” Projections Rooms dedicate to electronic art, virtual reality applications and interactive installation. The event focused on New Technology, Internet, Electronic Art, multimedia cinema, 3D animation, electronic music, games, video and digital graphics. The event was articulated by conferences, workshops, special presentations, concerts, and exhibit of the work and research of selected international artist and creators related to disciplines such as: experimental electronic music, interactive installation, 3D animations, digital art, robotics and the juxtaposition of communication, science and new technology.
2005 “Multi Mega Book in the Cave”, (Interactive Exhibit) presented from September 15 to November 15, 2005, Rome, Italy at Building Virtual Rome: World Expo of Ancient Rome, at the Museum Market of Trajan, Rome, Italy . Building Virtual Rome World Expo of Ancient Rome is the first exhibition dedicated to offer the general public, academic institutions, and professional entities a global view on developments in three-dimensional stereoscopic content based on the Roman Empire and the ancient city of Rome.
2005 Virtuality 2005, 6th International conference on digital cinema, virtual reality, computer graphics, 3D-animation and visual effects, Conference Center Torino Incontra, “CityCluster: From the Renaissance to the Gigabits Networking Age”, 3-6
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November 2005, Turin, Italy (Interactive Exhibit).
2004 Theatre Hall, the Acropolis Palace, “CityCluster: From the Renaissance to the Gigabits Networking Age”, 21-30 October 2004, Prague, Czechoslovakia (Presentation) organized by the International Centre for Art and New Technologies.
2003 Modern and Contemporary Art Museum Les Abattoirs of Toulouse; Virtual Storytelling'03, Virtual Reality Technologies for Storytelling, “CityCluster: From the Renaissance to the Gigabits Networking Age”, 20-21 November 2003, Toulouse, France. (Presentation)
2003 Ars Electronica Festival 2003, CODE - the Language of Our Time, AEC Museum of the Future, “CityCluster: From the Renaissance to the Gigabits Networking Age”, 6 -11 September 2003 Linz, Austria (Interactive Exhibit).
2003 The Laval Virtual Center, VRIC '2003, “CityCluster: From the Renaissance to the Gigabits Networking Age” May 13-18, 2003, Laval, France (Interactive Presentation)
2003 Version>03 | DigitalArtsConvergence | The Museum of Contemporary Art of Chicago, Engineering Research Facility EVL/UIC, “CityCluster: From the Renaissance to the Gigabits Networking Age”, 26-30 March 2003, Chicago, USA (Interactive Exhibit)
2003 Museum of Palazzo Medici Riccardi and Electronic Visualization Laboratory, University of Illinois at Chicago, “CityCluster: From the Renaissance to the Gigabits Networking Age”, 9-11 February 2003, Florence-Italy-Chicago-USA (Networked Interactive Exhibit)
2003 Palazzo Vecchio - Florence City Hall, and Electronic Visualization Laboratory, University of Illinois at Chicago, “CityCluster: From the Renaissance to the Gigabits Networking Age”, 7 February 2003, 7:00 PM, [Italian time], 11:00 AM [Chicago Time] (Official Project Opening - Networked Interactive Exhibit)
2002 X Canariasmediafest, Elder Museum of Science and Tecnologia, CityCluster: From the Renaissance to the Gigabits Networking Age”, 22-26 October 2002, Las Palmas de Gran Canaria, Spain (Interactive Exhibit- 1rst prototype presentation)
2001 Presentation of the interactive art work “KALI Goddess of the Millennium” (VR installation) at the Center for Art and Technology, Evanston, Illinois, Northwestern University (NWU), in conjunction with at the Mary and Leigh Block Museum of Art, during the Symposium “Art, Technology’ & Spirituality”, Chicago, USA. (One-Person Exhibitions). The symposium comprised panel discussions, performances, a round table discussion with participating artists and exhibits. ( Panel moderator)
2002 The Block Museum of the Alsdorf Gallery of Northwestern University in conjunction with the Center for Art and Technology symposium, Art, Technology and Spirituality, “Kali”, May 23-24 June 2002, Evanston, Illinois, Chicago, USA (Interactive Exhibit and conference)
2002 La Villette, the Cité des Sciences et de l'Industrie, “CityCluster: From the Renaissance to the Gigabits Networking Age”, 18- 20 October 2002, Paris, France (Interactive Exhibit) organized by the French Ministry of Research and LIMSI-CNRS and the University of Paris Sud.
2002 TRISPACEQUEST, Digital Interactive Centre, “Kali”, 15 December 2001 to 28 February, 2002 Madrid, Spain (Screening)
2002 TRISPACEQUEST, Digital Interactive Centre, “Tracking the Net”, 15 December 2001 – 28 February 2002 Madrid, Spain (Screening)
2001 Mediarama: El Siglo Femenino, Andalucia, Art Exhibit Center, “Tracking the Net”, 22-25 November 2001, Sevilla, Spain (Screening); Curator: Pedro Pinzola, Director Mediarama Art
2001 Mediarama: El Siglo Femenino, Andalucia Art Exhibit Center, “Kali” - November, 22 - 25, 2001, Sevilla, Spain (Screening); Curator: Pedro Pinzola, Director Mediarama Art.
2001 VSMM: Virtual Systems and Multimedia, VSMM 2001, Mini Theater, University of California Berkeley, “Tracking the Net”, 25- 27 October 2001, Berkeley, USA (Screening); Curator ship: VSMM2001 COMMITTEES.
2001 VSMM: Virtual Systems and Multimedia, VSMM 2001 - Mini Theater, University of California Berkeley “Kali”, 25-27 October 2001, Berkeley, USA (Screening)
2001 Chiara Boni, Fashion Show Room, “Viaggio Nel Tempo”, October 2001, Milano, Italy (Screening)
2001 Tuscany Region presidential Salon, “Toscana uno spazio per sognare”, May 2001, Tokyo, Japan; (Official presentation and screening in Italy), organizer: Tuscany Region; Art gallery of the Italian Embassy in Tokyo, “Toscana uno spazio per sognare May 2001, Tokyo, Japan (Official presentation and screening in Japan).
2001 Art gallery of the Italian Embassy in Tokyo, “Toscana uno spazio per sognare”, May 2001, Tokyo, Japan, May 2001, Tokyo, Japan (Screening& presentation)
2001 Museo della Collegiata "The Creation ... Die Schöpfung ... La creazione", Museo della Collegiata, June 2001, San Candido,
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Bolzano, Italy (Opening and screening); Curator: Architect Loesch, Director, Museo della Collegiata.
2000 IX Canarias Mediafest (Festival Internacional Video y Multimedia de Canarias, Spain); ”Tracking the Net” organized by Centro Insular de Cultura, Art and Audiovisual Department, Las Palmas de Gran Canaria, Spain, 24-28 October 2000 (Interactive Exhibit)
2000 “KALI Goddess of the Millennium” (Interactive VR installation) at the Martin-Gropius-Bau Museum, in the Exhibition:
"Seven Hills ... Images and Signs of the 21st Century", organized by the Berliner Festspiele GmbH, Berlin, Germany, May
14 through October 29, 2000; Director of the exhibit: Bodo Baumunk.
“KALI Goddess of the Millennium”, a mixed-media installation with VR, Film, Video, Digital animation, special audio/visual
effects; Cultural heritage - Cultural and Environmental Heritage - Ancient culture - ancient Hindu cosmology - Sanskrit - Art
- Literature - Myth - Religion - East and West - Ecology and nature-cosmos-earth - Ying-Yang - Cause and Effect - Digital
Media with shooting and interpretations from 'India, Amazonas and Europe.
This project has been comissionated by the Berliner Festspiele GmbH, Berlin, Germany and has been after exhibited in different events such as: Mediarama: El Siglo Femenino, Andalucia Art Exhibit Center, Sevilla, Spain, 2001; VSMM: Virtual Systems and Multimedia, Mini Theatre, University of California Berkeley, USA, 2001; The Block Museum of the Alsdorf Gallery of Northwestern University in conjunction with the Center for Art and Technology symposium, Art, Technology and Spirituality, Evanston, Illinois, Chicago, USA.
2000 WRO2000@kultura,”Tracking the Net”, organized by Open Studio, WRO Center for Media Art, 20 November through 10 December 2000, Wroclaw, Poland (Interactive Exhibit)
1999 Virtuality & Interactivity II, MediARTech, International Exhibition of Virtual Installations and Applied Research, Stazione Leopolda, “Multi Mega Book in the Cave” 26-30 May 1999, Florence, Italy (Interactive Exhibit), promoted by Region of Toscany and Rete dell'Alta Tecnologia.
