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In this episode, Jess takes us step-by-step through her family's spring break trip to Japan—a points and miles masterpiece that cost just $200 total out of pocket for four round-trip flights and multiple hotel stays. From first class flights to washer/dryers in hotel rooms, this trip had it all. Whether you're dreaming of cherry blossoms, bullet trains, or Hello Kitty cafés, this episode is packed with tips for making Japan happen—without breaking the bank. Flying to Japan in Style with AA Miles Jess booked her family's flights using American Airlines miles, flying on Japan Airlines from Chicago to Tokyo, and shares her tips for snagging first-class saver award seats, business-class seats, and also premium-economy seats. Staying in Tokyo, Family Style For the Tokyo leg, Jess chose the Hyatt House Shibuya, a new property that has quickly become her top recommendation for families. Kyoto on a Budget with Hyatt Place After Tokyo, the family took the bullet train to Kyoto and stayed at the Hyatt Place Kyoto, a Category 2 gem offering amazing value. Activities included exploring Fushimi Inari Shrine, tasting local snacks at Nishiki Market, and spending several hours with deer at Nara Park—Molly's favorite part of the trip! Luxury Final Night at the Conrad Tokyo For their final night, Jess used Hilton free-night certificates to stay at the Conrad Tokyo, a luxury property with top-tier service. From Hello Kitty water bottles at checkout to executive-lounge cocktails, it was the perfect way to end the trip. Jess doesn't recommend it for the location alone, but if you've got free night certificates, she says it's 100% worth it. A trip to Japan for a family of four with flights and hotels for $200? This is the power of points and miles. Hit play now and hear how Jess pulled it off—and how you can too. Links: Points Talk Premium: https://pointstalk.supercast.com How to Get Your Next Vacation for Nearly Free: How to Get Your Next Vacation for Nearly Free - https://travelmomsquad.lpages.co/freevacation/ Hyatt House Tokyo Shibuya: https://www.hyatt.com/hyatt-house/en-US/tyoxs-hyatt-house-tokyo-shibuya Hyatt Place Kyoto Review: Hyatt Place Kyoto Review - Travel Mom Squad - https://travelmomsquad.com/hyatt-place-kyoto-review/ SmartEx App (for Shinkansen tickets): Tokaido Sanyo Kyushu Shinkansen Internet - https://smart-ex.jp/en/app/download/index.html Reservation Service | Tokaido Sanyo Kyushu Shinkansen Internet Reservation Service - https://smart-ex.jp/en/app/download/index.html Voice Map app: Walking Tour App » VoiceMap - https://voicemap.me/walking-tour-app Cat rescue cafe: Home | 宿木カフェ&レストラン - https://www.yadorigicafe.com Links For All Things Travel Mom Squad: stan.store/travelmomsquad Episode Minute By Minute: 00:30 – Flights to Japan: AA miles, upgrades, and flight tricks 07:00 – Booking first class seats and handling premium economy changes 12:00 – Transportation in Tokyo and using transit cards for kids 16:00 – Hyatt House Shibuya: why it's perfect for families 23:00 – Favorite Tokyo experiences: TeamLab, shopping streets, latte art & cat cafés 29:00 – Kyoto stay at Hyatt Place + must-dos like Nara Park and local markets 36:00 – Final night at Conrad Tokyo with Hilton free-night certificates 42:00 – Recap of highlights, family takeaways, and why Jess is ready to go back
Günümüz sanat dünyasında teknoloji ve doğa arasındaki sınırlar giderek daha fazla bulanıklaşıyor. Bu değişimin en etkileyici örneklerinden biri olan Abu Dhabi'de açılan teamLab Phenomena'yı geçtiğimiz günlerde ziyaret ettim. Japon sanat kolektifi teamLab tarafından hayata geçirilen bu yeni sanat merkezi, yalnızca bir müze olmanın çok ötesinde; zaman, mekân ve madde algımızı kökten sarsan bir yaşayan ekosistem gibi işliyor.
ollowing on from opening her exhibition at the Whitney Museum of American Art, which continues until August, the US-born, Berlin-based artist Christine Sun Kim this week opened a show in London in collaboration with Thomas Mader. The exhibition, 1880 THAT, uses a notorious historic conference in Milan in 1880, which effectively outlawed sign language in Deaf education, as a springboard to explore languages and stigma in Deaf and hearing cultures today. Ben Luke discusses the show with Kim and Mader. In Abu Dhabi, the latest museum devoted to the interactive art of the Japanese collective teamLab opens this week in the Saadiyat Cultural District. The Art Newspaper's reporter in the Middle East, Melissa Gronlund, has visited the museum and tells us more about teamLab's newest immersive experience. And this episode's Work of the Week is Young Woman seated at a Virginal (1670-75), a painting by Jan Vermeer that may be the very last picture he ever made. Our special correspondent, Martin Bailey, tells us how new conservation of the picture has revealed that 17th-century pollution may hold the key to dating the painting.1880 THAT: Christine Sun Kim and Thomas Mader, Wellcome Collection, London, until 16 November; Christine Sun Kim: All Day All Night is at the Whitney Museum of American Art, New York, until 6 July.teamLab: Phenomena, Abu Dhabi, opens 18 April.From Rembrandt to Vermeer: Masterpieces from The Leiden Collection, H'ART Museum, Amsterdam, until 24 August.Subscription offer: enjoy a three-month digital subscription to The Art Newspaper for just £3/$3/€3. Get unrestricted access to the website and app, including all digital monthly editions dating back to 2012. Subscribe here.https://www.theartnewspaper.com/subscriptions-3FOR3?utm_source=podcast&promocode=3FOR3 Hosted on Acast. See acast.com/privacy for more information.
Part two of Auntie fall travels is all about Su's adults-only trip to Asia. First is Japan, where Su experiences a semi-normal adult vacation out in the sunlight. Then it's lasers, botox and hair for real “new face, who dis” energy. Did you know you can get botox duty free? She's gathered some gems for your listening pleasure – but if you want the real scoop, you'll have to slide into the DMs. We want to hear from you! Drop us a message on Speakpipe. Subscribe to the Add to Cart newsletter for juicy extras. Please note, Add To Cart contains mature themes and may not be appropriate for all listeners. To see all products mentioned in this episode, head to @addtocartpod on Instagram. To purchase any of the products, see below. Su is only traveling on ZIPAIR to Asia now Su's suitcase scale is always handy The notebook worth traveling overseas for (thank you ATC listener Hilary Elise!) teamLab and Golden Gai are must-go places in Tokyo Stay up to date with us on Twitter, Facebook, and Instagram at @LemonadaMedia. Joining Lemonada Premium is a great way to support our show and get bonus content. Subscribe today at bit.ly/lemonadapremium. Click this link for a list of current sponsors and discount codes for this show and all Lemonada shows: lemonadamedia.com/sponsorsSee omnystudio.com/listener for privacy information.
When Eva Oh posted a question on AI and sex work to Instagram a wave of opinions came back, but a referenced musing via Google Docs from Goddess Faye clearly stood out - and now we have quite the episode of the #teakink Podcast on Bizarre Ladies, the potential viscerality of the digital, emotional design in session, nerdiness and BDSM, TeamLabs, Cyborg Dominatrix Dreams, brain tissue, VR Porn, Web3, Digital Harems and more! Watch on YouTube: https://youtube.com/evaoh More on Eva Oh: https://eva-oh.com HIGHLIGHTS: Here are the timestamps for the episode. On some podcast players you should be able to click the timestamp to jump to that time. (00:00) - Welcome. What is #teakink (00:18) - Meet Goddess Faye aka Sensory Girl (01:20) - From Tumblr to Dominatrix and Pro Deviant (02:45) - Bizarre Ladies (03:18) - Sitting on Wet and Messy Things (04:55) - The Visceral Meets The Digital (09:27) - Emotional Design in Session (11:12) - Nerdiness and BDSM (12:10) - Technology in Session (15:00) - My Ultimate Fantasy and TeamLab (17:45) - Our Cyborg Dominatrix Dreams (20:20) - Brain Tissue, AI and Sentience (22:50) - VR Porn Needs to Evolve (23:35) - Next Innovations in the Sex Industry? (25:20) - Web3 Concerns (28:00) - Truthfulness (30:30) - The Unknown of AI (32:00) - Curator of Your Mind (33:40) - How Will AI Change BDSM and the Dominatrix (34:30) - The Digital Harem (35:25) - Consent, Chatbots and Submissive Control (36:50) - AI as a Good Submissive (39:15) - The Dehumanisation of Sex Workers (42:30) - Skin in the Game
MONEY FM 89.3 - Prime Time with Howie Lim, Bernard Lim & Finance Presenter JP Ong
On What's Trending, TeamLab is opening a venue in Jeddah, which will feature over 80 sensorial installations across a 10,000 square foot space. Also, Katy Perry didn't attend this year's Met Gala but fans speculated she did.See omnystudio.com/listener for privacy information.
Cara Stricker is an Australian born director, writer, musician and artist. Stricker first started making films, photographs and installations as a young teenager, stemming from her background as a dancer and musician. She is known for her work that combines filmmaking with her creative direction, choreography, and expressive narratives. Her unique blend of feminism, nature and performance creates work that is both subversive and otherworldly. Her work is screened, exhibited, printed, and performed around the world. Stricker's major commissions include: creating a techno-surrealist land-based prayer prompt short film with the Miccosukee, Seminole and Black Carribean community's of Miami within the Everglades, Allapattah, and installations by James Turrell, Es Devlin and teamLab for Superblue; Bvglari global campaigns for 23' and 24' featuring Zendaya and Anne Hathaway; a four part polyptych instillation and music video for Alicia Keys; visual sonic film about the late Aaliyah's legacy; and album films for Chloe and Halle, Blood Orange, Kelsey Lu, Amber Mark, Tei Shi and Kadhja Bonet. She has collaborated with global brands such as Gucci, MAC Makeup, Chanel, Alexander Wang, Missoni, musicians such as SZA and Perfume Genius, and photographed for titles such as Vogue, Dazed, I-D Magazine, Fader, Interview Magazine and Oyster. Her work has been awarded and screened internationally including at Cannes Lions, Tribeca Film Festival, Camerimage, Cannes Short Film Festival, Raindance Film Festival, Berlin Music Video Awards, Toronto Shorts Film Festival, Shots awards, HollyShort Film Festival, New Orleans Film Festival, Rooftop Film Festival New York, London Short Film Festival, Palm Springs International Shortfest, Sugar Mountain festival and Vivid Sydney. Her short narrative ‘Maverick', starring Abbey Lee and Rhys Coiro, which she wrote and directed, premiered at FFFest, and her commercial film short, “Carlos,” that explores how micro-mobility is transforming the lives of its users, was shortlisted for both best non-fiction short at Cannes Lions and Best Branded Content at the Tribeca X Award. Most recent solo exhibitions include two mixed media shows at The Hole NYC. Her latest albums include collaboration with musician John Kirby (Solange Knowles, Frank Ocean, Blood Orange, Sebastian Tellier) to direct, perform and produce music for their audio visual album, ‘Drool', and her solo ambient album and short film ‘Formless', both released on Terrible Records, with screenings and performances across Australia, LA and New York City. She lives in Los Angeles.
【Eat Partner 好夥伴】點擊連結 [輸入3 /或/ 按我要預約]!飲食駭客突破卡關的數字,自煮外食、聚餐美食、聰明簡單、不餓肚子! 〔Line官方帳號〕https://bit.ly/3JaKBcg ----以上訊息由 SoundOn 動態廣告贊助商提供---- 飛碟聯播網《飛碟早餐 唐湘龍時間》2024.04.12 週五旅遊單元 《越南富國島,超乎想像的好玩!》&《沖繩嗨玩一夏!戲水•瘋祭典•新體驗•吃美食》 ※主題:《越南富國島,超乎想像的好玩!》 ※來賓:喜美旅行社(華泰旅遊)協理 張景霞 ◎內容簡介 最近大家出國都去哪兒?據官方統計,2023年,除了日、中、韓外,越南擠下泰國,成為台灣人最愛的第四名;而在越南眾多旅遊路線中,富國島是近來廣受喜愛的選擇! 富國島是越南第一大島,以迷人海灘和純樸自然聞名,更擁有世界上最長的跨海纜車。隨纜車來到太陽世界香島自然公園,園區內設有休閒餐廳、咖啡廳、遊樂園、水上樂園和各種刺激的水上活動;其中的地中海日落小鎮,歐式建築風格華麗又浪漫,已成為富國島爆紅的打卡點。 漫步地中海日落小鎮,仿義大利聖彼得鐘樓的「中央村鐘樓」、仿古城遺跡的「龐貝石柱」,以埃及石筆塔為藍本的「筆塔」,靈感來自舊金山朗伯德街的「龍梯」,還有以牛郎織女故事為靈感的「浪漫吻橋」,都是網紅必打卡的朝聖地。 富國島還擁有豐富多樣的動植物生態,島上的野生動物園,能看見珍稀的孟加拉虎、犀牛、火鳥,還有數千種樹木花卉;搭乘SAFARI遊園車,進入野生動物園區,也可與獅子、老虎、斑馬、羚羊等動物近距離接觸,餵食可愛的長頸鹿,過程充滿自然野趣。 ---------------------------------------------------------- ※主題:《沖繩嗨玩一夏!戲水•瘋祭典•新體驗•吃美食》 ※來賓:公益財團法人沖繩縣産業振興公社台北事務所專員 賴宜芝、劉乃瑄 ◎內容簡介 有人說,沖繩就像台灣人的後花園,距離近、免簽證,更有海島風、異國感,搭飛機、坐郵輪都可輕鬆抵達,玩樂CP值超高。夏天去沖繩度假,除了能暢玩多樣的海上活動,也能參加各種夏日祭典,體驗全島Eisa太鼓舞祭,感受當地人滿滿的活力。 近年來,沖繩也有許多新設施/景點,包含:2020年開幕的DMM KARIYUSHI水族館,2023年12月開幕、適合親子&拍照的「沖繩teamLab未來園」,還有預計於2025年開幕、位於沖繩北部名護,以恐龍為主題的主題樂園…等。 玩樂之餘,也不能錯過沖繩的美食,像是沖繩特有的阿古豬美味吃法,還有豬肉蛋飯糰(ポークたまごおにぎり)和塔可飯等。此外,BLUE SEAL更是沖繩必吃的特色冰品。 ▶ 《飛碟早餐》FB粉絲團 / ufobreakfast ▶ 飛碟聯播網FB粉絲團 / ufonetwork921 ▶ 網路線上收聽 http://www.uforadio.com.tw ▶ 飛碟APP,讓你收聽零距離 IOS:https://reurl.cc/3jYQMV Android:https://reurl.cc/5GpNbR ▶ 飛碟Podcast SoundOn : https://bit.ly/30Ia8Ti Apple Podcasts : https://apple.co/3jFpP6x Spotify : https://spoti.fi/2CPzneD Google 播客:https://bit.ly/3gCTb3G KKBOX:https://reurl.cc/MZR0K4
Making content that's truly original is something all content marketers want to do.But then why does so much B2B content look and feel the same? Today, we're giving you permission to express yourself in content like you might express yourself in art. In this episode, we're taking lessons from the Japanese collective of ultra-technologists known as teamLab. Together, with the help of our guest, SVP of Marketing at Sigma Computing Erik Bower, we're talking about defying convention, starting with the last mile, and more.About our guest, Erik BowerErik Bower is SVP of Marketing at Sigma. Prior to joining the company in November of 2023, Erik ran marketing at startups like Daily and Amplitude. He owned growth and digital demand at Palo Alto Networks from $125M to $2.9 billion in 8 years. He is an AI patent holder and has been building ML based machine marketing engines since before 2015.What B2B Companies Can Learn From teamLab:Question convention and then defy it. Don't just fall back on the way things are usually done. Think critically about your content and make something truly original. Erik says, “Think differently about things that are sitting right in front of you, and ask questions like, ‘Why is the convention to do things this way in our industry? It doesn't make any sense.' You always have to take things with that lens of questioning what actually works, and not work from some kind of template that you see other people do.” It's like how TeamLab operates outside of convention. They create immersive experiences that are truly original.Start with the last mile. Plan how you're going to promote your content before you make the content itself. Erik says, “Why wouldn't you start with the last mile? Like you're going to put all of this energy into creating this super expensive event or packaging up this asset, and then the actual promotion of it is kind of like an afterthought that no one really pays attention to. Start with the last mile and work your way back. If you can't generate interest for this thing, then why are you producing it?”Quotes*”Especially as it pertains to B2B marketing and tech marketing, I think a lot of what you see is very rote. It's checkbox marketing. But I think that teamLab shows you that original ideas are still possible. I think you have to strive for what a boss of mine called the thumb test, where you put your thumb over the logo. Can you still tell that it's your brand? But go beyond that. Where every experience is innovative, engaging, and not rote. It's a challenge to stay fresh like that, but you can definitely achieve it.”*”It takes that wild hair to just say, ‘I want to use this technology in a new way.' So I think if anything, I have a reputation for having a wild hair. Think differently about things that are sitting right in front of you, and ask questions like, ‘Why is the convention to do things this way in our industry? It doesn't make any sense.'”*”You always have to take things with that lens of questioning what actually works, and not work from some kind of template that you see other people do. Original ideas are still possible and important that you have them. You have to have a point of view.”*”In order to make email marketing and these other things perform well, they have to be more and more micro-targeted to the persona, the vertical, the use case for line of business. And then it also has to take into account the things that they've already engaged with, where they are in the funnel. And so it becomes this big matrix that's sometimes referred to it as ‘Battleship.' And if you start to do that, you realize that you have a pretty insurmountable amount of content you have to generate. So you have to start to pick your battles and learn which ones are the highest value segments to focus your energy on content generation.”Time Stamps[0:55] Meet Erik Bower, SVP of Marketing at Sigma Computing[4:13] The Magic of teamLab: Blending Art, Technology, and Experience[7:08] Sigma Computing: Revolutionizing Business Intelligence in the Cloud[10:21] The Art of Experience: How teamLab Transforms Perception[12:07] The Philosophy Behind teamLab: Art, Technology, and Interaction[15:54] Revisiting teamLab: The Ever-Changing World of Interactive Art[20:56] Marketing Inspiration from teamLab: Pushing the Boundaries of B2B[27:09] The Challenge of B2B Website Design[28:14] Innovative Storytelling in Web Design[29:19] The Fast Fashion of B2B Websites: Embracing Simplicity[30:08] Decoding Sigma Computing's Marketing Strategy[30:30] Micro-Segmentation: The Future of Targeted Marketing[32:09] The Potential and Pitfalls of AI in Marketing[34:15] Winning the Last Mile: The Importance of Clear Messaging[42:17] Predictive Marketing and the Future of CRM[51:25] Sigma Computing's Upcoming InitiativesLinksCheck out teamLabConnect with Erik on LinkedInLearn more about Sigma ComputingAbout Remarkable!Remarkable! is created by the team at Caspian Studios, the premier B2B Podcast-as-a-Service company. Caspian creates both non-fiction and fiction series for B2B companies. If you want a fiction series check out our new offering - The Business Thriller - Hollywood style storytelling for B2B. Learn more at CaspianStudios.com. In today's episode, you heard from Ian Faison (CEO of Caspian Studios) and Meredith Gooderham (Senior Producer). Remarkable was produced this week by Jess Avellino, mixed by Scott Goodrich, and our theme song is “Solomon” by FALAK. Create something remarkable. Rise above the noise.