1999 Virtuality & Interactivity II, MediARTech, International Exhibition of Virtual Installations and Applied Research, “Tracking the Net” at the Stazione Leopolda, 26-30 May 1999, Florence, Italy (Interactive Exhibit), promoted by the Region of Toscany and Rete dell'Alta Tecnologia.
1999 Virtuality & Interactivity II, MediARTech, International Exhibition of Virtual Installations and Applied Research, Stazione Leopolda, “Robots Avatars Dreaming with Virtual Illusions” 26-30 May 1999, Florence, Italy (Interactive Exhibit)
1999 Virtuality & Interactivity II, MediARTech, International Exhibition of Virtual Installations and Applied Research, Stazione Leopolda, “Pinochio Interactive”, 26-30 May 1999, Florence, Italy (Interactive Exhibit)
1999 SIGGRAPH'99: 26th International Conference on Computer Graphics and Interactive Techniques, Art Gallery, “Tracking the Net”, 8-13 August 1999, Los Angeles, USA (Interactive Exhibit)
1999 CYBERARTS 99, ARS Electronic Festival 99, AEC Museum of the Future, “Tracking the Net”, 2-9 September 1999 Linz, Austria (Interactive Exhibit)
1999 IT: Arts and Cultural Heritage (Information Technology, Art and Cultural Patrimony), the Italian Ministry of Culture, Exhibit Salon, “Tracking the Net”, November 30 through December 1, 1999, Rome, Italy (Interactive Exhibit), organized by the Italian Ministry of Culture and IBM Foundation, Ministerio di Beni a la Attività Culturale, Fondazione IBM.
1999 Mention Prize Ars Linz Electronica, Austria, Interactive Art 1999 with ROBOTS AVATARS Dealing with Virtual Illusions, (VR networked installation)
1999 Virtuality& Interactivity, Digital Renaissance, Stazione Leopolda, Florence, Italy, May 26-30, 1999
1998 Art Futura'98, La Segunda Piel, Teatro Central de Sevilla, “Multi Mega Book in the Cave”, 15-19 October 1998, Sevilla, Spain (Interactive Exhibit)
1998 “Imagina'98”, Montecarlo, France, “Multi Mega Book in the Cave”, 4-6 March 1998 (Interactive Exhibit)
1998 “La Coscienza Luccicante ... dalla videoarte all'arte interattiva”, Palazzo dell'Esposizione, “Multi Mega Book interactive” Rome, Italy, 10 September -16 October, 1998 (Interactive Exhibit)
1997 SIGGRAPH'97, Electric Garden, “Multi Mega Book in the Cave”, 3-8 August 1997, Los Angeles, USA (Interactive Exhibit)
1997 ARS Electronic Festival 97, “Flesh Factor”, AEC Museum of the Future, “Multi Mega Book in the Cave”, 8-13 September 1997, Linz, Austria (Interactive Exhibit) (the exhibit was displayed in the CAVE of AEC). The project has become a permanent exhibit in the CAVE of Ars Electronica Center of the Museum of the Future, in Linz, Austria; The first version of the MMB & LSI application was primarily designed to run in the CAVE™ (CAVE AUTOMATIC VIRTUAL ENVIRONMENT Virtual Reality Theatre, a multi-person, room-sized, virtual-reality system, first designed in the Electronic Visualization Laboratory (EVL) at the University of Illinois at Chicago, UIC
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1997 ISEA'97, Allied Event, Gallery 400, Electronic Visualization Laboratory, University of Illinois at Chicago, “Multi Mega Book in the Cave” 22-27 September 1997, Chicago, USA (Interactive Exhibit)
1997 ART FUTURA‘97, “El Futuro del Futuro”, Circulo de Bellas Artes, “Multi Mega Book in the Cave” 15-19 October 1997, Madrid, Spain (Interactive Exhibit)
1997 Salon B.it, Lingotto, “Multi Mega Book in the Cave” 4-8 December 1997, Turin, Italy (Interactive Exhibit)
1997 MediARTech, Fortezza Da Basso, “Multi Mega Book in the Cave” 22-29 March 1997, Florence, Italy (Interactive Exhibit)
1997 ROBOTIX, McLellan Galleries, Lautriv Chromagnon|Medusa, 13-16 March 1997, Edinburgh, UK (Interactive Exhibit) 21
March 1997
THES Editorial (Photograph) - Robotic welcome: George Kynoch, Scottish Office minister for industry, has a close encounter with interactive sculpture Lautriv Chromagnon Medusa alongside its creator, Franz Fischnaller, after opening the Robotix '97 exhibition in the McLellan Galleries in Glasgow. The annual exhibition aims to promote public understanding of leading-edge technology.
1997 In 1997 Lautriv Chromagnon|Medusa received the Mention Prize Ars Linz Electronica’1997, Linz, Austria (Interactive Exhibit)
1997 Vrais'97: Virtual Reality, Annual International Symposium, “The Last Supper Interactive”, 1-5 March 1997, Albuquerque, New Mexico, USA (Screening)
1996-1997 CICOV: Centro Interattivo Cordoba Virtuale, VR simulation and animation of the architectonical design and concept, official presentation at the Central Hall of the City Cordoba with the presence of the mayor of the town: Mr. D. Rafael Lopez Merino, J.M. Salinas Moya, the director of the strategic planning of the city Cordoba, Spain.
1996 Salone dell’Innovazione, Leonardo Da Vinci, Museo della Scienza e della Tecnica, Last Supper Interactive – VR prototype I May 1996, Milan, Italy (Presentation and Screening)
1996 ZKM|Media Museum, Karlsruhe, Multi Mega Book & Renaissance, Karlsruhe, Germany, (Official presentation and Screening)
1996 Siggraph' 96, Art Gallery, ”Lautriv Chromagnon Medusa”, August 1996, Los Angeles, USA (Interactive Exhibit)
1996 MediARTech'96, Fortezza da Basso, “Lautriv Chromagnon Medusa”, 1996 Florence, Italy (Interactive Exhibit)
1996 Siggraph' 96, Electronic Theatre, “Multi Mega Book & Renaissance”, 1996, New Orleans, USA (Screening)
1996 Vente Electronic Theatre, Fujita Research, “Multi Mega Book & Renaissance”, 1996, Tokyo, Japan (Screening)
1996 ISEA'96, “Multi Mega Book & Renaissance”, 1996, Rotterdam, Holland (Screening)
1996 Vrais' 96, IEEE Virtual Reality Annual International Symposium, “Lautriv Chromagnon Medusa VR DemoVideo”, 1996, Santa Clara, California, USA (Screening)
1996 City Museum of Chiusa, “Multi Mega Book & Renaissance”, 1996, Klausen, Bolzano, Italy (Exhibit, Screening)
1996 Multimedia work for the presentation of the CD "Saint Thomas of Aquinas" by Father Busa, introduced by Umberto Eco, Organization: Polytechnic of Milan, 1996, Milan, Italy (Presentation& Screening)
1995 Les Voyague Virtuales des 3 Suisses au Monde de l'Art, “Lautriv Chromagnon Medusa” 4-8 October 1995, Paris, France (Interactive Exhibit)
1995 Imagina'95, “Lautriv Chromagnon Medusa”, 2-3 February 1995, Montecarlo, France (Interactive Exhibit)
1995 New Europe, Art Contribution to supranational culture, Le Zitelle, 8 June - 15 September, 1995, Venice, Italy (Interactive Exhibit), ”Lautriv Chromagnon” curated by Carmelo Strano (Interactive Exhibit)
1994 Art-Tech, Ontario Science Centre,”Lautriv Chromagnon”, 1994, Toronto, Canada (Interactive Exhibit)
1994 Research Center Centro Volta, “Virtual Necktie”, 1994, Como, Italy (Interactive Exhibit)
1994 N.O.A. Gallery, “Virtual Necktie”, 1-6 February 1994, Milan, Italy (Interactive Exhibit), in collaboration with the Politecnico di Milano and Barco
1994 Casino Container, ISDN networking project, Media Park, “Mundis Uptodate”, 1994, Cologne, Germany (Networking Project)
1994 Culture & Identity, ISDN networking project, Casino Container, Electronic Cafè, “Mundis Uptodate”, Documenta IX, Kassel 1994, Germany (Networking Project)
1994-1984 Exhibited in international art galleries with traditional art media
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Franz Fischnaller Creations/Projects and Future Research
Profile and research statement
I am a creative designer, manager and educator working across the field of digital media and technology with broader
perspectives and bidirectional relationship across the fields of art, new media design, technology, humanities and social
sciences with over 14 years of experience across the areas digital media, advanced computer graphics, virtual reality,
real+virtual worlds (mixed/augmented reality) simulation, immersive visualization techniques, interaction design, techniques,
tools and systems, man machine interaction creative Interfaces and networking. As a researcher, artist, producer and teacher,
actively engaged in the field of Digital Humanities (research, teaching, creation and development), with emphasis on the
combination of the methodologies of the traditional humanity disciplines (such as history, art, archeology and cultural studies),
as well as social science, with tools and systems providing by computing, data visualization and advanced digital media and
technology. My personal creative, professional and design activities range from addressing the results and production of the
design practice and research of the intersection and multi-layered convergences of disciplines such as art, design, science,
digital media and technology, bringing these elements into relationship to emphasize experimental approaches for creative
design and development. I focus in the use of Digital media (techniques, technologies, tools), advanced computer graphics,
animation, visual effects (VFX), interaction design, techniques and networking technologies applied to the area's of culture,
digital heritage and humanities. One of the major goals of this activity (Integrate computer technology into the activities of
humanities scholars including cultural and artistic patrimony, heritage and humanities) is the creation and development of
novel engaging applications and visualizations (such as digital/animated content, multimedia production, virtual environments,
simulations, interactive applications, online collaborative environments). Several of my works concern to the Italian cultural
heritage and the Italian Renaissance (e.g Architecture, urban environments, monuments, masterpieces, artifacts, history,
cultural heritage knowledge and the arts). This includes: real-time simulations of large city models and urban visualizations,
immersive architectural fly-over experiences, simulation and visualization created ad implemented for CAVE™ visualization
systems, multiple wall stereo projection and interactive systems, real-time rendering with interactive virtual journeys inside
legendary masterpieces (paintings, buildings, books, etc.). (See in the attached document, section creative work, some of
my work related to this subject). As a teacher, researcher, and in my professional practice I encourage awareness of the
importance and benefits of cross- disciplinary research and project team collaboration. From the start of my creative, research
and professional activities, I gained valid a experience collaborating and working with cutting edge researchers, leading
interdisciplinary teams and skilled professionals from diverse areas (i.e. technology, science, culture, art, design, humanism,
social science).
Through meaningful dynamic cross-disciplinary mutual collaboration, I have acquired knowledge, competencies and skills in bridging disciplines, embracing interdisciplinary creativity-based design methodologies and collaborative research models, with particular emphasizes on fostering interdisciplinary- team based interactions with a focus on programs applying innovation with minded sustainability and suitability across the field of culture, society and social science as well as in collaborative research models, and approaches to enhance innovative cross disciplinary projects and creative design and/or art works between the field of digital media, technology, arts and humanities.
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Project Name THE LAST SUPPER INTERACTIVE PROJECT [LSI] (ongoing)
Demo Video on YouTube http://www.youtube.com/watch?v=tjW6937iY-c&feature=em-upload_owner
Description I am the author of the Last Supper interactive [LSI]. LSI project, is a real-time- immersive interactive storytelling and virtual narrative stereo application based on the Last Supper (Italian: L'Ultima Cena); a late 15th century mural painting by Leonardo da Vinci located in the refectory of the Convent of Santa Maria delle Grazie, in Milan, Italy. LSI provides user- driven interactive tools and access to the artwork, allowing visitors to be an active spectator and explore first-hand this Renaissance art work in immersive, close detail. Alberti’s Theorem virtual tool, a virtual immersive interactive learning device, inspired by Leon Battista Alberti’s rules of linear perspective (Costruzione Legittima), has been designed and implemented for LSI, serving as an interactive tool for the user interaction.
LSI was conceived as a seven-phase development planned over a number of years. The
work prior to 2013 has delivered phases one to five. The outcome of each phase of the
LSI project was conceived to run as a standalone application.
The work was supported and financed through the EU-FP7 VISIONAIR (VISION
Advanced Infrastructure for Research), a European infrastructure for high level
visualization facilities that is open to research communities across Europe and around the
world by integrating existing facilities into a pan-European network. http://www.infra-
visionair.eu/.
This project has been developed together with the Network Interaction Laboratory, School
of Computer Science and Electronic Engineering, University of Essex, and High
Performance Networks Laboratory, Department of Electrical and Electronic Engineering,
University of Bristol, UK.
Stage 1: Immersive stereoscopic visualization and interaction for Virtual Storytelling;
(Concluded); Stage 2: Ultra High Definition for real-time immersive and interactive, virtual
narrative stereo application in high- (4K Stereo / up to 8K mono); (Concluded); Stage 3:
Ultra High Definition Imaging distributed on optical networks (UHD-NET); Stage4: Haptic
interaction, intuitive navigation in stereoscopic immersive virtual environments (In
progress) Stage 5: Interactive responsive music and sound in stereoscopic immersive
virtual environment.
The Project and Future development LSI Future Work. From 2013 to 2104 is already schedule to complete and finalize the
implementation of: Stage 4: Haptic interaction, intuitive navigation in stereoscopic
immersive virtual environments.
In 2013 Fischnaller has received a second research award grant from EU-FP7
VISIONAIR. To develop this phase and which will developed together with the High
Performance Networks Laboratory, Department of Electrical and Electronic Engineering,
University of Bristol, UK. The author, Fischnaller is interested in incorporating haptic
technology (stage 4), i.e. a sense of touch: haptic perception and interaction. A major aim
is to allow users to experience the sense of feeling, to touch and interact with the virtual
elements within the virtual environments e.g. “Alberti’s theorem virtual tool”, Christ Cup,
Christ and the Apostles, etc. We think that the integration of the sense of touch with haptic
feedback, added to previously audio-visual-only solutions, engaging the users haptic
sensory system, in addition to seeing (and/or hearing) will enrich and benefit the current
application.
LSI first conference of 2013 planned to present the result of this very recent LSI project
accomplishment will take place in the The Digital Heritage, International Congress 2013.
The congress will be held on 28 October - 01. 2013 November in Marseille, France, the
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2013 European Capital of Culture.
Project Name Etruscan Cultural Heritage: THE SARCOPHAGUS OF THE SPOUSES PROJECT (ongoing)
Abstract This poster presents a cross-disciplinary creative media design project which combines
digital technologies, virtual storytelling and visual metaphors embedded in sensory audio-
visual environments based on the 520 BC Etruscan Sarcophagus of the Spouses. The
project, developed by CINECA, in collaboration with Villa Giulia National Etruscan
Museum and the History of Bologna Museum Genus Bononiae, aims to enhance
innovative methodologies with a cross disciplinary applicative-creative perspective for
communicating the Etruscan heritage and promote a better and wider participation in
culture and humanities.
Topic/Key Words Keywords—Etruscan cultural heritage, Story-telling, Sensory Audiovisual
Environments, interactivity, new media, Virtual Reality.
The Project The project, to be hosted in Bologna in autumn 2014 is part of a twin exhibition, joining
Villa Giulia National Etruscan Museum and the History of Bologna Museum Genus
Bononiae. The event will celebrate the Etruscan world with a particular focus over the
journey towards the afterlife. It will bridge Bologna and Rome in order to share the
knowledge about Northern and Southern Etruscan regions, while offering a cultural
opportunity for creating a multifaceted event capable of linking museums and territories in
an effort to exchange knowledge and emotions. Several digital applications will enrich the
exhibition: from a holographic display to a computer graphics stereoscopic short
documentary and a dramatized and scenography enthralling a virtual installation. This
latter digital set-up focuses on the 520 BC Etruscan Sarcophagus of the Spouses, the
most relevant artwork exhibited at the Villa Giulia Museum along with the statue of Apollo.
The Sarcophagus is going to travel to Bologna as a digital representation, becoming one
of the highlights of the temporary exhibition. The installation, combining 3D architectural
mapping and holographic projection in a 10 minutes show, is conceived as portable, able
to tour worldwide after the first event.
The project, has started in January 2013, and is planned as a multiple step process; each
step producing re-usable assets. At present the project has accomplished two of its five
goals: the laser scanner and photogrammetry acquisition campaign and the filming with a
stereoscopic camera during the campaign – to be transformed into an evocative
introductory presentation.