El colectivo artístico teamLab atrae a masas de visitantes. Las obras interactivas y envolventes permiten a los visitantes convertirse en parte de ellas. ¿Por qué gusta tanto este arte en la actualidad?
The 16:9 PODCAST IS SPONSORED BY SCREENFEED – DIGITAL SIGNAGE CONTENT Interactive floor projections and video walls have been around for well more than a decade now, but there hasn't really been widespread adoption for a bunch of reasons - like cost, complication and the simple reality that a lot of what's been shown to date hasn't had much of a point. A Canadian company, Lumo Interactive, is in a nice position to change all of that. The hardware is simple, the software is affordable and scalable, and the solution comes with some 300 templated content apps that help users tune the visual experience to the needs of the venue and audience. Instead of visual eye candy, these apps are things like fun, engaging games. The straightforward pitch for the product, LUMOplay, is that the software can make any digital display interactive. The top-end for the software side of the solution is $74 US a month, so it is very affordable. And the developers have put years of work into ensuring the set-ups are hyper-stable and can be managed remotely. We've all walked through flagship retail spaces and seen one-off experiential set-ups that were hung up or sitting unused because they were more about short term bling than ongoing usage. The other interesting aspect of LUMOplay is that the main intended use-case is classrooms, with these interactive pieces used as a way to engage kids in schools, particularly kids who have sensory issues, autism or ADHD. I had a great chat right before Christmas with Founder and CEO Meghan Athavale. Subscribe from wherever you pick up new podcasts. TRANSCRIPT Meghan, thank you for joining me. Can you tell me what LUMO does, and is LUMOplay the product and LUMO Interactive the company? Meghan Athavale: Yes, LUMO Interactive is the company, LUMOplay is the product, and what we do is we make it easy to scale large-scale interactive digital experiences. These are experiences on digital displays that react either through motion, touch, or gesture. Okay, this would be everything from something on a video wall to something on the floor, and a lot of digital signage people, if they've been around this space for a good long time, they may recall through the years seeing “activations” where there's a floor projection. I remember there was a company called Reactrix back in the mid-2000s that was doing this sort of thing. So it's like that, but I'm sure a lot more advanced and different, just because of the years and technology. Meghan Athavale: Yeah, it's pretty much exactly like that; where it comes from the days of Reactrix and the early days of companies like GestureTek and Eyeclick is that we've moved more towards a software-only platform. When this technology first hit the scene, you needed to have special hardware. You couldn't just go down to Best Buy and buy a 3D camera. Now that the hardware is more ubiquitous and more affordable, it's possible to have a hardware-agnostic, software-only solution, and that's what we are. So this kind of, to borrow a phrase, democratizes this whole thing in that in the old days, it would have been incredibly expensive and complicated to do, and now it's not, right? Meghan Athavale: That's right, yeah. I think we also just have multiple decades of information about what people are using this technology for so we're able to templatize a lot of the experiences so that companies don't need to have development teams in order to make some of these simpler interactions, they can just do an asset swap. It's the natural progression of a lot of these things where websites used to be hand-coded and then we went into WYSIWYG and then we went into systems like Wix and Squarespace. We're like the Wix or Squarespace of interactive digital displays. So if I want to do an interactive digital display, it's like me using WordPress and buying a theme? Meghan Athavale: Yeah, to a certain extent, exactly. So you guys have done all the heavy lifting, so to speak, in terms of the backend coding, how everything maps, but also, I think I saw there were something like 200 different apps in a library? Meghan Athavale: Yeah. There are 300 pre-made experiences, which they're constantly turning over. So we have some in there that have been there for 10 years that we will replace with something new. We're constantly rolling over those apps, and we take requests from our community, and that's one of the things that our business model gives us the freedom to do because we're not reliant on selling hardware and our community is very vast. We represent everything from education to large brands. Our community can make requests for new apps and we'll just make them and add them to our market. So we don't have the restrictions of having to charge through the nose for custom content development because we've developed these systems that make it very easy to pump out new content, and then the other thing that we offer as far as content goes, like out of the box content is we have an SDK for the companies that do have in house developers, and then we've got a number of different templates. So you can just say, I want to make a Koi Pond, and I want to throw my business's logo behind it, and you could whip something like that off in five minutes. So are the templates purely done in-house or do you have third-party designers who are contributing? Meghan Athavale: That's a great question. At this point, they're all done in-house. We are working towards outsourcing a lot of our content development just because it'll give us a wider breadth of content and make that content more available. We're just at the very beginning of seeing rollouts that are large enough to make joining a third-party content development team attractive. We see this in gaming consoles all the time, where you'll have a new fantastic console that comes out, it's low cost, and they're trying to get game developers to create games for that console, but unless thousands and thousands of people have that console and are buying games for it, it's not really worth making a game for it so we're at the stage where we're starting to see enough of a widespread and permanent deployment of systems running on our platform that it makes sense to have those conversations with third-party development teams now and we're starting to have those conversations. Yeah, I wanted to ask you about scale because one of the particularly compelling things about your company and your offer is cost, in terms of, it's not very expensive at all to use this. Can you walk through that and not really how the financials work, you're not charging a lot per instance of this on a monthly basis, so you need to have a lot of them out there, right? Meghan Athavale: Yeah, that's right. We still make a percentage of our revenue on five or six big custom projects a year. I would say that our MRR represents about half of our revenue. The goal is to reach a point in scale where we can just focus on the platform, but I do get asked pretty frequently why it costs so little. There are a couple of reasons for it. The biggest one, I think, is just we want to make this, as you mentioned, democratizing the technology, we want to make this technology available and affordable to schools, that's our primary business goal. I and my business partner, our moms were both special needs teachers, we've seen firsthand the struggles that teachers and educators have in getting technology into their classrooms they need it for kids with sensory issues or children with autism or ADHD, and we've seen how effective interactive digital displays can be in those environments, particularly for things like increasing social skills. A lot of these kids come in, and they're really stuck on screens. They're very stuck on virtual experiences, and so it becomes a bridge, where they can engage with one another and with their teachers socially while still having that digital feedback. It's just very important to us that our pricing reflects our values as a company and that's one of our core values is making this accessible for education, but the other is that we really don't need to charge a lot for what we want to do. So at this point, our company's main work on the platform is around supporting hardware. So, as new devices come out, we're adding support for them so that you can download our software and you can plug in any of the commercially available 3D cameras, and it'll automatically recognize and calibrate that camera for you and take out the computer vision steps and specific requirements for each individual device, like DirectX. I think that would probably be the closest analog, you want something that you can plug and play regardless of which device you're using to achieve the tracking. So we want to focus on that. We also want to focus on the tools that allow people to scale these projects to multiple locations. If you have an interactive display in a flagship store and you want us to put it into all of your stores, the step from running your proof of concept to scaling it to a hundred locations is very simple using our platform, and it's because we're constantly pushing updates and we do health management, we have a content management system, and those are the things that we want to focus on the long term. We don't necessarily want to focus on developing the individual games. We want to make the game development stuff as easy for other people to do as possible because we don't have all the ideas in the world, but we are really good at making sure that other people's ideas continue to run and don't go down. Just so people understand, your top end cost is, if you work it out on a monthly basis, it's $74 a month, right? Meghan Athavale: Yeah, that's as high as it gets. If I'm an agency and I decide I have a beauty brand client that wants some sort of activation that's an interactive floor or wall or whatever, that's going to cost like five-six figures probably, right? Meghan Athavale: Yeah, I mean, the part that determines the cost of any of these installations is the hardware you choose to use. If you're a brand and you're developing the content from scratch, maybe hiring our team or hiring a third party to develop custom content for you, there may be 3D modeling involved, there may be compositing, you might have multi-level programming, you might have second screen experiences, so all of those things add up. But we can generally, when somebody comes to us and asks for a ballpark estimate, the only thing we really need to understand is where it is going and what kind of display you are planning to use, and we can generally come up with a range. But if you're doing it, it's going to be a fraction of what it would cost if you just went to an interactive agency and said, “Build this, please!” Meghan Athavale: Absolutely. But I think that something to keep in mind is that if you're going to an interactive agency and you don't have an idea yet, you're likely going to pay less. If you go to an agency and what you're paying them to do is to figure out what the activation actually should be, we're not an agency, and so we don't position ourselves as somebody that's going to do a lot of things like research and problem-solving. But what we can do is scale that. You're not Moment Factory. Meghan Athavale: We are not and we don't want to fill that niche because it's a different skill set and it requires the ability to experiment with things on a one-time basis. You may develop a solution for a brand or a display for the Super Bowl or something like that, where you're using a specific set of hardware just one time, and that's fantastic. I love that there are agencies in the world that get to do that, but that's not what we do. We look at it and go, how do we make this happen a thousand times, and that's a very different way of looking at things. So I think, if you want something that already exists, and you just want to put your stamp on it and create something that gives it a unique feel for your brand or experience, that's where you come to us. If you want something that's never been done before in the entire world and uses new technology that hasn't been proven long-term in the industry. TeamLab, and Moment Factory, are where you would go, but it is a lot more expensive for sure. You're starting to use things like LiDAR and everything else. Meghan Athavale: Yeah. The risk is just so much higher, and you need people on the ground. You need to roll a truck if something goes wrong. However, with our systems, we're way past that point. Yeah, because you've got the device management designed for scale and everything else, right? Meghan Athavale: Yeah, we don't release anything into the market that hasn't been tested thoroughly in our labs for months and months at a time. We have the ability to guarantee things, whereas in some of these riskier projects, as long as you hire somebody that knows what they're doing, they're going to find a way to make it work, but they're not necessarily going to be able to tell you how from the beginning of the project. So, for something like a classroom, what's the kit of parts, and what's the degree of complexity to put this in? Meghan Athavale: Most classrooms either have an interactive floor, an interactive wall, or both. Already? Meghan Athavale: No, that's what they're putting in, and it's basically the same technology for either. We designed our software so it works with any projector, and a lot of classrooms already have projectors, so they'll just use what they have. So you've got your display, which in classrooms is typically a projector, a 3D camera, and a Windows computer. We typically recommend that people use the sort of baseline specification on our site as an i5 or equivalent with a decent graphics card, you don't want something that's not going to be able to run games because that's basically what we're running, and the cost is usually like for including the projector for a classroom is usually around $2,000-2,500. To set that up, is it the sort of thing that the school district or the schools, IT person, or people have to do, or is it simplistic to the level that if a teacher already got a projector pointed at a whiteboard of some kind, they can just do it themselves? Meghan Athavale: So teachers can do it themselves, and we often help teachers do it themselves. But nowadays they're busy. Teaching is not an easy career right now, and we're typically dealing with the IT personnel for an entire division when these installations are going in. If you're dealing with a full division or district, are they rolling out like that, or is it still onesie twosies? Meghan Athavale: It's usually one per school across an entire district, is what we're seeing, and that's mostly in the U.S. We haven't really seen nearly the same traction in schools in Canada yet. I didn't say at the outset, but you're in Montreal. Meghan Athavale: Yes, that's right. Why do you think that is just because of the way education works in Canada versus the US? Meghan Athavale: I'm not entirely sure. I know that it's like that in all of our verticals. So it's not just education. I would say retail, events, and all of the verticals that we serve, we have faster pickup and larger rollouts in the US. It could be the population just much bigger. I think we're just not risk takers, and I also think, to a certain extent, we're limited by things like weather and the accessibility of venues to having these types of, there are a lot more venues in the US that have built-in walls or built-in interactive components that we can just hop our software onto them. I don't think there are as many opportunities here. You mentioned, in detail, education; what other vertical markets or segments are you seeing a lot of activity in? Meghan Athavale: Events is the fastest growing segment, and this is like events of all different sizes and lengths, so it could be something that is like a week-long trade show, it could be like a birthday party for kids. It could be somebody who is a DJ, and they're bringing an interactive floor to all of their gigs. It's really all over the map. We just did a pop-up in Times Square for a major chocolate brand. We've done interactives for movie launches, so like those short-term events where they're developing their own special content and it's on for less than a month, I would say that is our fastest growing vertical. Interesting. We talked a little bit about planning before we turned on the recording, and I'm curious about how these things get planned out and how you ensure and how your users ensure that what they're putting up gets beyond just being eye candy/wow factor stuff because I often say that wow factor has a short shelf life. Meghan Athavale: Yeah, and I absolutely agree with you. I think there has to be a balance between the cost and the reward of experiences like this. One of the biggest mistakes that we see people making is they'll see something on the internet, they'll see something in video format, and they'll think, I need that at my event, or I need that in my museum, and they'll skip the part of like why they need it. It'll be entirely like an emotional decision, and the challenge here is that there are so many more and more faked every single day. We get sent videos all the time with people asking us to do anamorphic illusions. People will see videos of that, and they'll be like, “I want that but interactive, can you make it?” And because they're seeing a video and the video is staged, and in some cases, the video is a complete composite. It's not even something that actually happened in the real world, they won't understand that it doesn't work from anything except for one very particular perspective. So, the person who's interacting with anamorphic content is not going to see what the person watching from across the street on a particular street corner is going to see, and the same thing with large-scale digital displays. People will see these huge LED walls, and I think you saw this at our booth at LDI. When you walk right up to a big LED wall, you see the individual pixels, not the same image that somebody is watching from far away, so I think that those limitations are very difficult for people to understand and appreciate unless they've actually seen the installation in person. So I would say if you see something and you're planning to put it in an event, you're planning to use it in brand activation, go see that experience in person first. Don't make a decision about whether or not you need it until you've actually personally experienced it because seeing it on a video is not the same thing as what it's going to look like in real life. And then the other advice that I give to people when they come to me with the wow factor criteria is like, what do you want the takeaway to be? Is this a shareable thing? Do you want a hundred people to come to your event to put up a hundred different videos and tag you in them? What is your metric for success? Because if that's it, then the content's going to be very different than if you want a hundred people to enter their emails in order to play a game or you need to know at the end of the day what you're walking away from after you've put that activation in place. I've seen different iterations of this stuff. The applications in classrooms, I think, is fantastic and it plays to kids at their whims and everything else; they want to be involved. I find it's quite different. A lot of the ones that I've seen in public spaces like shopping malls and so on, where you see the kids running around doing stuff, interacting with it, but you don't really see the adults, and that's fine if it's aimed at kids. But I wonder sometimes, when brands do these things, that the only real interest is with children and adults saying, “I'm not doing that, I'm not an extrovert. I don't want to do this trickery in front of other people.” Meghan Athavale: Yeah. I think that's a very fair point. One of the things that we noticed when we first started putting particularly interactive floors into retail spaces was that we still have an entire generation of adults, and I would count my own generation in there; we've been trained not to step on screens like it's your impulse isn't to go running through the light. The generations who are comfortable with that and who grew up with touch screens and expect everything to be interactive, I think they're in their twenties and early thirties now, so we are seeing that change quite a bit. I would say that from about 35 years down, we aren't seeing that hesitancy to interact with things, but I do think that we still have a long way to go in discovering how the content can be used. A lot of times, it's to augment like physical experiences is how you get adults to engage think like axe-throwing. Adding really cool interactive graphics to an axe-throwing experience is something that's going to really delight an older crowd. Same thing with bowling alleys, making those interactive. So I think… So they're becoming Wii games. Meghan Athavale: Yeah. I think a lot of the time, people think that there's a choice between virtual experiences in VR and physical experiences like you would have with a traditional family entertainment center. But what our software allows you to do is combine the two, so you have a headset-free experience that does have digital interactive components, but you're also engaging with something physical. So we do a lot of Air Hockey tables, pool tables, and things like that where you're still playing pool and using physical paddles, but there are interactive digital visual elements on top of that. That's where we're seeing unquestionable pickup by older people. Yeah, so where there's tangible fun or some sort of activity versus so often when I've gone to trade shows, if I see some sort of an interactive video wall thing, please walk up to this thing and dance in front of it or wave your arms, and there'll be light particles and that's nice, but I don't see the business case here, and I don't think it's interesting for more than 10 seconds. Meghan Athavale: For sure, if you're in an environment where you're dancing anyway, having cool visual effects while you're dancing is like a good bonus, and I think that's how we have to think about it in terms of engaging an older audience, is you need to be augmenting something that they're doing anyways. You can't expect them to do an activity that they wouldn't normally do just because it's like eye candy. But if they're doing something anyway if they're already in a curling league and you can make their curling more fun… We're getting really Canadian here. Meghan Athavale: Right. I mean, I'm available for anyone who wants to try that. I've done soccer, I've done hockey, I haven't done curling yet. I would really like to make an interactive curling experience. But yeah, that's where you attract adults by helping make something that they want to do anyway, much cooler. Where did this come from, like why did you start this company? Meghan Athavale: This is a very existential question. It's actually a pretty funny story. We started the company by accident. My co-founders, Keith Otto and Curtis Wachs and I, all worked at an agency together, and this was like 2010, back in the days when Instructables and a lot of those sorts of YouTube channels were just starting, and we started hanging out after work and just making stuff and it was all things that we would never get hired to make. We were designing our own touch screens. We created our own mist screen for projection. We did a lot of building projections and it was all for fun. We saw other people doing it all over the world. We thought it was really like a fun hobby. We started throwing parties to show off some of the things that we were making, and a friend of mine, Kayla Jeanson, who is an incredible videographer. She also has moved out to Montreal. This all happened back in Winnipeg, which is where my company is based. So we're all back in Winnipeg. Kayla shows up at one of the parties. This was before Facebook, so it was an SMS-controlled wall where you were sending text messages, and it was making things happen on the wall. She took a video, and that video ended up going viral. We found out about it after the fact, and we started getting contacted by different businesses the University of Nevada, Reno reached out and said, “Hey, we'd really like to have something cool like this in our cafeteria.” and Curtis and I just looked at each other, we're like, wow, people will pay us to do this. We registered a business, and we all quit our jobs. We applied for CMF funding, and we launched as an agency designing these interactive experiences and, within the first two years, realized that the biggest challenge was once the experience was in place how do you maintain it? How do you make sure that it's going to continue running? And that installation that we did back in, I think, in early 2011, in the cafeteria in Reno is still running, and part of it was just like starting by accident because a hobby that we were doing for fun led to some economic opportunities for us and the direction that we ended up taking was as a result of people liked what we did long enough to want to keep it running, to want to keep having us continue updating it. We've had a number of large-scale installations. There's one in Red Rock, Ontario, where they've done entire refreshes. We did our original installation for them in 2011 as well and just very recently replaced and updated a bunch of the software for them. The validation has been there, so the thing to focus on is how to make these experiences last, not how to make them cool for a week. The company is quite small. I believe it's just like a handful of people, right? Meghan Athavale: Yeah. That's right. There are four of us. And that's all you need to be because you're not getting into the weeds with the hardware, and I think you sell the hardware that you have through a reseller, Simply NUC? Meghan Athavale: Yeah, we have a number of resellers, but Simply NUCis our preferred partner because they send us everything that they're selling so we can test it 24/7. So we're able to say with high confidence that anything you buy from Simply NUC is going to run long-term with our software. I would like a bigger team. In all honesty, we had to let a few people go during the pandemic. I think one year in, we were like, okay, we're not going to be able to sustain ourselves with a larger team. So, I think we'd like to see some growth in the team within the next year or so. Because of the way that we've built our platform, we're able to outsource stuff that we can't do where we don't have enough work to bring somebody in-house for long periods of time, and there are also just amazing resources out there for outsourcing, now that didn't exist when we first started the company. It's a small team. I don't anticipate that we'll ever be much more than 10 people. But a few more wouldn't hurt. Meghan Athavale: Yeah, a few more wouldn't hurt. I'd like to build in a little bit more redundancy, and I'm getting older, and one of these days, I'm hoping that there will be some sort of a succession. Because of the relationship that we have with our resellers and our installers, there's really not a lot of mission-critical stuff on our side. We push our regular updates. We create new content and respond to community requests and stuff. But not a lot of the work that we do is like on a deadline. It's a pretty chill working environment where we identify things that we think are going to be of value to the customer, and then we ask our customers, and then we build the thing. There's no pressure. And there's also a knock on wood at this point: not a ton of competition because it's still a very niche market. We don't feel the pressure to be like the trade show that you and I met on; it was the first we've been in business for 13 years, and that was the first time we've ever done a trade show exhibit. Oh, wow, and what was your takeaway from that? Meghan Athavale: It was great. It was definitely time. We came away with quite a few new customers, and it was LDI. The reason we chose LDI as our first trade show is because there are so many companies that do events, and the total lifetime value of customers in the event space isn't as high as education would be or something where it's a permanent installation. There's just a lot more of them, and it's a lower-hanging fruit. We're hoping to bump up our revenue enough so that we can start expanding our team sometime mid-next year. Do you have a reference case or a handful of reference cases? If people said, this sounds really cool. I can't really just walk into a classroom, obviously. Are there museums or public spaces or something like that where I could go see this? Meghan Athavale: Yeah. There are quite a few. What we usually ask people to do is if they want to see an installation of ours in real life and they aren't able to set it up themselves, just contact us, let us know what city you're in, and we'll find somebody in your area that you can go visit. There are a lot of live public libraries and museums and buildings that are open to the public that have installations in them, and then the other thing that people can do is we have a free evaluation version of our software that you can just download and install. So, for people who are getting into this on a commercial basis, it's a really good idea to set up a system for yourself, test it out, and play around with the tools. Don't pitch it to your customers until you've tried it, please! So we make it possible for people to just install it for free and play around with it before they make any sort of purchase before they make any representations to their customers about what it can do. Okay. All right. So, if people want to find you online, that's LUMOplay.com, right? Meghan Athavale: Yep. That's right. LUMOplay.com, and if you reach out through the site, you will be talking to me. My name is Meghan. All right, Meghan. Thank you very much. Meghan Athavale: You're very welcome. Thank you, Dave.