Next step will see the completion of the installation prototype, to be simulated at CINECA
virtual theatre, while testing has started for 3D printing, with the hypothesis of creating
gadgets, and a testing for psychological reactions to digital pieces of art with Duke
University. The fifth element in this cross-media endeavour, that is, a short 2D
documentary for better explaining to visitors the archaeological back ground of the
Sarcophagus and the making-off of the installation, will be shot as the last phase of the
entire project.
The overall project is developed by CINECA and involves a multidisciplinary creative team
(researchers, archaeologists, art historians, computer scientists, surveyors, computer
graphics) pertaining to CNR-ISTI, CNR-ITABC, Bruno Kessler Foundation and Bologna
University – for the laser scanner campaign – and enterprises such as F.A:B.R.I.CATORS
– for the technical solution related immersive audio-visual interface and audio-visual
environments for the installation.
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Project Name VIRTUAL MUSEUM OF THE TIBER VALLEY – CNR ROME (ongoing)
Responsibility New Media Design Adviser for Tevere Virtual Museum Project with focus on content,
visualization and interactive techniques.
Key Words Tiber Valley landscape, archaeological and naturalistic heritage sites, ancient city of
Lucus Feroniae (Capena), Real Time Interactive 3Dimensional Virtual Reality
environments knowledge, valorization and communication, Multidisciplinary Approach,
Integration,
Credits/Collaboration/Partners Museums Network, Gis; The Institute of Technologies Applied to the Cultural Heritage of
CNR (ITABC); Virtual Museum of the Tiber Valley (Interactive installation)
The aim of the Virtual Museum of the Tiber Valley project is the creation of an integrated
digital system for the knowledge, valorisation and communication of the cultural
landscape, archaeological and naturalistic sites along the Tiber Valley, in the Sabina area
between Monte Soratte and the ancient city of Lucus Feroniae (Capena). Virtual reality
applications, multimedia contents, together with a web site, are under construction and
they will be accessed inside the museums of the territory and in a central museum in
Rome. The different stages of work will cover the building of a geo-spatial archaeological
database, the reconstruction of the ancient potential landscape and the creation of virtual
models of the major archaeological sites. This paper will focus on the methodologies used
and on present and future results.
The Virtual Museum of the Tiber Valley has been conceived in order to increment and
disseminate the knowledge of the territory and encourage the people to visit some
important and beautiful places that are still marginal in relation with the main touristic
itineraries, too much focused on the Capital. The Sabina area, north of Rome, between
Monte Soratte and the ancient city of Lucus Feroniae (Capena) and along the ancient
consular road via Salaria, has been taken in consideration.
The Virtual Museum of the Tiber Valley will be install in the Villa Poniatowsky, National
Etruscan Museum of Villa Giulia, Rome, Italy.
The project is being develop and produced by the Virtual Heritage Lab of CNR (VHLab-
CNR)
The CNR is the National Research Council of Italy, a public organization; its duty is to
carry out, promote, spread, transfer and improve research activities in the main sectors of
knowledge growth and of its applications for the scientific, techn ological, economic and
social development of the country (Italy).
The virtual heritage lab lab focused on digital projects in archeology and in the cultural
heritage. In the VHLab Desktop Virtual Reality applications in intra-site contexts
(monuments, archaeological excavations) and in inter-sites contexts (archaeological
landscapes) are developed. Different techniques are used (in activities such as survey,
mapping, data managing and analyzing, archeological sites and landscape
reconstructions) in order to obtain Real Time Interactive 3Dimensional Virtual Reality
environments.
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Project Name LAUTRIV CHROMAGNON | Medusa [LCM]
Topic/Key Words Interactive augmented handcrafted sculpture, interactive storytelling, art and classical cultural Greek heritage, intuitive man-machine interactive interface, "skin-like" sensors, touchable/tangible interaction, high-quality analogue stereoscopic video, virtual reality, real time navigation, interaction in real time -local & remote, Tele-presence, sound & holophonic effects.
Credits/Collaboration/Partners
GDS Elettronica S.r.l., Cantú, Italy; Museum of the Science and Technique, Leonardo Da Vinci, Milano, Italy; Centro "Enrico Piaggio", Università degli Studi di Pisa/Italy; Director: Prof. Danilo De Rossi, Ing. Claudio Domenici e Ing. Raffaello Francesconi); Universitá degli Studi di Milano (Dario Maggiorini), Milan, Italy; Studio Miti, 3D Sound and Holophonic Effects research, Guastalla, Italy; F.A.B.R.I.CATORS, Milan, Italy.
Awards/Artist in Residence 1995 Recipient of the Interactive Art Mention Prize: Prix Ars Electronica, Ars Electronic Center, Linz, Austria.
Funding/Grants/Support See: FF. Awards, Commissions, Prizes, scholarships (selected) Recipient Research, Development and Sponsorship/Award from the National Museum of the Science and Technique, Leonardo Da Vinci, Milano, Italy The Award was granted for the development of one of the initial phases of LSI Project. Subsequently the LSI project was selected to be display in the Exhibit: Innovation of the Year which took place in the same Museum.
Video on YouTube http://www.youtube.com/watch?v=Z16ONucTXCM&feature=em-upload_owner
Introduction Interactive installation which incorporate an emotional and intuitive interface embodying elements of classical Art, electronic media, interactive techniques and networking contained in one unique augmented form avoiding a metallic lifeless mechanical outlook; and through which the visitor can experience interactive virtual storytelling with focus in the shift from bi-dimensional to three-dimensional, and from stereoscopic vision to telematics audiovisual experiences. The name Lautriv comes from the reversal of the word VIRTUAL=LAUTRIV Cromagnon is a word made up of Chroma-key + Cromagnon. Lautriv Chromagnon Medusa is part of the Lautriv community, a family of interactive creatures, digital, physical or analogue, with their own identity, history, dreams, and desires, interconnected between them through the network.
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Project Name THE MULTIMEGA BOOK IN THE CAVE® [MMB]
“THE SHIFT FROM THE PRINTED BOOK TO THE ELECTRONIC TEXT & DIGITAL SKIN”
Topic/Key Words
Italian Renaissance Art, medieval and renaissance architecture, urban environments, art, legendary masterpieces, communication (15th-century), Electronic communication (21stcentury), immersive presence, interactive technology, Cave visualization system, immersive virtual reality, 3D Stereoscopic visualization, Fully immersive stereoscopic interactive storytelling, avatars, network high speed carrier, interactive sound, digital heritage.
Credits/Collaboration/Partners Electronic Visualization Lab (EVL), the University of Illinois at Chicago, USA; University degli studi of Milan, Italy; Ars Electronica Future Lab within the Research & Residence, Program of the Museum of the Future, AEC, Linz, Austria; F.A.B.R.I.CATORS, Milan, Italy; Robotics srl, Italy; L’EMMECI srl, Italy; ZKM Medienmuseum, Karlsruhe, Germany
Awards/Artist in Residence 1997 Recipient, Foreign Title Award, Theater and Exhibition Section, Multimedia Grand
Prix'97, Japan; 1997 Permanent exhibit in the CAVE Ars Electronica Center, Museum of
the Future, Linz/Austria
Funding/Grants/Support (continue)
1997 Recipient of an Interactive Art Commission and an in-house Residency Research Prize from the Ars Electronic Center, the Museum of the Future (ARS), Linz Austria. (MMB VR: Multimega Book in the Cave/ Virtual Reality Version). The Award was granted to develop the final phases of development of the MMB-VR and the implementation into the ARS the CAVE™ (CAVE AUTOMATIC VIRTUAL ENVIRONMENT) Virtual Reality Theater, a multi-person, room-sized, virtual-reality system which was set up with the support and collaboration of EVL/UIC. The work was accomplished in collaboration with the team of EVL and Ars Electronic Center. Concluded the final phase of development, MMB VR: Multimega Book in the Cave first interactive immersive public presentation of took place few at the ARS Electronic Festival 97, “Flesh Factor,” AEC Museum of the Future, Austria. After the Festival, the project became a permanent exhibit in the CAVE of Ars Electronica Center.