我們在三月時去了趟東京, 等到寧十一月都去了今年的第二趟東京, 這才把這集聊景點的集數補上
與東京鐵塔相互對望的日本第一高樓 近來在日劇中看到東京鐵塔,有沒有發現附近有一棟非常高的建築?那是「虎之門、麻布台開發計畫」的森JP TOWER。 1.這是以「六本木之丘」(六本木Hills)都市更新計畫聞名的日本地產開發商森大廈(Mori Building)另一個都市更新計畫。六本木之丘當年耗費了17年與住戶溝通,這個案子耗時更久,1989年與在地住戶成立「市街再造協議會」,花了30年時間與300多名土地所有權人溝通,終於讓在地住戶點頭於2019年8月開工。此項都更案更是森大廈成立公司以來最大規模的開發案,目前已經定名為麻布台之丘(Azabudai Hills),將在2023年11月24日開幕。 2.麻布台之丘佔地8.1公頃,以「 綠化 Green」和「健康 Wellness」兩個理念想造出「現代都市村」。有三棟高樓四棟矮建築:最高的森JP塔、兩棟住宅棟,以及四棟花園廣場構成,預計會有3500名住戶,提供約2萬名的就業機會。其中會有約150間店舖的商業設施,麻布台之丘藝廊,東京英國學校,安縵(Aman)的全新品牌Janu於日本的首家酒店,從台場搬家來的森大樓數位藝術美術館「teamLab Borderless」等等。 3.森JP塔高約330公尺,與333公尺的東京鐵塔幾乎同高,比目前日本第一高樓大阪的阿倍野Harukas還高了20公尺,成為日本第一高樓。不過這個冠軍寶座可能只能坐四年,三菱地所已計畫在東京車站日本橋口興建63層樓390公尺的超高層大樓「TOKYO TORCH」(東京火炬塔),預計2027年完成。 4.森JP塔地上64層樓地下5層,54~64樓最高層是安縵(Aman)在東京首個住宅開發案:東京安縵公寓(Aman Residences,Tokyo)。安縵(Aman)姊妹旅館品牌Janu也將進駐「虎之門-麻布台」開發計畫,是該品牌首次進軍日本,更是Janu首家都市型酒店,位於住宅棟A的1~13樓。 5.森JP塔33階~34階的「ヒルズハウス」是個工作場域,入居企業,住民皆可在此工作,佔地約3,300m²(約1,000坪)。 6.之前每年有超過230萬人到訪的台場「teamLab Borderless 無界」將在花園廣場B的B1重新開幕,預計是2024年1月。此外,豐洲的teamLab Planets TOKYO DMM預計展出到2027年底。 2023年8月30日:東京英國學校開校 2023年11月6日: 慶應義塾大學預防醫療中心開始提供檢查 2023年11月24日: 麻布台之丘開業 ・麻布台之丘畫廊 ・商業設施(約100店舗) ・ヒルズハウス ・Tokyo Venture Capital Hub 2023年冬:Janu Tokyo (ジャヌ東京)開業 2024年1月: 麻布台之丘Market開業 2024年1月:森大樓數位藝術美術館「teamLab Borderless」開館 2024年2月~: 商業設施(精品品牌10店舗) 麻布台之丘(Azabudai Hills) 官網:https://project.azabudai-hills.com/ 日本最高摩天大樓「麻布台之丘」開幕5大亮點:「teamLab」新場館進駐、安縵姐妹品牌「Janu」全球首發、話題美食星級餐廳齊聚 https://reurl.cc/dmjo6y 東京「麻布台Hills」11月揭幕日本全新最高大樓!集結海澤維克、藤本壯介等建築大師打造綠意新城市面貌 https://reurl.cc/3elQvl 東京第一高樓「麻布台hills」11月開幕,人氣品牌、美食餐廳一網打盡 https://www.japaholic.com/tw/article/detail/938867 「麻布台ヒルズ」虎ノ門・麻布台の再開発で新しい街、高さ約330mの超高層ビルに商業施設やホテル https://www.fashion-press.net/news/52964 歡迎追蹤林氏璧孔醫師的發聲管道,了解最新的日本旅遊訊息! 我的電子名片 https://lit.link/linshibi 日本優惠券大平台和近期活動資訊 https://linshibi.com/?p=20443 日本藥妝店優惠券大集合 https://linshibi.com/?p=27381 歡迎贊助04b喝咖啡 https://pay.firstory.me/user/linshibi
雙十一來了,這集星期六加開,和大家分享四個優惠活動! 1.年底前在BicCamera買飛利浦電動牙刷加碼九折!可和04b優惠券併用! BicCamera的優惠券更新到2024年九月底:https://reurl.cc/K3o65R 電動牙刷優惠券: https://reurl.cc/jvedE1 BIC CAMERA優惠券下載 日本購物必買電器行 藥妝 土產也有賣! https://linshibi.com/?p=20013 2.特樂通WiFiBOX新上市,年底前體驗價一日99! WiFiBOX(自助取還機):https://lihi2.com/Dyn4z 可以來聽這集podcast: 231026 特樂通日本網路分享器WiFiBOX新上市 自助取還機 也是行動電源! https://linshibi.pse.is/5c4dre 3.Klook雙十一的活動,整點買一送一活動有十場。 https://reurl.cc/XmbkOD 我只挑日本的和大家分享: ⏰11:00 東京豐洲 teamLab Planets TOKYO 展覽門票,沖繩樂享周遊券 1 Week Free Pass,福岡teamLab森林美術館門票 ⏰19:00 環球影城門票 Universal Studios Japan,橫濱鋼彈工廠套票,日光周遊券(電子票) ⏰20:00 環球影城門票 Universal Studios Japan,昇龍道巴士3/5日周遊券(日本領取),新潟湯澤&苗場私人單板/雙板滑雪課程 想看更多優惠商品及其他國家可以再參考以下連結! https://reurl.cc/XmbkOD 4.DJB全站亞洲網卡、eSIM 限時8折! 11月12日 00:00-23:59 折扣碼:asia8 亞洲實體卡⇨ https://reurl.cc/Ojo1OA 亞洲eSIM⇨ https://reurl.cc/nLMzK2 11月11日 00:00-23:59 DJB全站美洲和大洋洲網卡、eSIM 限時8折 折扣碼:amocea8 https://reurl.cc/gao0oN 日本優惠券大平台和近期活動資訊 https://linshibi.com/?p=20443 歡迎追蹤林氏璧孔醫師的發聲管道,了解最新的日本旅遊訊息! 我的電子名片 https://lit.link/linshibi 日本藥妝店優惠券大集合 https://linshibi.com/?p=27381 歡迎贊助04b喝咖啡 https://pay.firstory.me/user/linshibi
ใครไปญี่ปุ่น นอกจากย่านดังๆ อย่างกินซ่า ชิบุย่า และสถานที่แลนด์มาร์กที่เรารู้จักกันมานานแล้ว อีกสถานที่คนยุคเราๆ ต้องจาริกไปเยือน น่าจะเป็นงานนิทรรศการถาวรของ teamLab ที่นอกจากจะได้ไปซึมซับบรรยากาศแล้ว ยังเป็นแรงบันดาลใจของงานนิทรรศการอีกหลายงานทั่วโลก รวมทั้งในไทย นายจุฬที่เพิ่งไปเที่ยวญี่ปุ่นกลับมา ยังอินไม่หายดี เลยเอาประวัติและงานเด่นๆ ของกลุ่ม teamLab มาเล่าสู่กันฟัง ว่ามีไอเดียและรูปแบบของงานไหนที่น่าสนใจบ้าง #SalmonPodcast #SalmonLAB #SalmonHouse #Arttrovert #เรื่องศิลปะน่าสนใจ #Podcast #พอดแคสต์ #พอดคาสต์ Learn more about your ad choices. Visit megaphone.fm/adchoices
เม้าท์มอยหอยกาบกันแบบ Art Talk คราวนี้หลักๆ คือจุฬไปเที่ยวญี่ปุ่นมา แล้วไปเดินนิทรรศการศิลปะที่นั่นกันแบบฉ่ำ อาทิ นิทรรศการ David Hockney, Teamlab ฯลฯ เลยขอ express ความประทับใจต่อการเที่ยวญี่ปุ่นครั้งแรกไว้ ณ ที่นี้ พร้อมข่าวสารและรีวิวงานศิลปะไทยและเทศอีกหลากชิ้น เช่น Museum Mania นิทรรศการที่รวมประวัติศาสตร์ศิลป์ไทย 5 ยุคไว้ด้วยกัน และรีวิวนิทรรศการของคลังสยองของ Junji Ito Horror House พร้อมแขกรับเชิญพิเศษ วี จากทีมขายหัวเราะ ที่ได้ไปร่วมงานคลังสยองมากับต้นกล้าและเม้ง #SalmonPodcast #SalmonLAB #SalmonHouse #Arttrovert #เรื่องศิลปะน่าสนใจ #Podcast #พอดแคสต์ #พอดคาสต์ Learn more about your ad choices. Visit megaphone.fm/adchoices
Per l'ultimo episodio della prima stagione di Nippon Shokudo Radio abbiamo creato un itinerario di due settimane rivolto a chi ha già visitato il Giappone almeno una volta. Come richiesto dalle Q&A su Instagram, abbiamo escluso le grandi città come Tokyo, Kyoto e Hiroshima e abbiamo cercato di rivelare il Giappone meno conosciuto! Giorno 1 e 2: all'arrivo all'aeroporto di Haneda o Narita, prendi l'autobus per Nikko (o Utsunomiya). Per saperne di più su Nikko ascolta questo episodio. Se vuoi fare un'upgrade al tuo hotel a Nikko, il Kanaya Hotel e il Ritz Carlton sul lago Chuzenji sono stupendi. Giorno 3: Da Nikko, passando per Utsunomiya, dirigiti a Yamagata con lo Shinkansen. Da lì prendi l'autobus (o la navetta dell'hotel) per Zaou Onsen dove potrai goderti le sorgenti termali. I ryokan di cui abbiamo parlato sono Takamiya (più caro) e Zaou International Hotel (più economico). *Se vuoi andare nella più famosa Ginzan Onsen, invece che a Yamagata devi scendere alla stazione di Oshida e poi prendere l'autobus. Giorno 4 e 5: direzione Yamadera, il tempio più famoso di Yamagata. Devi prima tornare alla stazione di Yamagata e prendere la linea JR Senzan per la stazione di Yamadera, che dista circa 20 minuti. Successivamente, torna alla stazione di Yamagata e prendi lo Shinkansen per Morioka. Lì potrai gustare i vari tipi di noodles (di cui parliamo in questo episodio), goderti una passeggiata nel parco e andare al mercato mattutino. Ad un'ora di treno (sempre linea JR) si trova la città di Hiraizumi dove potrai visitare il famoso tempio Chuson e rilassarti passeggiando nelle zone rurali del Giappone. Giorno 6 e 7: da Morioka dirigiti a Sendai con lo Shinkansen. Ciò che non vorrai perderti a Sendai: Zuihoden, il mausoleo di un famoso Daimyo giapponese, Date Masamune, e Rinoji, un bellissimo tempio con giardino. Inoltre, puoi facilmente raggiungere Matsushima per goderti uno dei panorami più famosi del Giappone oppure fare un giro in traghetto da Ishimaki per vedere le isole più piccole dell'isola di Tashiro (famosa per i gatti), dell'isola di Aji (bellissimo mare cristallino) e Kinkasan (un'isola sacra dove troverai cervi in giro). Il Minshuku di proprietà dei pescatori di cui abbiamo parlato si trova fuori dalla città di Ishimaki e si chiama Asami So. Giorno 8: dall'aeroporto di Sendai prendi un volo per Fukuoka. Dirigiti verso la città di Hakata dove ci sono molte attrazioni turistiche (anche l'ormai popolare TeamLab). Di notte assicurati di dare un'occhiata ai vari Yatai (food trucks) per goderti l'ottimo cibo locale! Giorno 9: da Hakata dirigiti a Beppu, una delle zone termali più famose del Kyushu. Se sei fortunato prova a prenotare un treno con lo speciale Yufuin no Mori. Il ryokan di cui abbiamo parlato è lo Showaen. Giorno 10: da Beppu prima sosta al monte Aso, uno dei monti vulcanici più famosi del Kyushu. Quindi, dirigiti alla stazione di Kumamoto per goderti il resto della giornata. A Kumamoto c'è il famoso castello. Giorno 11: da Kumamoto con lo Shinkansen dirigiti a Ibusuki. Dovrai cambiare treno a Kagoshima Cho, dove troverai il bellissimo giardino Sengan En che merita una visita. Inoltre, c'è un treno speciale chiamato Ibusuki Kin no Tamatebako. Se lo prenoti, ti porterà da Kagoshima Chuo a Ibusuki. Goditi il famoso "bagno di sabbia" di Ibusuki. L'hotel di cui abbiamo parlato è il Phoenix Hotel. Giorno 12 e 13: da Ibusuki passando per Kagoshima Chuo dirigiti a Miyazaki. I must a Miyazaki sono: Aoshima, Udo Jingu e Takachiho. Se desideri un hotel con vista sull'oceano eccone un paio che abbiamo trovato vicino ad Aoshima, Hotel Grantia e Holiday Inn. Giorno 14: da Miyazaki torna all'aeroporto di Haneda o di Kansai. Per questo viaggio suggeriamo di procurarsi i pass regionali JR: uno per JR East che copre l'area di Tohoku ed un altro per Kyushu. Per saperne di più sul JR pass ascolta questo episodio e questo per conoscere le varie regioni del Giappone.
เชื่อว่าปณิธาณการเป็นคนใหม่ของหลายๆ คน คงไม่ได้มีแค่เรื่องการมีสุขภาพกายที่ดีอย่างเดียว แต่อาจรวมถึง “สุขภาพใจ” ด้วย โดยเฉพาะวัยทำงานอย่างเราที่ทั้งยุ่ง และต้องแบกรับภาระหลายอย่าง . ในเมื่อ “จิตใจ” เป็นอีกเรื่องที่เราต้องหันมาดูแล รายการ New You EP. นี้เราจึงจะพาทุกคน ไป "teamLab Planets TOKYO" เพื่อพักจากเรื่องเครียดๆ มาเดินดูงานศิลปะเพื่อชุบชูจิตใจของเรา ไปพร้อมๆ กับการออกกำลังกาย พร้อมให้ความรู้เรื่องศิลปะกับจิตใจ . . #newyouresolution #missiontothemoon #missiontothemoonpodcast
本集由凱勝電訊贊助播出。本次遊北海道,網路也是一路順暢沒問題! 凱勝的eSIM卡網頁: https://bit.ly/3Sk4Nvj 04b讀者可直接九折!eSIM詳細的說明或其他上網方式請見部落格文章! https://linshibi.com/?p=40550 teamLab最強週邊--UZU拉麵 曾到豐洲看teamLab Planets TOKYO的朋友時候可能會注意到這間很特別的拉麵店,像走入另一個展場,強烈的視覺風格讓人印象深刻! 造訪在京都的本店,從空間設計或食物本身都令人難忘,如同店名(uzu日文是漩渦)整個人被吸進去,非常能了解為什麼會連續兩年入選米其林必比登,真的是很完整的teamLab體驗! 推薦:濃湯拉麵優於清湯拉麵;特別推薦茶拉麵--想像不到的味道!小狸超愛! 京都本店:Vegan Ramen UZU Kyoto https://vegan-uzu.com/pages/uzu-kyoto 京都府京都市中京区梅之木町146 交通:京都市營地下鐵東西線、京都市役所前徒歩6分 京阪電車、神宮丸太町駅徒歩10分 菜單: ヴィーガンラーメン 深緋(醤油)¥1,600 ヴィーガンラーメン 山吹(辛味噌)¥1,600 ヴィーガンラーメン 蘇芳(花椒辛味噌つけ麺)¥1,800 ヴィーガンラーメン 茶¥1,800 ヴィーガンラーメン 八草(甘辛味噌)¥2,200 美山 五味の湯葉巻き¥1,400 ヴィーガン押し寿司¥1,800 ¥1,100/Half 營業時間:星期四五六日 11:30~15:00(L.O.14:30) 18:00~22:00(L.O.21:00) ※安全管理的原因,禁止6歳以下兒童入店。 豐洲分店:Vegan Ramen UZU Tokyo https://vegan-uzu.com/pages/uzu-tokyo 東京都江東区豊洲6-1-16 teamLab Planets TOKYO 敷地内 菜單: ヴィーガンラーメン醤油¥1,320 ヴィーガンラーメン味噌(辛)¥1,320 營業時間: 星期一到五:11:00 - 19:00 星期六日:10:30 - 19:00 特別延長期間: 3月20日(月)、3月22日(水) - 3月24日(金)、3月27日(月) - 3月31日(金)、5月1日(月) - 5月2日(火) 10:30 - 19:00 歡迎追蹤林氏璧孔醫師的發聲管道,了解最新的日本旅遊和疫情訊息! 我的電子名片 https://lit.link/linshibi 日本優惠券大平台和近期活動資訊 https://linshibi.com/?p=20443 歡迎贊助04b喝咖啡 https://pay.firstory.me/user/linshibi Powered by Firstory Hosting
teamLab數位藝術團隊夜間常設展,在大阪長居植物園! teamLab團隊將長居植物園24萬平方公尺、種植1,200種植物的園區,變成人與自然互動的藝術空間,是很嶄新的戶外沉浸式藝術展。長居植物園白天是植物園,夜晚則變身成藝術作品展示空間。隨著觀展當時的風和雨、鳥兒和人們的行動都會讓作品產生聲光變化,融合人,動物與自然,都是展覽作品的一部分。展場滿大的,最遲入場時間為20:30,但建議觀賞時間1.5~2小時。 如果您時間不夠,建議優先欣賞以下作品(也是我和小狸的喜歡順序): 呼應的山茶花園 在風中飄散的鳥之雕刻群 在森林中寫就的空書:一筆 漂浮在大池塘上的呼應燈 - 曖昧的色彩 開場時間因季節而異 2月)18:00 - 21:30 3月)18:30 - 21:30 4月)19:00 - 21:30 休息日:每月第二和第四個星期一 交通:地鐵御堂筋線長居站3號出口步行約10分鐘 JR阪和線長居站東口步行約12分鐘 teamLab Botanical Garden Osaka(チームラボ ボタニカルガーデン 大阪) https://www.teamlab.art/zh-hant/e/botanicalgarden/#top KLOOK可以購票 https://reurl.cc/gZ7p8L 歡迎追蹤林氏璧孔醫師的發聲管道,了解最新的日本旅遊和疫情訊息! 我的電子名片 https://lit.link/linshibi 日本優惠券大平台和近期活動資訊 https://linshibi.com/?p=20443 歡迎贊助04b喝咖啡 https://pay.firstory.me/user/linshibi Powered by Firstory Hosting
Japan's Meteorological Agency calls on people to brace themselves for heavy snow and a big drop in temperature while cabinet members call on Prime Minister Kishida to dissolve the Lower House within the National Diet and call a general election. In Ueno Park, the theatre director Daniel Kramer brings his modern take on Puccini's final opera “Turandot” to Tokyo next month as it opens at the Tokyo Bunka Kaikan with sets designed by the Japanese collective TeamLab. Learn more about your ad choices. Visit megaphone.fm/adchoices
Josué es un diseñador de experiencias inmersivas, artista y director creativo que ha expuesto sus obras alrededor del mundo. Hablamos con él sobre diseño inmersivo y cómo apelar a las emociones a través de mensajes genuinos en este 'podcast' de Design Wednesday. También hablamos sobre la responsabilidad de los diseñadores al seleccionar proyectos con impacto positivo y de involucrarnos en comunidades de diseño, como es su caso con el festival OFFF México. Referencias: Portfolio Josue Ibáñez: https://www.josueibanez.com/ Portfolio Joanie Lemercier: https://joanielemercier.com/ Cut copy https://open.spotify.com/artist/4EENT7N7rCBwrddM3s0vFS Digital Impact https://ajuntament.barcelona.cat/dissenyhub/es/proximamente-digital-impact Lumina. Enchanted Night Walks: https://momentfactory.com/lumina/en/ Planets. Teamlab: https://planets.teamlab.art/tokyo/
台彩春節加碼9億!大樂透加碼360組100萬春節大紅包,1/20~2/5天天開獎,對億元頭獎再對加碼百萬獎,過年就要買彩券! https://taiwanlotteryevent.com.tw/cny/ ----以上訊息由 SoundOn 動態廣告贊助商提供---- EP62:新的Teamlab、豐洲市場生魚片、人品好富士山⋯⋯人家也要去日本啦! ⭐合作洽詢請聯繫:wowcowent@gmail.com⭐ ⭐歡迎斗內賞飯吃 http://bit.ly/WowCowDonate⭐
Rahvusvahelise kunstikollektiivi teamLab digitaalkunsti näitus Kumus pakub alates tänasest Kumu suures saalis uutmoodi näituseelamust.
【公式サイト】https://planets.teamlab.art/tokyo/jp/ 【以下GoogleMap】チームラボプラネッツ TOKYO DMM https://maps.app.goo.gl/Aw4vjry1i3BqBQnR6?g_st=ic【駐車場】NPC24H新豊洲Brilliaランニングスタジアムパーキング 豊洲市場前 駐車場 050-3786-3305 https://maps.app.goo.gl/M9XfPgex6nG6Xi7J6?g_st=ic 【ランチのおすすめ】CAFE OASIS ラビスタ東京ベイ 豊洲店 03-5548-2039 https://maps.app.goo.gl/JefRhZTPbNm9k8KT9?g_st=ic
暌違多年再吃到的大和壽司 https://linshibi.com/?p=1506 現在豐州市場不允許現場排到20人以上,所以大和用抽號的。六點開門,我5:45到一個人都沒有,抽到一號。先去逛了青果見學回來,結果也總共只有五人一起入店。最後6:20完食。人也沒多多少。味道的確還是好的,北海道紫海膽非常甘甜,我經好久沒有吃到這麼新鮮的海膽了!師傅知道我是台灣人很驚訝,說很久沒有台灣人來吃了,然後他還很可愛的用中文說出“海膽”兩個字XD 價錢則是4950yen,豐洲市場整體Omakase壽司已經多半漲價到5000yen。這是不是客人減少的原因呢?幸好匯率下來了....師父說疫情前台灣人香港客人好多。我和他說快了,相信觀光客們就快回來了!我希望啦,不過台灣朋友何時可以再回到日本自由行,這要問岸田和必勝了。 豐洲新市場 https://linshibi.com/?p=24734 台場巡禮 https://linshibi.com/?p=1447 豐洲teamLab Planets TOKYO 之前和全家人來的時候選擇去參觀台場大摩天輪下的teamLab,因為有網友說在豐洲的這個展場會弄溼比較不方便。我自己參觀完後覺得完全沒有這個問題,因為開始就會要你脫鞋脫襪赤腳進去,在展覽和展覽之間都會發毛巾擦拭。這裡的展覽主題是人與作品融為一體,以「身臨其境 / Body Immersive 」為概念,將身體完全沉浸於其中的新型藝術。此展2018年開幕以來就極受歡迎,2021年7月2日,新區域「Garden Area」再開幕,多了兩個作品。展覽之間有時候有點黑,有點像在走鬼屋...還是比較適合和家人朋友一同前來,可以互相照相。整體來說,非常推薦給大家! 位於新豐洲站步行 1 分鐘,此站在豐洲還有豐洲新市場之間。 KKday可以訂 https://bit.ly/3z9V3Lu 晴空塔展望台 晴空塔展望台最大的缺點就是離東京鐵塔還有東京的主要高樓街區都太遠了! 東京晴空塔天空回廊 【350M+450M】展望台 KKday可訂 需前一天確認,指定時間到達,掃QR code換實體票 https://bit.ly/3zchMXz 東京高樓看夜景何處去 這篇回去要大改寫了 https://linshibi.com/?p=1566 LAURASTAR蒸汽熨斗團購 只到7月底喔!小狸詳細解說! ➡️團購連結:https://www.hengstyle.com/market/1288
Teamlab sostiene che un museo di Los Angeles, il Museum of Dream Space, è andato troppo oltre, violando il suo copyright e ingannando i visitatori nel pensare che sia associato al collettivo giapponese. L'articolo Teamlab fa causa al Museum of Dream Space | ArteConcasNEWS proviene da Andrea Concas - Il mondo dell'arte che nessuno ti ha mai raccontato.
The world of art doesn't stand still, and Arielle Busetto shares what's coming for teamLab's digital artworks.
A two-part episode, join me in an exploration with Digital Art as a practice and medium. This episode dives into Digital Art through four categories or themes; installation, film, video and animation, Virtual Reality, Sound Environments. In part two, we will journey into artists who use digital art as a means of expression. David Hockney, emerging New England artist Ande Ja Johnson an the Digitial Collagist Eugenia Loli. .Text: Paul, Christiane. "Digital Art." London: Thames and Hudson, 2008; writers Penny Rafferty, Molly Gottschalk, Oliver Grau, Dr Karen Leader, Sarah Urist Green of the Art Assignment; Brooklyn Museum, Tate Museum, Museum of Modern Art..Special thanks to this episode's sponsor: Nine 90 Branding (Follow @nine90brand on IG)Image credit: Langlands and Bell, "Osama Bin Laden's Hideout in Afghanistan," 2002
Gisela Strnad spricht mit Lars Hinrichs, Gründer von Xing und Entrepreneur über das Digital Art Museum, das 2024 in Hamburg eröffnet werden soll und die erste permanente teamLab Ausstellung in Europa zeigen wird. Die Digitalisierung verschiebt die Grenzen der Kunst. Analoge und digitale Realitäten verschmelzen und eröffnen neue Möglichkeiten Räume für Kunst zu schaffen. Kunst wird nicht nur konsumiert, sondern verschmilzt im Austausch zwischen Betrachter und Kunstwerk.
最有名的喇叭嘴企鵝來了!這次來台的Pingu特展讓大家能夠近距離的把黏土偶的細節看個夠,包括各種臉部表情和伸縮自如的謎樣身體,每個細節都勾起曾經守在電視前的我們滿滿的回憶,是大人向的質感展覽喔! #Podcast #DailyJuice #Design #Exhibition #展覽 #策展 #展覽神農氏 #Pingu企鵝家族 #Pingu #企鵝家族 #企鵝 #Pingu企鵝家族40週年巡迴展 #海外首展 #士林科教館 #國立臺灣科學教育館 #黏土動畫 #天文館 #美崙公園 #台北燈節 #teamlab #佩佩豬 #動畫手稿 #黏土偶 #配音 © 3/3 TR/O DES/GN
【其實你應該】走出情傷的6個建議:分手不可怕,可怕在於失去自己! 心理學對於分手的人給出「悲傷五階段」作為心理狀態的參考,但是實際遇到情傷時,到底我們該如何自處,才能讓你快快走分手之苦,以下六步驟提供給你做參考。 #其實你應該 #走出情傷 #分手療傷 #分手問題 #找回自信 #愛自己 #走出低潮 #心靈雞湯 #失戀 #分手 #戀愛疑難雜症 #感情問題 #分手秘訣 #teamLab #Podcast #找回愛情 --- Podcast 收聽平台:https://linktr.ee/Ushould2020 合作聯繫信箱:Ushould2020@gmail.com
Teamlab; Omicron的动态;欧洲政府试图保持抗疫与节日抗衡;美国股市与原油反弹;滴滴转股;昂山素季被判刑 --- Support this podcast: https://anchor.fm/ao-zhang/support
曾帶給大家許多感官衝擊的teamLab終於又來了!這次主打讓小朋友更可以樂在其中的互動裝置,以往最受歡迎的作品也有所升級,不過到底是甚麼原因讓大家覺得展場太小以及略失誠意呢?來聽就知道啦! |《TeamLab未來遊樂園&與花共生的動物們》展期至2022.02.08,地點:國立臺灣科學教育館七樓。 小額贊助這邊請:https://pay.soundon.fm/podcasts/af3efe5f-d0b3-4f68-a53d-8a0e783fa51f #Podcast #DailyJuice #Design #Exhibition #展覽 #策展 #展覽神農氏 #Teamlab #數位藝術 #數位互動 #沈浸式 #投影 #親子 #繪畫 #DIY #日本 #動物 #花卉 #感官體驗 #未來遊樂園 #甲骨文 #燈光 #模型 #紙模型 #未來 #遊樂園 #打卡 #科教館 #網美 #拍照 #雄獅 #想像力製造所 #優惠 #聯票 © 3/3 TR/O DES/GN
從不相信算命師的艾琳,卻被算命師算到婚姻觸礁… 經歷過一次婚姻的不完美、憂鬱症…等傷痛 陳艾琳還是擁抱所有好與不好的情緒和自己,現在透過花藝與戶外生活 找到更美好的人生:) 12堂課,從星座、紫微的角度,療癒你的生活:https://bit.ly/30nnTut 艾琳挺身加入teamLab未來遊樂園公益彩繪創作Challenge 用乾燥花瓣一片片拼貼出的「典雅狐狸」作品就在台北士林科教館中,歡迎粉絲朋友前來捕捉神奇物種唷>> https://bit.ly/3nNGmrW 所有收聽平台 https://linktr.ee/ELLETaiwan 追蹤ELLE IG https://pse.is/NAF3A 訂閱ELLE YT http://bit.ly/ELLETV 加入ELLE Line@ https://pse.is/9ER3S
出道至今快16年,吳映潔說自己算是可以很坦然地面對所有輿論甚至謾罵,不過後來她慢慢觀察到,雖然她外表看起來沒什麼事,但原來其實很容易往心裡去,一旦往心裡去,就會開始產生許多壓力… 12堂課,從星座、紫微的角度,療癒你的生活:https://bit.ly/30nnTut GEmma吳映潔挺身加入teamLab未來遊樂園公益彩繪創作Challenge 用心描繪的「點點獅子」作品就在台北士林科教館中,歡迎粉絲朋友前來捕捉神奇物種唷>>https://bit.ly/3nNGmrW 所有收聽平台 https://linktr.ee/ELLETaiwan 追蹤ELLE IG https://pse.is/NAF3A 訂閱ELLE YT http://bit.ly/ELLETV 加入ELLE Line@ https://pse.is/9ER3S
史上最美的互動展teamLab,曾經在2017年登台造成炫風,引爆了一場互動藝術的變革。今年以「共同創作」為概念的體驗式互動展teamLab又來了,無論是大人還小孩,都能在這夢幻境地中感受超酷的藝術創作。「teamLab Future Park未來遊樂園&與花共生的動物們」於10月8日在國立臺灣科學教育館舉辦。連續兩周為您邀請聯合數位文創專案經理 陳健驊深度介紹「teamLab Future Park未來遊樂園&與花共生的動物們」展覽日期:2021年10月8日 -2022年2月28日展覽地點:國立臺灣科學教育館 7樓南側特展區
史上最美的互動展teamLab,曾經在2017年登台造成炫風,引爆了一場互動藝術的變革。今年以「共同創作」為概念的體驗式互動展teamLab又來了,無論是大人還小孩,都能在這夢幻境地中感受超酷的藝術創作。「teamLab Future Park未來遊樂園&與花共生的動物們」於10月8日在國立臺灣科學教育館舉辦。連續兩周為您邀請聯合數位文創專案經理 陳健驊深度介紹「teamLab Future Park未來遊樂園&與花共生的動物們」展覽日期:2021年10月8日 -2022年2月28日展覽地點:國立臺灣科學教育館 7樓南側特展區
史上最美的互動展teamLab,曾經在2017年登台造成炫風,引爆了一場互動藝術的變革。今年以「共同創作」為概念的體驗式互動展teamLab又來了,無論是大人還小孩,都能在這夢幻境地中感受超酷的藝術創作。「teamLab Future Park未來遊樂園&與花共生的動物們」於10月8日在國立臺灣科學教育館舉辦。連續兩周為您邀請聯合數位文創專案經理 陳健驊深度介紹「teamLab Future Park未來遊樂園&與花共生的動物們」展覽日期:2021年10月8日 -2022年2月28日展覽地點:國立臺灣科學教育館 7樓南側特展區
史上最美的互動展teamLab,曾經在2017年登台造成炫風,引爆了一場互動藝術的變革。今年以「共同創作」為概念的體驗式互動展teamLab又來了,無論是大人還小孩,都能在這夢幻境地中感受超酷的藝術創作。「teamLab Future Park未來遊樂園&與花共生的動物們」於10月8日在國立臺灣科學教育館舉辦。連續兩周為您邀請聯合數位文創專案經理 陳健驊深度介紹「teamLab Future Park未來遊樂園&與花共生的動物們」展覽日期:2021年10月8日 -2022年2月28日展覽地點:國立臺灣科學教育館 7樓南側特展區
To learn more, visit https://www.futureofstorytelling.org/story/takashi-kudo-michaela-kane-ep-45--© 2021 Future of StoryTelling, Corp.Produced by Future of StoryTelling, Corp.124 West 13th StreetNew York, NY 10011Founder and CEO, Charles MelcherExecutive Producer, Carolyn MerrimanAssociate Producer, Luke Gernertin collaboration with Charts & LeisureFounder, Jason OberholtzerExecutive Producer, Mike RugnettaEditor, Garrett Crowe Mix and Music, Michael SimonelliWith special thanks to Takashi Kudo, Michaela Kane, Madison Brown, Bonnie Eldon, Shannon Fanuko, Meghal Janardan, and Megan Worman.
你逛過水族館,也去過美術館,但你有聽過水族美術館嗎?在東京日本橋年年舉辦的超人氣金魚藝術展如今也成為了常設展,雖然近期還無法前往,但來聽聽看先前的美好逛展經驗,有興趣的話就把它加入下一次的行程裡吧! Art Aquarium Museum | https://artaquarium.jp/zh-tw/ #Podcast #DailyJuice #Design #Exhibition #展覽 #策展 #展覽神農氏 #金魚藝術展 #金魚展 #東京 #藝術水族館美術館 #水族館 #美術館 #夏日祭典 #金魚 #ArtAquariumMuseum #常設展 #限定展 #特展 #預約參觀 #週刊少年Jump #寶島少年 #teamlab #今敏 #動畫導演 #漫畫家 #千年女優 #盜夢偵探 #東京教父 #海洋奇珍園 #澄清湖 #作戰指揮中心 #海洋隧道 #Xpark #桃園青埔 #都會型水生公園 © 3/3 TR/O DES/GN
In this episode, we discuss multiple scandals involving Olympic contributors, TeamLabs Digital Art Museum becoming the most visited in the world & a Ugandan weightlifter who went on the run, hoping to remain in Japan.Due to a glitch in the recording, unfortunately, there will be no 'Word of the Week' for this episode.This episode was recorded on July 23rd, 2021 in Akasaka, TokyoSupport the show (https://www.buymeacoffee.com/thisweekinjapan)
展覽沒得看,那不如來看書裡的展覽吧!這本「展覽的表裏」詳細剖析日本的展覽生態,讀完後發現竟然有許多跟台灣的相似之處,而作者在書中的犀利文字更是一大看點!讓我們用超輕鬆的方式為大家說說這本看似生硬實則藏著許多有趣資訊的書吧! #Podcast #DailyJuice #Design #Exhibition #展覽 #策展 #展覽神農氏 #DJ讀本書 #展覽的表裏 #解析日本美術館藝術祭的特色與策展幕後 #古賀太 #Lavie #美術館 #藝術祭 #讀書會 #說書 #電子書 #KOBO #Kindle #mooink #Readmoo #onyxboox #人數最多 #博物館 #巴黎羅浮宮 #羅浮宮 #北京故宮 #故宮 #紐約大都會美術館 #大都會美術館 #企劃展 #特展 #報社 #宣傳 #展覽成本 #三鶯之森吉卜力美術館 #teamlab #學藝員 #看視員 #博物館專業人員 © 3/3 TR/O DES/GN
TeamLab展覽延期了沒關係,讓我們帶大家來到日本東京,看看佔地10000平方公尺的常設展TeamLab Borderless有多壯觀,每件作品都精彩到不行,逛到迷路鐵腿也心甘情願!同場加映隔壁10分鐘車程、因為疫情而沿到明年才關閉的TeamLab Planets微介紹,解封後去日本選一個喜歡的去吧! DJ贊助方案持續開放中,一張早鳥票,讓我們幫你把展覽看爆! 贊助連結:https://pay.soundon.fm/podcasts/af3efe5f-d0b3-4f68-a53d-8a0e783fa51f #Podcast #DailyJuice #Design #Exhibition #展覽 #策展 #展覽神農氏 #Teamlab #TeamlabBorderless #TeamLabPlanets #無界美術館 #東京 #美術館 #藝術 #數位藝術 #數位互動 #互動藝術 #豐洲 #台場 #預約購票 #沈浸式 #未來遊樂園 #teamLab未來遊樂園&與花共生的動物們 #共創 #數位遊樂園 #音樂 #創作 #彩繪 #士林科教館 #國立科學教育館 #親子 #暑假 © 3/3 TR/O DES/GN
This week is full of updates from around the world. The EEOC gave guidance for mandating vaccines, while Universal Orlando became the first theme park to make masks voluntary for all guests. Seaworld Orlando enters into Universal's territory with a new Halloween event; is allowing 100% ownership by foreign investment; Butterbeer is coming to New York; The Studio Tour in Tokyo is under construction; Japan's TeamLab expands into food experiences; and Disney is cashing in on Pride month.