Video on YouTube http://www.youtube.com/watch?v=XEx_06EW84M&feature=em-upload_owner
Introduction:
The Multi Mega Book in the CAVE™ (MMB) is a 3x4 meter fully immersive, real-time
rendered interactive 3D virtual book. In the MMB visitors can virtually enter into the
book, explore, navigate, and navigate within alternate immersive environments and
narrative storytelling. Focusing on the shift from the printed book to the electronic
text/digital skin, each page of the MMB makes accessible through interactive means a
unique aspect of the diverse history of human communication. the MMB allows the
interactive visitor free exploration of various dimensions of both centuries. The user
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creatively interacts with two revolutionary moments of human history and experiences in
media, technology, science, architecture, and art from the Renaissance (15th-century
printed communication) to the Electronic Age (21st-century electronic communication)
NEM=MEN is the interactive guide and avatar of the MMB. NEM is an “info-point” in the
Renaissance environment and a “network agent” and/or a “high speed carrier” in the CD-
City of the MMB.
Visualization Display System and Platforms
The first version of the MMB application was primarily designed to run in the CAVE™
(CAVE AUTOMATIC VIRTUAL ENVIRONMENT) Virtual Reality Theatre, a multi-person,
room-sized, virtual-reality system, first designed in the Electronic Visualization Laboratory
(EVL) at the University of Illinois at Chicago, UIC [21].
Following the implementation of the several phases the application was improved and
further adapted to different visualization display systems and platforms, for both fixed
installation and movable solutions, including the Immersa-Desk (IDesk), C-wall,
AGAVE™ display system (Access Grid Augmented Virtual Environment) and others large
scale display system for data visualization i.e 9x3 m.
NEM: The Avatar and Guide in the MMB
The MultiMega Book in the CAVE® is a large and complex world, composed of
interactive buildings, streets, paths, squares, and diverse renaissance like angles. The
interactive visitor could become lost in this urban environment, as in any other real or
imaginary city. Therefore, the author, Franz Fischnaller, designed NEM as an interactive
guide to the MMB. NEM, a term which is the English word “men” spelled in reverse, is a
guide structured according to the primary geometric forms of the triangle, cube, and
sphere. NEM appears in the Renaissance city first as an “info-point” column and morphs
on the collision into the invisible setup of the proximity triggers into a geometrical
character
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Project Name KALI – THE GOODNESS OF THE MILLENNIUM
Topic/Key Words Augmented Virtual Reality Interactive Installation, Interactive Design, Digital Media,
Culture, Arts, Literature, Myth, Cinema.
Funding/Grants/Support See: FF. Awards, Commissions, Prizes, scholarships (selected)
1998 .Recipient of a Research, Production and Exhibit Grant from Berliner
FestspieleGmbH.The grant and support was provided to create and produce an
interactive installation ad hoc (Kali the Goddess of the Millennium) to be exhibited at the
Exhibit: Millennium of the City of Berlin: Seven Hills, Images and Signs of the 21st
Century, at the exhibit center and museum, Martin-Gropius-Bau-Berlin (1999). The
Exhibition was organized by the Berliner Festspiele GmbH and made possible by the
Stiftung Deutsche Klassenlotterie Berlin under the patronage of the President of the
Federal Republic of Germany, Johannes Rau. The Berliner Festspiele is one of the most
important institutions in Germany for cinema, theater, music, literature and new media.
Dr. Bodo-Michael Baumunk was the Chief Curator of the exhibit.
CONCEPT
KALI is a user-driven multileveled virtual reality interactive installation that incorporates
classical media and advanced technology. It is a comprehensive experience in the new
language of interactive design, aesthetic interpretation of digital information and use of
visual design in the virtual environment. This piece offered the advances of the merging
of Virtuality and physicality integrated in one specific installation. The installation is a
compendium of content and forms of mythical elements and ancestral memories that
extends into the digital era with relevance to the 21st century. Through KALI, the author
explores a fusion of digital media, culture, the arts, literature, myth, and cinema. One of
the author's main goal were to implement an interactive installation combining the real
and the imaginary, 0rient and Occident, the cosmos and the earth, nature and the city,
negative and positive, and to represent the metaphor of cause and effect.
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The Interactive Installation
The physical interactive sculpture of this interactive installation was inspired in the Hindu
God KALI. The interactive installation integrates a virtual reality display system
articulates by a three-screen projection and a physical interactive sculpture. Two screen
projection of 3x2.2-meter retro-projection screens are placed on KALI’s right and left
sides, separated by a 2.25-meter glass wall angled at 90 degrees. A third 2x1.5-meter
Plasma screen is placed exactly below KALI’s right foot, where the visitor also stands to
interact with KALI. Stereo-View / Head | Mounted Displays are located in the inner part of
“KALI’s” head. Liquid Crystal Eyes are fixed inside her eye sockets, which allow the
visitor to see in VR stereoscopic through her eyes. Touchless sensors located around
KALI’s Neck allow the visitors to navigate and interact. The virtual-reality application
[KALI’s inner world] is possible to the multimedia world [KALI’s external world], sees
through “KALI’s” eyes, whiles the multimedia world [KALI’s external world], is possible to
see through the three-screen projection system that surrounds “KALI’s” interactive
sculpture.
Mounted Displays are located in the inner part of “Kali’s” head. Liquid Crystal Eyes are
fixed inside her eye sockets, which allow the visitor to see in VR stereoscopic through
her eyes. Touchless sensors located around Kali's Neck allows the visitors to navigate
and interact. The virtual-reality application [Kali’s inner world] is possible to the
multimedia world [Kali’s external world], see through “Kali’s” eyes, while the multimedia
world [Kali’s external world], is possible to see through the three-screen projection
system that surrounds “Kali’s” interactive sculpture.
The Sensors
The sensors around KALI s neck were designed and produced ad hoc. They are touch-
less sensors, intuitively easy to use and interactive. The sensors are highly reliable, as
they are not subject to any electrical contact, movement or electromagnetic
interferences.
ASVATTA TREE – CONCEPT
Each action by a visitor to Kali’s virtual world is assigned a positive or negative number.
The numbers are stored in a database and sent in real time to the Kali Tree generation
process. Constructive visitor interactions are graphically displayed as a green tree that
grows and blossoms. De-constructive visitor interactions are displayed as a red tree that
intercepts and overlaps the green tree. The graphics can be drawn in real time following
users’ actions or can be generated from stored movements in the database. The graphic
output is continually updated during the installation operation period and can be
accessed over the Network.
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Project Name PINOCCHIO INTERACTIVE [PI]
Topic/Key Words Virtual Reality, interactive design, robotized puppeteer, physically-augmented marionette, virtual augmented avatars, virtual cloning, digital immersive environments, interaction, mechanical, mobility behavioral design, multilevel emotional interface, physical and virtual worlds,interactive storytelling, virtual storytelling, literature
Credits/Collaboration/Partners
Tuscany Hi Tech Network, Tuscany, Italy, region of Tuscany, Italy; K-Team, Swizerland and LSRO (Laboratory of Robotic Systems), EPFL - Ecole Polytechnique Federale, Lausanne, Swizerland; MAV, the Virtual Archeological Museum of Herculaneum, Italy, Councilor for the Cultural Goods Province of Naples, F.A.B.R.I.CATORS, Italy
Partners: K-Team, Switzerland, Regione Toscana and ReteToscana dell’Alta Tecnologia, Florence,Italy, F.A.B.R.I.CATORS sas, Italy,MAV, the Virtual Archeological Museum of Herculaneum, Italy, LSRO (Laboratory of Robotic Systems), EPFL - Ecole Polytechnique Federale de Lausanne, Switzerland.
Brief description
Interactive installation juxtaposing virtual reality, physically-augmented marionette as a robotized puppeteer, augmented avatar, virtual
cloning, digital immersive environments, control behaviors of mobile robots, multilevel emotional interface, interactive storytelling, literature
and art. SMART PINOCCHIO (Pinocchio Interactive) Augmented virtual reality robotics interactive installation.
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marionette and a cloned virtual protagonist in the Electronic Era.
Virtual Storytelling
Through Pinocchio Interactive, the author, Franz Fischnaller, attempts to address his
personal dynamics within interactive narrative and to implement new ways of enhancing
virtual storytelling as a cultural and social practice as well as an art form. New
technologies and the shifting media phenomenon are transforming the way of presenting
stories as well as the way of expressing and creating virtual storytelling. Storytelling,
concepts, and literature persist through time and space independently of the media, the
mode of delivery, and the container. The same story found in a book, a “non-motion”
media, can be represented and reinterpreted with interactive media in a manner that not
only enriches the content but also the interrelationship and interaction between the
visitor, the public and the book’s journey.
Goals
Among the goals of the Pinocchio Interactive installation was to link, in an innovative
way, classical literature, art, design and technology; to create an emotive interactive
journey; to avoid a metallic lifeless mechanical installation; to design a friendly interface
with easy access, to implement a common and compact solution for a projection system
and an interactive installation with innovative interfaces, allowing for diverse levels of
interaction.