This week is full of updates from around the world. The EEOC gave guidance for mandating vaccines, while Universal Orlando became the first theme park to make masks voluntary for all guests. Seaworld Orlando enters into Universal's territory with a new Halloween event; is allowing 100% ownership by foreign investment; Butterbeer is coming to New York; The Studio Tour in Tokyo is under construction; Japan's TeamLab expands into food experiences; and Disney is cashing in on Pride month.
This week is full of updates from around the world. The EEOC gave guidance for mandating vaccines, while Universal Orlando became the first theme park to make masks voluntary for all guests. Seaworld Orlando enters into Universal's territory with a new Halloween event; is allowing 100% ownership by foreign investment; Butterbeer is coming to New York; The Studio Tour in Tokyo is under construction; Japan's TeamLab expands into food experiences; and Disney is cashing in on Pride month.
#34(Duolingoの選考プロセスを書いたnoteが読み応えあった)の雑談で話したカンデオホテルのサウナに行ってきたのでそのレポートです!偶然カンデオホテルの近所に前からずっと気になっていたTeamLabがTikTokとコラボしてプロデュースしているサウナ「Reconnect」があったのでそれも体験してきました。 --- Peingを開設しました!質問や取り扱って欲しいテーマなど送っていただけると僕たちのモチベーションが爆上がりします。 https://peing.net/ja/9045551273053f#question-form
Hello大家好,好久不见!这期是一期加餐节目,我们请到了两位艺术商业化的从业者来聊聊艺术科技以及艺术商业化,其中有最近大火的NTF,还有无人机商业化与艺术化,以及以teamLab为代表的新媒体艺术。「ARTsOUT 艺术出圈入群方式」欢迎加入我们的听友群,添加微信号artsout_official 即可入群本期福利:-小宇宙评论区最高赞的一名听众即可获得flomo年度会员 -关注「ARTsOUT艺术出圈」微博,转发最新的荐书微博,在五月一号我们会抽取三位幸运的小伙伴获得中信出版社出版的新书「嘉宾介绍」-周家辉:前科技艺术从业者-维娜:现国内一家艺术商业化公司的founder「时间线」00:02:07 嘉宾介绍00:04:28 做艺术商业化的契机00:07:16 艺术商业化在中美的发展与差异00:14:26 聊聊NFT00:21:10 聊聊ToC/ToB无人机表演00:24:34 设想:会出现无人机艺术家00:26:04 聊聊沉浸式/交互艺术00:32:43 以teamLab为代表的新媒体艺术00:36:30 聊聊案例:teamLab与日本旅游局的合作项目00:37:53 teamLab的竞品?「Reference」-嘉宾周家辉曾经工作的交互艺术网站:lusion.co-嘉宾周家辉的老师作品,帮助阿兹海默症患者的交互网站:edankwan.com-嘉宾维娜的公司和艺术家一起完成的OnePlus
Hello大家好,好久不见!这期是一期加餐节目,我们请到了两位艺术商业化的从业者来聊聊艺术科技以及艺术商业化,其中有最近大火的NTF,还有无人机商业化与艺术化,以及以teamLab为代表的新媒体艺术。「ARTsOUT 艺术出圈入群方式」欢迎加入我们的听友群,添加微信号artsout_official 即可入群「嘉宾介绍」-周家辉:前科技艺术从业者-维娜:现国内一家艺术商业化公司的founder「时间线」00:02:07 嘉宾介绍00:04:28 做艺术商业化的契机00:07:16 艺术商业化在中美的发展与差异00:14:26 聊聊NFT00:21:10 聊聊ToC/ToB无人机表演00:24:34 设想:会出现无人机艺术家00:26:04 聊聊沉浸式/交互艺术00:32:43 以teamLab为代表的新媒体艺术00:36:30 聊聊案例:teamLab与日本旅游局的合作项目00:37:53 teamLab的竞品?
Hello大家好,好久不见!这期是一期加餐节目,我们请到了两位艺术商业化的从业者来聊聊艺术科技以及艺术商业化,其中有最近大火的NTF,还有无人机商业化与艺术化,以及以teamLab为代表的新媒体艺术。「ARTsOUT 艺术出圈入群方式」欢迎加入我们的听友群,添加微信号artsout_official 即可入群本期福利:-小宇宙评论区最高赞的一名听众即可获得flomo年度会员 -关注「ARTsOUT艺术出圈」微博,转发最新的荐书微博,在五月一号我们会抽取三位幸运的小伙伴获得中信出版社出版的新书「嘉宾介绍」-周家辉:前科技艺术从业者-维娜:现国内一家艺术商业化公司的founder「时间线」00:02:07 嘉宾介绍00:04:28 做艺术商业化的契机00:07:16 艺术商业化在中美的发展与差异00:14:26 聊聊NFT00:21:10 聊聊ToC/ToB无人机表演00:24:34 设想:会出现无人机艺术家00:26:04 聊聊沉浸式/交互艺术00:32:43 以teamLab为代表的新媒体艺术00:36:30 聊聊案例:teamLab与日本旅游局的合作项目00:37:53 teamLab的竞品?「Reference」-嘉宾周家辉曾经工作的交互艺术网站:lusion.co-嘉宾周家辉的老师作品,帮助阿兹海默症患者的交互网站:edankwan.com-嘉宾维娜的公司和艺术家一起完成的OnePlus
Hello大家好,好久不见!这期是一期加餐节目,我们请到了两位艺术商业化的从业者来聊聊艺术科技以及艺术商业化,其中有最近大火的NTF,还有无人机商业化与艺术化,以及以teamLab为代表的新媒体艺术。ARTsOUT 艺术出圈入群方式:关注公众号「ARTsOUT 艺术出圈」回复“听众群”即可入群本期福利:-小宇宙评论区最高赞的一名听众即可获得flomo年度会员 -关注「ARTsOUT艺术出圈」微博,转发最新的荐书微博,在五月一号我们会抽取三位幸运的小伙伴获得中信出版社出版的新书嘉宾介绍:-周家辉:前科技艺术从业者-维娜:现国内一家艺术商业化公司的founder时间线:00:02:07 嘉宾介绍00:04:28 做艺术商业化的契机00:07:16 艺术商业化在中美的发展与差异00:14:26 聊聊NFT00:21:10 聊聊ToC/ToB无人机表演00:24:34 设想:会出现无人机艺术家00:26:04 聊聊沉浸式/交互艺术00:32:43 以teamLab为代表的新媒体艺术00:36:30 聊聊案例:teamLab与日本旅游局的合作项目00:37:53 teamLab的竞品?Reference:-嘉宾周家辉曾经工作的交互艺术网站:lusion.co-嘉宾周家辉的老师作品,帮助阿兹海默症患者的交互网站:edankwan.com-嘉宾维娜的公司和艺术家一起完成的OnePlus
Welcome Back!! This week on the Jo's Art History podcast I sit down with Leeds based visual artist and art world professional Lauren Harrison to discuss the idea of art as a full immersive experience. Well, first of all, what do we mean by saying ‘a full immersive experience'; as this is not a phrase really associated with art and the art world. Well - it should be and there are plenty of artists out there creating incredible works which soul success lie in audience interaction and participation. Lauren talks us through three such examples of ‘art as a full immersive experience' and we debate the pros and cons of the art world fully embracing the digital age. This is an incredible chat which really will get you thinking. So sit back and relax as Lauren and I discuss, Art as an Immersive Experience. Guest: Lauren Harrison Website: https://laurenharrisonartist.wordpress.com/ Email: lcharrison89@googlemail.com Instagram: Brews_&_Chats Host: Jo McLaughlin Instagram: https://linktr.ee/josarthistory Website: https://www.instagram.com/josarthistory 1. Pipilotti Rist '‘Selfless in the Bath of Lava'. (1994) Video of the artist in a sea of lava and fire looking up from a small hole in the floor of the gallery forcing the audience to physically manipulate themselves to see the piece. https://www.youtube.com/watch?v=so0FkUr6jtA&ab_channel=MeganMantia Google Arts & Culture: https://artsandculture.google.com/asset/selfless-in-the-bath-of-lava-pipilotti-rist/ngGN2VwAME_IZQ?hl=en 2. Van Gogh experience https://www.vangoghexpo.co.uk/about-the-exhibition/ VR experience of Van Goghs work where the audience gets to walk 'amongst' the pieces and immerse themselves in digital paintings. The space as they know it is transformed as they explore the world that has been created for them. The Light workshop in Paris: https://www.atelier-lumieres.com/en 3. Chris Milk - Treachery of The Sanctuary (2012) http://milk.co/treachery The audience interacts with the piece across 3 panels that represent birth, death and transfiguration - Without their participation, the piece could not exist. Some other artists of interest: TeamLab: https://www.teamlab.art/
Harsh Dalal has been featured in multiple publications in not just Singapore, but around the world as the CEO of TeamLab — a software company valued at over $25 million dollars with 120 employees in 8 cities. Stephen discusses what life looks like during the pandemic, how he balances being a tech CEO with going to school full time, and why Dalal is excited about being able to go to college soon and enjoy a bit of normalcy. For more details, check out their website at www.teamlabs.io. If you enjoy this podcast, we would greatly appreciate a subscribe or follow. Shades Of Yellow is part of The Noodle Shop Media group, find us on instagram @ShadesOfYellowPodcast. Check out our NEW podcast called Bone Broth Soup as well!
從東京到巴黎,從倫敦到紐約,被評為「全球10大必看展覽」的光影藝術團隊teamLab,所到之處必掀當地觀展熱潮,秋千也曾為了體驗一場teamLab在THE BROAD排隊5小時仍感慨“值得”。本月teamLab進駐澳門,將威尼斯人打造成旗下全球第二間大型沈浸式常設美術館,透過互動引發觀者打卡、沈思,探討光影與自然、自身與世界的關係。今天我們應景聊聊沈浸式藝術展和去前須知!1什麼是「沈浸式互動展」?沈浸式展覽指通過聲音、光電、影像和氣味的控制,使人產生強烈的視覺效應,感官神經處於極端興奮的狀態。沈浸式展覽還可以讓觀眾可以進入作品中,甚至參與作品創作。沈浸式體驗也可以追溯到17世紀巴洛克風格的教堂,教堂的彩色玻璃窗、聖像,由唱詩班詠唱的聖詠,製造出讓信奉者進入天國的幻景。可以說,我們一直在追求「進入其中」的視覺體驗。在藝術領域,莫奈早在 100 年前就開始了沈浸式創作,最典型的是他放在巴黎橘園美術館、占據整整兩個橢圓形藏館的巨幅畫作《睡蓮》,莫奈在晚年,開始刻意把他所有作品都往大了畫。畫作被放大之後,自然界的光影在莫奈神一樣的筆觸下感覺更加真實,或者說,更便於人沈浸。近幾年沈浸式展覽在中國逐漸受到追捧,諸如2017年佩斯北京展出了日本新媒體藝術團體teamLab的「花舞森林與未來遊樂園」;上海龍美術館舉辦了James Turrell的光裝置項目「Immersive Light」;2018年上海余德耀美術館展出了蘭登國際創作的大型裝置「雨屋」;北京紅磚美術館舉辦了埃利亞松的「道隱無名」展,都是全沈浸或半沈浸式的展覽項目。2「teamLab」在探索什麼?成立於2001年的teamLab,最初只是東京大學研究所的一個僅有4名成員的技術與藝術創意小組,如今已發展成為擁有500位「超級技術專家」包括藝術家、程序師、工程師、CG動畫師、科學家、數學家及建築師等各類跨專業人才的大型新媒體藝術團隊,佔據了世界各大一線城市的重要藝術空間。teamLab之所以能圈粉無數離不開對日本傳統美學的傳承和對關係美學「一期一會」的探索拓展。第一,探索人與人的關係。teamLab的作品強調大眾的互動性和參與性,《花與人》中的每一朵花都是利用實時運算技術打造出來的,因此每一朵花都會受到觀賞者的行為產生影響,不斷隨之綻放或凋謝,一旦凋謝就不會重生。在紐約展出時,由於沒有限流,大量觀眾湧入這個展廳,導致所有的花朵都凋謝了。於是人們開始相互溝通,逐漸離開這個展廳,最終讓花又重新開放。第二,探索人與環境的關係。欣賞teamLab的展感受很是奇妙,進入空間的每個人,都將自己的身心完全打開,感知有關花、森林、水、自然、宇宙或超主觀空間的精彩世界,或冥想禪思,或夢幻想像。從過去的主動思考變成被觸發的藝術感知,探索人與自然的關係,觀者與作品融為一體,藝術就是妙不可言的當下。第三,探索消除藝術品的邊界數字技術使藝術擺脫框架的束縛,進一步打破傳統作品畫框和展覽空間的限制,消彌作品間的界線,teamLab無界美術館,作品之間沒有界線,時而混合,時而互相影響。觀者任由自己的身體沈浸並逐漸融入這個因為我們的存在而不停變化的世界,這樣,藝術品之間的界限就消失了,自己和他者之間的邊界也會變得更有連續。..完整文稿內容同時發佈在微信公眾號:(秋千swing)歡迎來加我哦!
從東京到巴黎,從倫敦到紐約,被評為「全球10大必看展覽」的光影藝術團隊teamLab,所到之處必掀當地觀展熱潮,秋千也曾為了體驗一場teamLab在THE BROAD排隊5小時仍感慨“值得”。本月teamLab進駐澳門,將威尼斯人打造成旗下全球第二間大型沈浸式常設美術館,透過互動引發觀者打卡、沈思,探討光影與自然、自身與世界的關係。今天我們應景聊聊沈浸式藝術展和去前須知!1什麼是「沈浸式互動展」?沈浸式展覽指通過聲音、光電、影像和氣味的控制,使人產生強烈的視覺效應,感官神經處於極端興奮的狀態。沈浸式展覽還可以讓觀眾可以進入作品中,甚至參與作品創作。沈浸式體驗也可以追溯到17世紀巴洛克風格的教堂,教堂的彩色玻璃窗、聖像,由唱詩班詠唱的聖詠,製造出讓信奉者進入天國的幻景。可以說,我們一直在追求「進入其中」的視覺體驗。在藝術領域,莫奈早在 100 年前就開始了沈浸式創作,最典型的是他放在巴黎橘園美術館、占據整整兩個橢圓形藏館的巨幅畫作《睡蓮》,莫奈在晚年,開始刻意把他所有作品都往大了畫。畫作被放大之後,自然界的光影在莫奈神一樣的筆觸下感覺更加真實,或者說,更便於人沈浸。近幾年沈浸式展覽在中國逐漸受到追捧,諸如2017年佩斯北京展出了日本新媒體藝術團體teamLab的「花舞森林與未來遊樂園」;上海龍美術館舉辦了James Turrell的光裝置項目「Immersive Light」;2018年上海余德耀美術館展出了蘭登國際創作的大型裝置「雨屋」;北京紅磚美術館舉辦了埃利亞松的「道隱無名」展,都是全沈浸或半沈浸式的展覽項目。2「teamLab」在探索什麼?成立於2001年的teamLab,最初只是東京大學研究所的一個僅有4名成員的技術與藝術創意小組,如今已發展成為擁有500位「超級技術專家」包括藝術家、程序師、工程師、CG動畫師、科學家、數學家及建築師等各類跨專業人才的大型新媒體藝術團隊,佔據了世界各大一線城市的重要藝術空間。teamLab之所以能圈粉無數離不開對日本傳統美學的傳承和對關係美學「一期一會」的探索拓展。第一,探索人與人的關係。teamLab的作品強調大眾的互動性和參與性,《花與人》中的每一朵花都是利用實時運算技術打造出來的,因此每一朵花都會受到觀賞者的行為產生影響,不斷隨之綻放或凋謝,一旦凋謝就不會重生。在紐約展出時,由於沒有限流,大量觀眾湧入這個展廳,導致所有的花朵都凋謝了。於是人們開始相互溝通,逐漸離開這個展廳,最終讓花又重新開放。第二,探索人與環境的關係。欣賞teamLab的展感受很是奇妙,進入空間的每個人,都將自己的身心完全打開,感知有關花、森林、水、自然、宇宙或超主觀空間的精彩世界,或冥想禪思,或夢幻想像。從過去的主動思考變成被觸發的藝術感知,探索人與自然的關係,觀者與作品融為一體,藝術就是妙不可言的當下。第三,探索消除藝術品的邊界數字技術使藝術擺脫框架的束縛,進一步打破傳統作品畫框和展覽空間的限制,消彌作品間的界線,teamLab無界美術館,作品之間沒有界線,時而混合,時而互相影響。觀者任由自己的身體沈浸並逐漸融入這個因為我們的存在而不停變化的世界,這樣,藝術品之間的界限就消失了,自己和他者之間的邊界也會變得更有連續。..完整文稿內容同時發佈在微信公眾號:(秋千swing)歡迎來加我哦!