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Project Name THE LAST SUPPER INTERACTIVE IN THE CAVE [MMB]
Topic/Key Words
Leonardo’s Last Supper, architecture Alberti’s theorem (Costruzione Legittima), center of projection virtual interactive journey through renaissance painting, meta aesthetic experience, fully immersive stereo real time simulation, multiple view perspective, mathematics, science, technology, art, Alberti’s theorem virtual tool, interactive virtual graphic representation tool, painted architecture, real architecture of the refectory.
Credits/Collaboration/Partners Electronic Visualization Lab (EVL), the University of Illinois at Chicago, USA; Università degli studi of Milan, Italy; Ars Electronica Future Lab within the research & residence, program of the Museum of the Future, AEC, Linz, Austria, F.A.B.R.I.CATORS, Milan, Italy
Video on YouTube http://www.youtube.com/watch?v=tjW6937iY-c&feature=em-upload_owner
Introduction The Last Supper Interactive (LSI) project is a real-time immersive and interactive, virtual narrative stereo application based on an icon of the Italian Renaissance Art, the Last Supper (Italian: L'Ultima Cena); a late 15th century mural painting by Leonardo da Vinci located in the refectory of the Convent of Santa Maria delle Grazie, in Milan, Italy. Alberti’s theorem virtual tool, a virtual immersive interactive learning device, inspired by Leon Battista Alberti’s rules of linear perspective (Costruzione Legittima) was designed and implemented for LSI, serving as an interactive tool for the user.
Vision
LSI provides user-driven interactive tools and access to the artwork, allowing visitors to be an active spectator and explore first-hand this Renaissance art work in immersive, close detail. The immersive nature of the LSI application enables users to inhabit and explore the three dimensional composition of the painting in real time from any perspective over the full 360 degree ranges and both inside and outside the picture. The project embraces an interdisciplinary and creative-based design methodology through a team, working in collaboration, across the fields of Art, Humanities and Social Sciences with design and technology; aiming to foster cross-fertilization of ideas across these disciplines.
Project Phases and Current Stage
LSI was conceived as a seven-phase development planned over a number of years. Until now, five phases have been completed. Phase 6, currently in progress, deals with project improvement and enrichment with new features being implemented in the following stages:
Stage1: Immersive stereoscopic visualization and interaction for Virtual Storytelling;
Stage2: Ultra High Definition immersive VR Visualization (4K Stereo, 8K mono); Stage3:
Ultra High Definition Imaging distributed on optical networks (UHD-NET); Stage4: Haptic
interaction, intuitive navigation in stereoscopic immersive VR;
Stage5: Interactive responsive sound in stereoscopic immersive virtual environment.
The project has been shown/screened widely to international audiences, conferences,
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exhibits and events in Europe, USA, Asia, etc. The first interactive immersive public presentation of the project took place at the ARS Electronic Festival 97, “Flesh Factor,” AEC Museum of the Future, Austria. After the Festival, the project became a permanent exhibit in the CAVE of Ars Electronica Center. The same year it has won the Grand Prix'97, Foreign Title Award Theatre and Exhibition Section Multimedia, Japan.
Alberti's Theorem Virtual Tool (ATVT)
The Last Supper Interactive can be considered an engaging immersive interactive application and virtual tool to explore how linear perspective, was used by Leonardo Da Vinci in his work [17]. An augmented virtual immersive interactive learning tool, called Alberti’s theorem virtual tool (ATVT) was designed for the LSI project. ATVT was inspired by Leon Battista Alberti’s rules of linear perspective (Costruzione Legittima) [18] and the “viewer” of Filippo Brunelleschi [19] implemented in the early 1400s. Users can interact in real-time with Alberti’s theorem virtual tool within the full immersive 3D space of the Last Supper Painting. ATVT allows users to experience in real-time, and in an immersive manner, the construction of linear perspective and to show how Leonardo applied the costruzione legittima to draw the lines of perspective.
Users can overlay the virtual tool, demonstrating and experimenting in a creative manner the compositional perspective of Leonardo’s Masterpiece and exploring the relationship between the real architecture and Leonardo’s painted fresco.
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NETWORKING, DESIGN, SCIENCE, TECHNOLOGY, HUMANITIES AND SOCIAL SCIENCES (Selected)
Project Name CITYCLUSTER [CC] VIRTUAL REALITY & HIGH SPEED NETWORKING PROJECT
“FROM THE RENAISSANCE TO THE GIGABITS NETWORKING AGE" (CC-VR APPLICATION)
Topic/Key Words Tele-Immersion | Collaborative Virtual Reality | High Speed Networking | Culture Heritage | History | remote collaboration | collaborative virtual environments | Online Virtual Worlds | Second Life| virtual reality networking matrix | Communication | Art
Credits/Collaboration/Partners Electronic Visualization Lab (EVL), University of Illinois at Chicago, USA. Lead technical advisor: Alex Hill, EVL, University of Illinois at Chicago, USA. Producer and Project coordinator: F.A.B.R.I.CATORS, Milan, Italy. MICC (Media Integration and Communication Center), Italy Master in Multimedia, University of Florence, Italy; F.A.B.R.I.CATORS, Milan.
Video on YouTube http://www.youtube.com/watch?v=66CW2HyNfCc&feature=em-upload_owner-smbtn http://www.youtube.com/watch?v=ocnMJWDdgbE&feature=em-upload_owner
Introduction
CITYCLUSTER is a virtual-reality fully immersive networking matrix (virtual container) in which multiple large scale stereo environments
real/simulates and/or imagined, can be hosted within a common alternate virtual territory. The system connects people from multiple
remote locations through VR networking platforms interconnected and running over a high-speed networking system, enabling local and
remote visitors to communicate with each other through streaming audio communication and through their AVATARS.
Within a single interconnected virtual matrix, visitors can navigate, interact, exchange and teleport high res stereo three-dimensional models, objects, buildings and dynamic data over distance in real time. Passive and/or active stereo glasses allow the users to see in 3D/stereo. A simple tracked input device,” the wand”, containing a joystick and 3 buttons, allows the visitor to navigate and interact through the VR space. The first virtual reality networked full immersive real time stereo production created for CC, is a large scale virtual environment and interactive journey departing from a Renaissance Age (virtual Scenario Florence) and shifting to the Super Broadband Age (virtual Scenario Chicago).
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from the Renaissance until arriving and shifting to the Super Broadband Networking and
Electronic Age, breaking the barrier of time and space in real time. Each virtual
environment is inhabited and guided by a group of avatars: David, Venus, and Machiavelli
are the Renaissance-Age avatars. Mega, Giga and Picasso are the Gigabits Networking-
Age avatars. One of the most intense interactive experiences that the visitor can have is to
exchange objects and buildings from one city to the other in real time over the Net.
The software is designed to run either locally or through remote networking in both SGI
and Linux systems. The networked experience can take place between the CAVE™
("Cave Automatic Virtual Environment") and the AGAVE™. (Access Grid Augmented
Virtual Environment). Both platforms interconnected and running over high-speed
networks, enable local and remote visitors to navigate, interact, and communicate with
each other through the avatars as well as with three-dimensional models over distance in
real time, in a common virtual space.
The project seeks to implement multiple users, immersive systems that allow remote interaction through high-speed network and to explore new modes of collaboration and natural interaction between human beings using the opportunities offered by advanced information technology and the international network as a common infrastructure, operating system and communication tool.
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Project Name TRACKING THE NET [TTN]
Topic/Key Words
Multi-User Interface Platform: multi-user touchable interactive interface platform, real-time full-body optical motion capture, virtual reality, Interactive teams, shared environment, local and networking team interaction, Virtual reality associated with animation and videos, virtual reality and tangible interface.
Description
Tracking the Net is a collective, a multi-user interactive interface platform that combines motion capture and virtual reality. The installation has been projected to host interactive teams, which can experience a shared environment in local and in remote locations through networking.The visitors are not required to manipulate any electronic devices to navigate and interact. In [TTN] Virtual Reality and physical structures merge to give form to a common integrated space. Several users can interact in real time, simultaneously. The installation is projected to host interactive teams, which can experience a shared environment in local and as well in remote locations through networking. One of the major goals is to allow remote interactions between visitors and to focus on collaborative VR, with high performance and to give emphasis to enable teams to participate in distant locations: to share, interact, navigate, work or just have fun and share experiences as if they were in a common, virtual space.