從東京到巴黎,從倫敦到紐約,被評為「全球10大必看展覽」的光影藝術團隊teamLab,所到之處必掀當地觀展熱潮,秋千也曾為了體驗一場teamLab在THE BROAD排隊5小時仍感慨“值得”。本月teamLab進駐澳門,將威尼斯人打造成旗下全球第二間大型沈浸式常設美術館,透過互動引發觀者打卡、沈思,探討光影與自然、自身與世界的關係。今天我們應景聊聊沈浸式藝術展和去前須知!1什麼是「沈浸式互動展」?沈浸式展覽指通過聲音、光電、影像和氣味的控制,使人產生強烈的視覺效應,感官神經處於極端興奮的狀態。沈浸式展覽還可以讓觀眾可以進入作品中,甚至參與作品創作。沈浸式體驗也可以追溯到17世紀巴洛克風格的教堂,教堂的彩色玻璃窗、聖像,由唱詩班詠唱的聖詠,製造出讓信奉者進入天國的幻景。可以說,我們一直在追求「進入其中」的視覺體驗。在藝術領域,莫奈早在 100 年前就開始了沈浸式創作,最典型的是他放在巴黎橘園美術館、占據整整兩個橢圓形藏館的巨幅畫作《睡蓮》,莫奈在晚年,開始刻意把他所有作品都往大了畫。畫作被放大之後,自然界的光影在莫奈神一樣的筆觸下感覺更加真實,或者說,更便於人沈浸。近幾年沈浸式展覽在中國逐漸受到追捧,諸如2017年佩斯北京展出了日本新媒體藝術團體teamLab的「花舞森林與未來遊樂園」;上海龍美術館舉辦了James Turrell的光裝置項目「Immersive Light」;2018年上海余德耀美術館展出了蘭登國際創作的大型裝置「雨屋」;北京紅磚美術館舉辦了埃利亞松的「道隱無名」展,都是全沈浸或半沈浸式的展覽項目。2「teamLab」在探索什麼?成立於2001年的teamLab,最初只是東京大學研究所的一個僅有4名成員的技術與藝術創意小組,如今已發展成為擁有500位「超級技術專家」包括藝術家、程序師、工程師、CG動畫師、科學家、數學家及建築師等各類跨專業人才的大型新媒體藝術團隊,佔據了世界各大一線城市的重要藝術空間。teamLab之所以能圈粉無數離不開對日本傳統美學的傳承和對關係美學「一期一會」的探索拓展。第一,探索人與人的關係。teamLab的作品強調大眾的互動性和參與性,《花與人》中的每一朵花都是利用實時運算技術打造出來的,因此每一朵花都會受到觀賞者的行為產生影響,不斷隨之綻放或凋謝,一旦凋謝就不會重生。在紐約展出時,由於沒有限流,大量觀眾湧入這個展廳,導致所有的花朵都凋謝了。於是人們開始相互溝通,逐漸離開這個展廳,最終讓花又重新開放。第二,探索人與環境的關係。欣賞teamLab的展感受很是奇妙,進入空間的每個人,都將自己的身心完全打開,感知有關花、森林、水、自然、宇宙或超主觀空間的精彩世界,或冥想禪思,或夢幻想像。從過去的主動思考變成被觸發的藝術感知,探索人與自然的關係,觀者與作品融為一體,藝術就是妙不可言的當下。第三,探索消除藝術品的邊界數字技術使藝術擺脫框架的束縛,進一步打破傳統作品畫框和展覽空間的限制,消彌作品間的界線,teamLab無界美術館,作品之間沒有界線,時而混合,時而互相影響。觀者任由自己的身體沈浸並逐漸融入這個因為我們的存在而不停變化的世界,這樣,藝術品之間的界限就消失了,自己和他者之間的邊界也會變得更有連續。..完整文稿內容同時發佈在微信公眾號:(秋千swing)歡迎來加我哦!
從東京到巴黎,從倫敦到紐約,被評為「全球10大必看展覽」的光影藝術團隊teamLab,所到之處必掀當地觀展熱潮,秋千也曾為了體驗一場teamLab在THE BROAD排隊5小時仍感慨“值得”。本月teamLab進駐澳門,將威尼斯人打造成旗下全球第二間大型沈浸式常設美術館,透過互動引發觀者打卡、沈思,探討光影與自然、自身與世界的關係。今天我們應景聊聊沈浸式藝術展和去前須知!1什麼是「沈浸式互動展」?沈浸式展覽指通過聲音、光電、影像和氣味的控制,使人產生強烈的視覺效應,感官神經處於極端興奮的狀態。沈浸式展覽還可以讓觀眾可以進入作品中,甚至參與作品創作。沈浸式體驗也可以追溯到17世紀巴洛克風格的教堂,教堂的彩色玻璃窗、聖像,由唱詩班詠唱的聖詠,製造出讓信奉者進入天國的幻景。可以說,我們一直在追求「進入其中」的視覺體驗。在藝術領域,莫奈早在 100 年前就開始了沈浸式創作,最典型的是他放在巴黎橘園美術館、占據整整兩個橢圓形藏館的巨幅畫作《睡蓮》,莫奈在晚年,開始刻意把他所有作品都往大了畫。畫作被放大之後,自然界的光影在莫奈神一樣的筆觸下感覺更加真實,或者說,更便於人沈浸。近幾年沈浸式展覽在中國逐漸受到追捧,諸如2017年佩斯北京展出了日本新媒體藝術團體teamLab的「花舞森林與未來遊樂園」;上海龍美術館舉辦了James Turrell的光裝置項目「Immersive Light」;2018年上海余德耀美術館展出了蘭登國際創作的大型裝置「雨屋」;北京紅磚美術館舉辦了埃利亞松的「道隱無名」展,都是全沈浸或半沈浸式的展覽項目。2「teamLab」在探索什麼?成立於2001年的teamLab,最初只是東京大學研究所的一個僅有4名成員的技術與藝術創意小組,如今已發展成為擁有500位「超級技術專家」包括藝術家、程序師、工程師、CG動畫師、科學家、數學家及建築師等各類跨專業人才的大型新媒體藝術團隊,佔據了世界各大一線城市的重要藝術空間。teamLab之所以能圈粉無數離不開對日本傳統美學的傳承和對關係美學「一期一會」的探索拓展。第一,探索人與人的關係。teamLab的作品強調大眾的互動性和參與性,《花與人》中的每一朵花都是利用實時運算技術打造出來的,因此每一朵花都會受到觀賞者的行為產生影響,不斷隨之綻放或凋謝,一旦凋謝就不會重生。在紐約展出時,由於沒有限流,大量觀眾湧入這個展廳,導致所有的花朵都凋謝了。於是人們開始相互溝通,逐漸離開這個展廳,最終讓花又重新開放。第二,探索人與環境的關係。欣賞teamLab的展感受很是奇妙,進入空間的每個人,都將自己的身心完全打開,感知有關花、森林、水、自然、宇宙或超主觀空間的精彩世界,或冥想禪思,或夢幻想像。從過去的主動思考變成被觸發的藝術感知,探索人與自然的關係,觀者與作品融為一體,藝術就是妙不可言的當下。第三,探索消除藝術品的邊界數字技術使藝術擺脫框架的束縛,進一步打破傳統作品畫框和展覽空間的限制,消彌作品間的界線,teamLab無界美術館,作品之間沒有界線,時而混合,時而互相影響。觀者任由自己的身體沈浸並逐漸融入這個因為我們的存在而不停變化的世界,這樣,藝術品之間的界限就消失了,自己和他者之間的邊界也會變得更有連續。..完整文稿內容同時發佈在微信公眾號:(秋千swing)歡迎來加我哦!
從東京到巴黎,從倫敦到紐約,被評為「全球10大必看展覽」的光影藝術團隊teamLab,所到之處必掀當地觀展熱潮,秋千也曾為了體驗一場teamLab在THE BROAD排隊5小時仍感慨“值得”。本月teamLab進駐澳門,將威尼斯人打造成旗下全球第二間大型沈浸式常設美術館,透過互動引發觀者打卡、沈思,探討光影與自然、自身與世界的關係。今天我們應景聊聊沈浸式藝術展和去前須知!1什麼是「沈浸式互動展」?沈浸式展覽指通過聲音、光電、影像和氣味的控制,使人產生強烈的視覺效應,感官神經處於極端興奮的狀態。沈浸式展覽還可以讓觀眾可以進入作品中,甚至參與作品創作。沈浸式體驗也可以追溯到17世紀巴洛克風格的教堂,教堂的彩色玻璃窗、聖像,由唱詩班詠唱的聖詠,製造出讓信奉者進入天國的幻景。可以說,我們一直在追求「進入其中」的視覺體驗。在藝術領域,莫奈早在 100 年前就開始了沈浸式創作,最典型的是他放在巴黎橘園美術館、占據整整兩個橢圓形藏館的巨幅畫作《睡蓮》,莫奈在晚年,開始刻意把他所有作品都往大了畫。畫作被放大之後,自然界的光影在莫奈神一樣的筆觸下感覺更加真實,或者說,更便於人沈浸。近幾年沈浸式展覽在中國逐漸受到追捧,諸如2017年佩斯北京展出了日本新媒體藝術團體teamLab的「花舞森林與未來遊樂園」;上海龍美術館舉辦了James Turrell的光裝置項目「Immersive Light」;2018年上海余德耀美術館展出了蘭登國際創作的大型裝置「雨屋」;北京紅磚美術館舉辦了埃利亞松的「道隱無名」展,都是全沈浸或半沈浸式的展覽項目。2「teamLab」在探索什麼?成立於2001年的teamLab,最初只是東京大學研究所的一個僅有4名成員的技術與藝術創意小組,如今已發展成為擁有500位「超級技術專家」包括藝術家、程序師、工程師、CG動畫師、科學家、數學家及建築師等各類跨專業人才的大型新媒體藝術團隊,佔據了世界各大一線城市的重要藝術空間。teamLab之所以能圈粉無數離不開對日本傳統美學的傳承和對關係美學「一期一會」的探索拓展。第一,探索人與人的關係。teamLab的作品強調大眾的互動性和參與性,《花與人》中的每一朵花都是利用實時運算技術打造出來的,因此每一朵花都會受到觀賞者的行為產生影響,不斷隨之綻放或凋謝,一旦凋謝就不會重生。在紐約展出時,由於沒有限流,大量觀眾湧入這個展廳,導致所有的花朵都凋謝了。於是人們開始相互溝通,逐漸離開這個展廳,最終讓花又重新開放。第二,探索人與環境的關係。欣賞teamLab的展感受很是奇妙,進入空間的每個人,都將自己的身心完全打開,感知有關花、森林、水、自然、宇宙或超主觀空間的精彩世界,或冥想禪思,或夢幻想像。從過去的主動思考變成被觸發的藝術感知,探索人與自然的關係,觀者與作品融為一體,藝術就是妙不可言的當下。第三,探索消除藝術品的邊界數字技術使藝術擺脫框架的束縛,進一步打破傳統作品畫框和展覽空間的限制,消彌作品間的界線,teamLab無界美術館,作品之間沒有界線,時而混合,時而互相影響。觀者任由自己的身體沈浸並逐漸融入這個因為我們的存在而不停變化的世界,這樣,藝術品之間的界限就消失了,自己和他者之間的邊界也會變得更有連續。..完整文稿內容同時發佈在微信公眾號:(秋千swing)歡迎來加我哦!
從東京到巴黎,從倫敦到紐約,被評為「全球10大必看展覽」的光影藝術團隊teamLab,所到之處必掀當地觀展熱潮,秋千也曾為了體驗一場teamLab在THE BROAD排隊5小時仍感慨“值得”。本月teamLab進駐澳門,將威尼斯人打造成旗下全球第二間大型沈浸式常設美術館,透過互動引發觀者打卡、沈思,探討光影與自然、自身與世界的關係。今天我們應景聊聊沈浸式藝術展和去前須知!1什麼是「沈浸式互動展」?沈浸式展覽指通過聲音、光電、影像和氣味的控制,使人產生強烈的視覺效應,感官神經處於極端興奮的狀態。沈浸式展覽還可以讓觀眾可以進入作品中,甚至參與作品創作。沈浸式體驗也可以追溯到17世紀巴洛克風格的教堂,教堂的彩色玻璃窗、聖像,由唱詩班詠唱的聖詠,製造出讓信奉者進入天國的幻景。可以說,我們一直在追求「進入其中」的視覺體驗。在藝術領域,莫奈早在 100 年前就開始了沈浸式創作,最典型的是他放在巴黎橘園美術館、占據整整兩個橢圓形藏館的巨幅畫作《睡蓮》,莫奈在晚年,開始刻意把他所有作品都往大了畫。畫作被放大之後,自然界的光影在莫奈神一樣的筆觸下感覺更加真實,或者說,更便於人沈浸。近幾年沈浸式展覽在中國逐漸受到追捧,諸如2017年佩斯北京展出了日本新媒體藝術團體teamLab的「花舞森林與未來遊樂園」;上海龍美術館舉辦了James Turrell的光裝置項目「Immersive Light」;2018年上海余德耀美術館展出了蘭登國際創作的大型裝置「雨屋」;北京紅磚美術館舉辦了埃利亞松的「道隱無名」展,都是全沈浸或半沈浸式的展覽項目。2「teamLab」在探索什麼?成立於2001年的teamLab,最初只是東京大學研究所的一個僅有4名成員的技術與藝術創意小組,如今已發展成為擁有500位「超級技術專家」包括藝術家、程序師、工程師、CG動畫師、科學家、數學家及建築師等各類跨專業人才的大型新媒體藝術團隊,佔據了世界各大一線城市的重要藝術空間。teamLab之所以能圈粉無數離不開對日本傳統美學的傳承和對關係美學「一期一會」的探索拓展。第一,探索人與人的關係。teamLab的作品強調大眾的互動性和參與性,《花與人》中的每一朵花都是利用實時運算技術打造出來的,因此每一朵花都會受到觀賞者的行為產生影響,不斷隨之綻放或凋謝,一旦凋謝就不會重生。在紐約展出時,由於沒有限流,大量觀眾湧入這個展廳,導致所有的花朵都凋謝了。於是人們開始相互溝通,逐漸離開這個展廳,最終讓花又重新開放。第二,探索人與環境的關係。欣賞teamLab的展感受很是奇妙,進入空間的每個人,都將自己的身心完全打開,感知有關花、森林、水、自然、宇宙或超主觀空間的精彩世界,或冥想禪思,或夢幻想像。從過去的主動思考變成被觸發的藝術感知,探索人與自然的關係,觀者與作品融為一體,藝術就是妙不可言的當下。第三,探索消除藝術品的邊界數字技術使藝術擺脫框架的束縛,進一步打破傳統作品畫框和展覽空間的限制,消彌作品間的界線,teamLab無界美術館,作品之間沒有界線,時而混合,時而互相影響。觀者任由自己的身體沈浸並逐漸融入這個因為我們的存在而不停變化的世界,這樣,藝術品之間的界限就消失了,自己和他者之間的邊界也會變得更有連續。..完整文稿內容同時發佈在微信公眾號:(秋千swing)歡迎來加我哦!