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Project Name ROBOT AVATARS … DREAMING WITH VIRTUAL ILLUSIONS (RADVI)
Topic/Key Words
Mobile robots, mobility and autonomous behavior, physical, augmented environment, robotized avatars, physical augmented avatars, virtual cloning, digital immersive environments, visualization displays and immerse projection technology, human-machine interface local and remote interaction.
Credits/Collaboration/Partners PERCRO Perceptual Robotics Laboratory Scuola Superiore Sant'Anna, Pisa, Italy;
K-TEAM mobile robotics, Switzerland and F.A.B.R.I.CATORS, Milan, Italy.
Awards/Artist in Residence 1999 Recipient, Interactive Art Honorable Mention Prize for Prix Ars Electronica, Ars Electronic Center, Linz, Austria
Summary
Robot Avatar Dreaming with Virtual Illusions (RADVI) is an trans-medial augmented
interactive installation that integrates an enigmatic intuitive interface, combining and
intersecting mobile robots, with autonomous behavior, physical, virtual augmented
environments, robotized avatars, physical augmented avatars, virtual clones, digital
immersive environments. The visualization displays system and the interface solutions
have been designed and developed ad hoc.
Interactive Installation
Real World: The real ambiance of the installation is represented by a physical structure
in the form of an telematics- Arena.
Virtual Worlds: The virtual ambiances are embodied by eight different worlds or cities
contained in Ying & Yang the Mother City.
The characters: The main personages are: Koala=robot live and interact in both the
Real and the Virtual worlds and virtual space.
Avatars : Ying and Yang, the avatars inhabit the Virtual space and interact in both the
Virtual and the Real World.
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Project Name SOE|QUANTUM CITY - Virtual Reality Augmented Sound Installation (SOE-QC)
Topic/Key Words Multilevel, mixed virtual and augmented reality sound installation, Interactive 3D surround-sound environment, Mobil augmented Virtual Reality system, motion tracking system, intersecting physical and virtual responsive architecture, design, technology, music, human interaction and new generation’s connectivity.
Video on Youtube http://www.youtube.com/watch?v=_zgt1nXmrXk&feature=youtu.be
The Installation This installation mixes and overlaps bi-directionally the real (physical)
and the artificial (virtual) environment, enabling users to access through interaction with
seamlessly integrated information either from the virtual and the physical environment. It
is articulated by the Physical scenario: SOE-QC Master Plan, interactive mock-up, the
Virtual scenario: SOE-QC simulation and the VR Star sound application. The Installation
represents a 3D surround-sound environment under a vault of leds and below the
physical mock-up of the Master Plan of SOE-Quantum City, a structure made in Plexiglas
and metal with the dimensions of 400x400x50cm; on top is placed a 300x250cm retro-
projection stereo display showing the user’s real time interaction. The visitor can
experience and interact with and within the physical and virtual environments. SOE-QC|
VRASI is an augmented VR system; computer real-time generated images are overlaid
by moving the mobile SOE-QC device which is tracked by the integrated sensor and
gives the user the possibility to see the virtual model beamed on the projection system.
The Viewing device comprises a 7”display screen, with an integrated sensor for tracking,
to render the orientation dependent movements, and a 2 buttons interface allows
interacting within the VR scenes and Sound environments. It enables the user to read
the CG information [VR environment] without turning his eyes away from the real scene.
Main objectives and goals:
To explore the power of intersections within architecture, design, art, science and
technology;
To enhance new kinds of interfaces in architecture, design, art and technology, bringing
these disciplines into relationship, allowing a more experimental approach to VR
walkthroughs and immersive architectural fly-over interactions for the fruition of
structures, buildings, interior designs, habitats, ambiances, and environments, real
and/or virtual;
To conceive new ways of embedding and disembodying ubiquitous technology in
architecture through multilevelled immersive audio-visual interfaces;
To expand the boundaries of understanding and perceiving new architectural proposals;
To develop a multilevelled, and augmented architectonic installation that integrates
information from both: the virtual and the real aspects of SOE: the Space on Earth
Project, enabling users to access interaction with information seamlessly integrated from
their virtual and physical environments.
To design an architectonic installation mixing and overlapping bi-directionally the real
(physical) and the artificial (virtual), expanding the boundaries of the realm of augmented
reality and of the art of simulation implemented for architectonic, environmental and
urban planning, concept, vision and solutions.
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Project Name QUANTUM: NOMADIC AUGMENTED REALITY DESIGN
Topic/Key Words Nomadic augmented reality structure, mobil networked design, public art, digital urban living,Digital design imbedded in physical structures
Project Stages Conceived as an 10 -phase project (aprox.)
Quantum Project, an artistic mobile Eco-sustainable augmented reality interactive container “deeply rooted in a cohesive and sustainable outer-space-Eco-environmental design, “Quantum” Vision is based on the premise that sustainable environments require not only sustainable design, and human-social sustainability but also a new paradigm for sustainable concept of art”. Franz Fischnaller
Concept
Quantum concept derives from the power of the paradigm shift in both art and science
and the opportunities emerging from their intersection with design, mobile architecture,
sustainable technology, interactive media, networking, mobile locative media, human-
networking interfaces and creative-social environments.
Serving as both an iconic-artistic structure and a networked Eco-techno-environ-mental-
container, Quantum was designed as a standalone digital-immersible and communicative
artwork as well a multipurpose nomad art container and showcase facility to display
artworks by cutting edge artists and new generational authors, researchers, designers
and producers works of whom focused on the convergence of art & culture / science &
technology.
Quantum installation was conceived according to specific technical requirements that
optimize a multipurpose use and modular configuration for Nano-Bio-Info-Cognitive
(NBIC) Arts installations display: an innovative flexible design in a mobile architectural
framework.
Nomadic Augmented Reality Container
Mobile eco-sustainable augmented reality interactive networked container deply rooted in
a cohesive and sustainable outer-space-eco-environmental design. Quantum serves as
a physically-augmented, high-performance model with technological customized
framework designed with to user-specific solutions for multi-purpose use. Quantum is
mobile Eco-sustainable interactive and networked installation, a mobile container which
gives the facility to display on high resolution display systems all kind of digital artworks
and research. The design of the architectonic structure was conceived to accommodate
a suitable framework for exhibit display as a nomadic high-tech multi-functional
installation suitable as Exhibit and Public Art event, venue and shows. The mobile
structure is mobile and can be transported and reconfigured upon its requirement.
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Mission
A primary mission of the Quantum is:
- to create an engaging artistic Eco-sustainable collective and interactive place where visitors, regardless of their cultural or professional
backgrounds can enjoy, explore, learn, share, discover, and be inspired by cutting edge forms of art at the convergence of culture /
science & technology and where they can express, interact and intervene with the space with their own creativity and communicative
skills.
- to use digital art technology in a more sensible communication tool and to explore the opportunities offered by advanced information
technology in order to support natural interaction between human beings and digital systems in an artistic environment.
- to enable creative and interdisciplinary physical/local and or networked/ remote collaboration, highlighting the various relationships
shared among artistic cultures, involving people at multiple locations in a single matrix container; contributing to the mutual understanding
across cultures, artists and innovators, authors, researcher, artist.
- to provide a creative space for authors, artists, producers, institutions, researchers, companies and groups who are creating, solving,
proposing, developing, and actively participating in the evolution and development of art and cultural innovation.
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Design, architecture, technology, science (Selected)
Project Name SOEC The GAME PALACE (SOEEC) - Edu-Entertainment Center
Physical augmented design intersected with simulated/virtual environment and interactive
immersive spaces
Topic/Key Words Immersive Environmental Design, Digital Design Imbedded in Physical Structures
Physical Augmented Architecture, Responsive Environments ,Embedded Immersive
Narrative
Embedding immersive design and digital narrative in physical architecture Physically-augmented architecture intersected by high-performance infrastructure and
immersive design tailored to user-specific solutions and multipurpose uses,
configurations and needs allowing the embedding of fully immersive narrative both
physically and virtually in a physical building, initially conceived to be co-located both in
the upper and under- ground
Interior
Intersection physical augmented ambivalence with virtual dimensional environments -
SOEEC seamlessly integrates customized visualization display systems, responsive
environments, interactive performances, physical augmented multifunctional ambiances,
three dimensional interfacing structures and specific entertainment technological
requirements, allowing users of playing, leisurely interacting, entertaining, and sharing
physically and digitally.
Visual Narratives & Interactive storytelling imbedded in Real Architecture
The interior design brings into play multiple visual narratives and a conceptual structure that follows a dynamic internal logic. This ebb, flow, and interconnection of art, story, technology and architecture generates an organic and united spatial structure while also providing for an interactive, narrative and thrilling game experience. A narrative will be threaded through the whole project, connecting each part of the whole, while also maintaining each area’s distinct identity and originality.
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Project research and development (currently research work on Progress) Additiona Information
Comparative study/analysis between the Cenacle Room in building on Mount Zion known as the Tomb of
King David (Architecture) and Leonardo da Vinci's Last Supper Painting.
Note: The project title is not yet defined.
Authors: Franz Fischnaller, FABRICATORS, Sorin Hermon, PhD, Assistant Professor,Digital Heritage, STARC, Cyprus Institute
Project Parters: FABRICATORS, The Cyprus Institute, Israel Antiquities Authority and others to be added.
Introduction (The text bellow is a work on progress)
Comparative study and analysis between and across the The Cenacle ( latin:cena -dinner)room on Mt Zion in Jerusalem is where two
major events in the early Christian Church are commemorated: The Last Supperand the coming of the Holy Spirit on the apostles and the
painting of the Last Supper of leonardo da Vinci representing the meal Jesus shared with his apostles the night before he died. During
this meal he instituted the Eucharist.
The Cenacle room on Mt Zion in Jerusalem is on the upper floor of a two-storey building near the Church of the Dormition, south of the
Zion Gate in the walls of Jerusalem’s Old City.Above it is the minaret of a Muslim mosque; immediately beneath it is the Jewish shrine
venerated as the Tomb of King David (though he is not buried there).( The coming of the Holy Spirit, at Pentecost, is recognised as
marking the birth of the Christian Church)
Leonardo da Vinci Last Supper (Italian: L'Ultima Cena) is a late 15th century mural painting by Leonardo da Vinci located in the refectory of the Convent of Santa Maria delle Grazie, in Milan, Italy. The painting represents the scene of The Last Supper of Jesus with his disciples, as it is told in the Gospel of John, 13:21. Leonardo has depicted the consternation that occurred among the Twelve Disciples when Jesus announced that one of them would betray him. ( Ref)
Key words
Comparative study and analysys, history and interpretation of art, architectonic and artistic cultural and heritage patrimony, digital
archaeology, virtual archaeology, virtual reconstructions, 3D modeling and simulation, computer vision, pattern recognition, image
processing, Algorithms, machine learning …
Fisrt Project inputs, goal, etc. (summary)
To Explore if at some point in the history of pictorial representations the artists got inspiration from the (Physical) Cenacle Room
in Jerusalem. (Cenacle Room in the building on Mount Zion known as the Tomb of King David); (Architectonic monument
Building)
To Investigate if the (Physical) Cenacle Room, as it is now, had a geometry that could host a Last Supper event, as represented
by artists in the past; (Painting, 2D cultural heritage artefact)
According to pictorial representations, to perform a comparative study to extract architectonic features and compare them with
the building in Jerusalem;
To compare the architectural geometry of the (Physical) Cenacle Room in Jerusalem with the geometry of architecture
represented in various paintings by artists in the past;
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Majorly the research subject proposed are based on the thematic and the geometry of the architecture and related to the pictorial
and artistic representation of authors which have painted the "Cenacle" and or represent the Last Supper. To study and analyze
if at some point in the history of pictorial representations the artists got inspiration from the Cenacle room of Mount
Zion in Jerusalem;
Wider research "Comparative study of the (physical) Cenacle room in Jerusalem with paintings by artists in the “past" taking
Leonardo da Vinci's Last Supper painting to make a first study and research
Franz is from the opinion that perhaps it could be interesting to conclude the research developing a usable comparative
prototype. And create a first prototype of an interactive comparative patter recognition/matrix (Computer Vision, images
analysis and Pattern Recognition) then go from this first approach to analyze further others artist and masterpieces. To be able
make a comparative analysis between the last supper model and the one of Mount Zion and the Leonardo Last Supper,
comparing the 3D model and using immersive technology to do so. This could make more interactive and dinamic bring to
intriguing relations during the real time comparison.
Further research and developments.
The goal if possible after the research and analysis is to develop and implement a Virtual reality/ simulation, an interactive application
which can be used as a real time immersive comparative augmented tool, based and not only, on the outcome related to research
question addressed by Sorin. (Exploring the history of pictorial representations by artists which got inspiration from the Cenacle room in
Jerusalem; if the Cenacle room, as it on current stage, had a geometry that could host a last supper event, as represented by artists in the
past; performing a comparative study between the architectonic features within a pictorial representation of relevant classical artist and
compare them with the building in Jerusalem). This could become an interesting driven project approach for scientists, as well for the
users that can interact and explore with this prototype. A sort of a comparative design solution serving as an interactive tool for
researchers t to explore in a comparative way in between different real 3D space and 2d Interpred space illustrated through artists
paintings and visual interpretations. Using advanced 3D technology and developing an interactive tool to accessand understand new
findings on European cultural heritage assets.
Summary of the research developments to be carried out by FABRICATORS (to be analyzed)
Co-research,Analysis and Applications, development
create an immersive tool and environment for the comparison of geometries for 3D spaces i
Analyse scanned 3D spaces for reconstruction and adaptation/comparison of simulated spaces from 2D visualizations
(paintings, drawings); perform an analysis of space on these reconstructed environments
Development an experimental tool for comparing 2D interpretations to existing 3D spaces and viceversa with the use of
Augmented Reality. (in specific the LastSupper Painting compared with the 3D scanned site of Mount Zion in Jerusalem. Create
a system where we can accomodate other paintings we choose want to compare ( in this case with the thematic related to the
last supper.
Background Info
About the Last Supper as a popular subject in Christian art. The Last Supper has been a popular subject in Christian art. Depictions of the Last Supper in Christian art date back to early Christianity
and can be seen in the Catacombs of Rome. Byzantine artists frequently focused on the Apostles receiving Communion, rather than the
reclining figures having a meal. By the Renaissance, the Last Supper was a favorite topic in Italian art.
There are three major themes in the depictions of the last supper. The first theme is the dramatic and dynamic depiction of Jesus'
announcement of his betrayal. The second theme is the moment of the institution of the tradition of the Eucharist. The depictions here are
generally solemn and mystical. The third major theme is the farewell of Jesus to his disciples, in which Judas Iscariot is no longer present,
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having left the supper. The depictions here are generally melancholy, as Jesus prepares his disciples for his
departure. There are also other, less frequently depicted scenes, such as the washing of the feet of the disciples.
Well known examples include Leonardo da Vinci's depiction, which is considered the first work of High Renaissance
art due to its high level of harmony,[68] Tintoretto's depiction which is unusual in that it includes secondary characters
carrying or taking the dishes from the table[69] andSalvadore Dali's depiction combines the typical Christian themes with
modern approaches of Surrealism.
The Cenacle Room of Mount Zion in Jerusalem
One of the holiest sites for Jews is the building on Mount Zion known as the Tomb of King David ... How did the
confusion over David's burial place arise? ... The Cenacle Room on Mount Zion in Jerusalem is where two major
events in the early ... different from those depicted in paintings by Leonardo da Vinci and other artists. The Cenacle
(from Latin cenaculum), also known as the "Upper Room", is a room in Jerusalem traditionally held to be the site of
The Last Supper. The word is a derivative of the Latin word cena, which means dinner. In Christian tradition,
based on Acts 1:13, [1] the "Upper Room" was not only the site of the Last Supper (i.e. the Cenacle), but the usual place
where the Apostles stayed in Jerusalem, and according to the Catholic Encyclopedia[2] "the first Christian church".
Since at least the fourth century AD a structure identified as the Cenacle, the site of the Last Supper, has been a
popular Christian pilgrimage site on Mount Zion in Jerusalem. It is documented in the narratives of many early pilgrims
such as Egeria, who visited it in 384. [12]. The building has experienced numerous cycles of destruction and
reconstruction, culminating in the Gothic structure which stands today.
While the term “Cenacle” refers only to the “Upper Room,” the site is connected to other sites of interest, including a large cenotaph- sarcophagus located on the lower level of the same building, said first by 12th century Crusaders to be the tomb of King David. However, most scholars consider this attribution to be incorrect; 1 Kings 2:10[13] says that David was buried “in the City of David,” an area of Jerusalem geographically disparate from Mount Sion. The Cenacle is also connected to the Church of the Dormition.