中国香港·梵高艺术餐厅从时代的角度看艺术,这里是磨时艺见。 如今,好的餐厅已经不仅仅追求提供美味的食物,而且选择增加多种多样的艺术元素来改善顾客的用餐体验,用食物链接艺术与生活。今天我们就通过一些全球知名的艺术餐厅,一同感受美食与艺术相交融的魅力。 首先,我们要介绍的是位于意大利米兰普拉达基金会(Fondazione Prada)总部大楼第6层的普拉达(Prada)艺术餐厅,它是许多建筑、时尚文化、艺术和意大利美食爱好者们的首选。这家餐厅不仅能品尝意式美食,还能领略普拉达经典产品设计,欣赏基金会大手笔收藏当代艺术藏品,以及餐厅墙壁上陈列的世界级艺术大师杰夫·昆斯(Jeff Koons)等人的绘画或为餐厅特别创作的彩绘盘子,体验到博物馆级别的艺术展。意大利·普达拉艺术餐厅 而在日本,由艺术团体蒂姆联铂(teamLab)开设的花舞印象艺术感官餐厅,则将展览的超现实沉浸式艺术体验带入餐饮领域。餐厅内部从墙壁到餐桌全部由投影幕布组成,仿佛化身艺术展厅。伴随客人的一举一动,周围将自动切换场景,在你吃饭的时候,飞鸟、游鱼会时不时来到你身边。此外,空间场景还会随四季和时令而变,随料理口感的由淡至浓。餐厅通过沉浸式的空间结合优雅的日本怀石料理艺术,向食客传达日本的品味、气味和风景美。 日本·花舞印象艺术感官餐厅与上面两家餐厅不同,位于香港的梵高艺术餐厅则更为专一,从室内装饰、餐具到食物,无不与梵高有关。仅在餐厅橱窗内,就陈列着1000个马卡龙组成的梵高自画像。此外,餐厅每张桌子上都有一句梵高语录,还邀请调酒师为每句语录专门调制了相应的鸡尾酒,鸡尾酒、菜单、甜点更是都与梵高的画作息息相关。中国香港·梵高艺术餐厅 以上就是有关一些艺术餐厅的介绍,如果有机会,赶快去现场亲身体验一下吧。磨时艺见,每晚9点,准时更新。
In this week's episode, Tongy and Misha share what anime they are currently watching. Misha breaks down why Tongy is not a fan of romance. They list their top 5 anime characters that they would want on their side to fight the coronavirus. While Tongy and Misha were at Japan, they discuss one of Japan's top attractions, teamLab. The couple got their feet squirted on as well. Also, Misha encountered another couple who was talking behind her back and giving her negative comments. --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app
微醺访谈是 ULSUM RADIO 下的一个新的分支节目,我们会邀请很多行业内外的朋友,和我们喝一杯,同时放开聊聊各自的故事和经历。这一期我们邀请到了来自 3125C 的朋友 Conan,聊了聊过去的工作经历,曾任职 innersect 副总裁的他分享了很多展会背后的故事,也谈了和陈冠希一起工作的经历,具体听听看咯。——————————————————00:02:15 跳舞是自我享受的时刻 00:09:31 我见证了INNERSECT从无到有00:16:48 第一届是摸着石头过河00:21:15 和teamLab合作的深刻印象00:37:31 被陈冠希骂得「狗血淋头」 00:49:22 他真的不能容忍低级错误00:56:37 在陈冠希面前绝对不能干的三件事01:05:17 闹到派出所的「潮流搏击」01:11:58 是我掐了A$AP Rocky的麦克风
微醺访谈是 ULSUM RADIO 下的一个新的分支节目,我们会邀请很多行业内外的朋友,和我们喝一杯,同时放开聊聊各自的故事和经历。这一期我们邀请到了来自 3125C 的朋友 Conan,聊了聊过去的工作经历,曾任职 innersect 副总裁的他分享了很多展会背后的故事,也谈了和陈冠希一起工作的经历,具体听听看咯。——————————————————00:02:15 跳舞是自我享受的时刻 00:09:31 我见证了INNERSECT从无到有00:16:48 第一届是摸着石头过河00:21:15 和teamLab合作的深刻印象00:37:31 被陈冠希骂得「狗血淋头」 00:49:22 他真的不能容忍低级错误00:56:37 在陈冠希面前绝对不能干的三件事01:05:17 闹到派出所的「潮流搏击」01:11:58 是我掐了A$AP Rocky的麦克风
微醺访谈是 ULSUM RADIO 下的一个新的分支节目,我们会邀请很多行业内外的朋友,和我们喝一杯,同时放开聊聊各自的故事和经历。这一期我们邀请到了来自 3125C 的朋友 Conan,聊了聊过去的工作经历,曾任职 innersect 副总裁的他分享了很多展会背后的故事,也谈了和陈冠希一起工作的经历,具体听听看咯。 —————————————————— 00:02:15 跳舞是自我享受的时刻 00:09:31 我见证了INNERSECT从无到有 00:16:48 第一届是摸着石头过河 00:21:15 和teamLab合作的深刻印象 00:37:31 被陈冠希骂得「狗血淋头」 00:49:22 他真的不能容忍低级错误 00:56:37 在陈冠希面前绝对不能干的三件事 01:05:17 闹到派出所的「潮流搏击」 01:11:58 是我掐了A$AP Rocky的麦克风
In der 33. Folge von Rolling Sushi erzählt Kim zunächst von ihrer Teilnahme am Roku-Gin-Event, das am 5. November im Rheinturm in Düsseldorf stattfand. Danach geben wir ein Update zur Burg Shuri, bei dem wir über die Brandursache und die laufende Crowdfunding-Kampagne zum Wiederaufbau sprechen. Außerdem beschäftigen wir uns ausgiebig mit Essen in Japan, unter anderem mit der Lebensmittelverschwendung, die heutzutage leider nicht selten vorkommt. Auch der erste in Japan angebaute Kaffee und neue Angebote für Vegetarier im Land kommen zur Sprache. Weitere Themen sind die neue japanische Steuererhöhung und das umstrittene Praktikanten-/Ausbildungsprogramm in Japan, das immer wieder wegen der Ausbeutung von Ausländern in der Kritik steht. Zum Schluss sprechen wir noch über das Digital Art Museum von TeamLab, das bereits in Tokyo sehr beliebt ist und in Zukunft auch nach Hamburg kommt.
#linksawakening #tgs2019 #teamlab Mi experiencia en el Tokyo Game Show 2019. Mi visita al Museo de Arte Digital TeamLab. Ya salio el Links Awakening y el Switch Lite!! Esto y mas en ZenTek Podcast #67. Buena suerte! Subscríbete para mas podcast bi-semanales, game reviews, let's plays y mas!
Vienintelio profesionalaus improvizacijų teatro „Kitas kampas“ aktoriai šį savaitgalį pradeda naują sezoną. Teatro meno vadovas Kirilas Glušajevas atskleis improvizacijos paslaptis. Iš Kolumbijos grįžęs buvęs Bogotos meras Antanas Mockus papasakos apie filmą, sukurtą apie jo mamą Nijolę Ščivickas. Vilniaus dokumentinių filmų festivalį atidarantį filmą — „Nijolė“.Su japonų meno kolektyvu teamLab kalbėjosi Vita Ličytė. Jų skaitmeninės instaliacijos padeda pamatyti praeitį, dabartį ir ateitį.Apie praėjusį savaitgalį tarptautiniame menų festivalyje „Plartforma“ rodytą meninio kolektyvo iš Danijos „Recoil Performance Group“ performansą-instaliaciją „Mass–Bloom Explorations“, sukėlusią dalies žiūrovų pasipiktinimą, su jo atlikėja kalbėjosi Indrė Kaminskaitė.Menotyrininkės Agnės Narušytės komentaras.Rūtos Dambravaitės parengta pasaulio kultūros temų apžvalga.O paskutinėje laidos dalyje – sėsime pakalbėti apie laisvą, ekstatinį šokį. Su Laisvo šokio vakaro organizatorėmis režisiere Kamile Gudmonaite ir choreografe Kamile Pundziūte ir kūno ir judesio terapeute Rita Karklyte kalbėsime, kaip mums gali padėti laisvasis šokis. Vedėjas Adomas Zubė.
Episodio ricco di novità. In primis vi ringrazio per aver ascoltato il podcast durante tutto il mese di agosto, perché gli ascolti sono in continua crescita. Successivamente vi invito a votare ArchiTour sulla pagina Instagram @festivaldelpodcasting, basta mettere un like al post con scritto ArchiTour:https://www.instagram.com/p/B1-ePCYiLyP/?igshid=njik6pz1iakrRelativamente alle mostre e gallerie d'arte si è parlato di:- teamLab Borderless- DIGITAL ART MUSEUM- Mori Building, Koto city, Aomi, Tokyo https://borderless.teamlab.art/- Sumida hokusai museum, Progetto kazuyo Sejima- Galleria Giorgio Franchetti alla Ca' d'Oro: mostra Dysfunctional ( abbiamo parlato delle opere di Studio Drift e Marteen Baas)- Biennale Arte 2019: May You Live In Interesting TimesProssimi appuntamenti da non perdere a Milano:- " De Chirico" Palazzo Reale Milano dal 25/09- Wildlife Photographer of the Year, Fondazione Luciana Matalon Milano dal 3/10- "Elliott Erwitt. Family" al Mudec Photo, Milano dal 16/10- Marina Abramovic "The Kitchen. Homage to Saint Therese" dal 18/10 Cripta di San Sepolcro Milano- "Gio Ponti. Amare l'architettura" Maxxi, Roma dal 7/11Editing audio e post-produzione si ringrazia Simone Capomolla in arte Kapogeek
Henry talks to Dad about returning from hiatus, jet-lag, the podcast's third anniversary, our Japan vacation, the Arashiyama Monkey Park in Kyoto, the deer of Nara, the teamLab interactive digital art museums in Tokyo, visiting an hot spring resort theme park and a trick art museum, eating conveyor-belt sushi, and being interviewed for Japanese TV. In the News, there's a story about a man who got his house broken into and cleaned, a fugitive who agreed to turn himself in if his wanted picture gets enough likes on Facebook, and a Florida man who is trying to watch Avengers Endgame 200 times. Henry and Dad play a game of True or False with Alexa. Finally, for Treat Yourself, Henry, Phoebe and Dad try some treats that they bought at Daiso in Japan: Cream Collon, Ginza Rusk and Calpis Marshmallows.
For this episode of Takram Cast, we visited teamLab's Borderless; an immersive digital museum in Tokyo by a world-famous local digital art collective, teamLab. Our conversation about the installation then bleeds into other topics such as what the difference is between titles at the studio -- like Creative Technologist and Design Engineer -- and how the art & tech scenes compare between Tokyo, the UK, and the US.
你一定或多或少听说过 teamLab 这个名字,成立于2011年的 teamLab 是当今炙手可热的新媒体艺术(media art)团队,通过团队创作去探索艺术、科学、技术、设计、以及自然界的交汇点,探索人类与自然,自身与世界的新关系。近年来,teamLab陆续在上海、东京、台北等城市举办展览,人气颇盛。去年则在东京开设了两座体量颇大的主题公园:台场的 borderland 和 新丰洲的 planet ,试图打造更沉浸式的多媒体交互式体验。异能东京的主播们也去实地探访了一番,由此引发了多感官设计、「网红」艺术的诞生、新媒体艺术的界限、以及艺术的商业化等诸多讨论。teamLab 官网:https://art.team-lab.cn/
你一定或多或少听说过 teamLab 这个名字,成立于2011年的 teamLab 是当今炙手可热的新媒体艺术(media art)团队,通过团队创作去探索艺术、科学、技术、设计、以及自然界的交汇点,探索人类与自然,自身与世界的新关系。近年来,teamLab陆续在上海、东京、台北等城市举办展览,人气颇盛。去年则在东京开设了两座体量颇大的主题公园:台场的 borderland 和 新丰洲的 planet ,试图打造更沉浸式的多媒体交互式体验。异能东京的主播们也去实地探访了一番,由此引发了多感官设计、「网红」艺术的诞生、新媒体艺术的界限、以及艺术的商业化等诸多讨论。teamLab 官网:https://art.team-lab.cn/
会期は2020年秋までです。 https://planets.teamlab.art/tokyo/jp/ #デジタルアート #空間演出 #体験 #レポート #豊洲
Alex introduces the major hubs in Tokyo to visit for modern art exhibits as well as Teamlab's immersive art experiences
百靈果NEWS 2018-07-08 東京teamLab 新展覽 Borderless by 百靈果NEWS
The Future of Light Art | Symposium 08.02.2018 – 09.02.2018 Medientheater Light is a messenger from the universe. The arts are the messengers of light. From February 8–9, 2018, a symposium on the future of light art will take place at the ZKM. The symposium can also be followed via livestream! Everything we know, we know from light – that is the claim by astrophysics at least. One thing is clear: From quantum optics (»The Angular Momentum of Light«) to chronobiology, from nano-optics to photonics, a new frontier of scientific research on the nature of light is emerging. These options, which offer us new theories and practices of light, from biophysical chemistry to the lithosphere, also have an impact on artistic possibilities. For this reason, renowned experts and institutions from the sciences and arts of light are invited to open up the new horizon of the light spectrum in an exchange of experiences. /// Das Licht ist eine Botschaft des Universums. Die Künste sind die Botschaften des Lichts. Vom 8.–9. Februar 2018 findet am ZKM ein Symposium zur Zukunft der Lichtkunst statt, das auch via Livestream verfolgt werden kann! Alles was wir wissen, wissen wir durch Licht – behauptet zumindest die Astrophysik. Eines ist klar: Von der Quantenoptik (»The Angular Momentum of Light«) bis zur Chronobiologie, von der Nanooptik bis zur Photonik entsteht eine neue Front der wissenschaftlichen Forschung über die Natur des Lichts. Diese Optionen, die uns neue Theorien und Praktiken des Lichts, von der biophysikalischen Chemie bis zur Lithosphäre anbieten, haben auch Auswirkungen auf die künstlerischen Möglichkeiten. Deswegen werden renommierte ExpertInnen und Institutionen aus den Wissenschaften und Künsten des Lichts eingeladen, in einem Erfahrungsaustausch den neuen Horizont des Lichtspektrums zu öffnen.
Idea to Value - Creativity and Innovation with Nick Skillicorn
In this episode of the Idea to Value Podcast, we talk with Takashi Kudo, who is the Communications Director for TeamLab, a renowned art collective from Japan. https://www.ideatovalue.com/podc/nickskillicorn/2017/05/podcast-013-takashi-kudo-artist-collective-creative-team/ Referring to themselves as ultratechnologists, the group aims to go beyond the boundaries between art, science, technology and creativity, through co-creative activities. TeamLab is best known for its ingenious art installations based on light and projection, and in contrast to many traditional collectives, is made up of not only artists but also engineers, programmers, animators and mathematicians. In addition to gallery artworks, they also produce other digital content like applications, performance shows and specialist websites. We discuss how these hyper-creative groups develop art which pushes boundaries. Things we cover in this episode: What makes up their Art Collective (01:30) Describing the large interactive lighting exhibition "No boundaries" they did in London (03:00) How creativity has no boundaries in his mind (06:30) How teams create work together (08:00) Using prototypes (10:30) Whether they believe that they are geniuses (12:00) How to approach challenges you have never seen before (13:00) What they do when they get stuck (14:00) Finding the right goals (16:00) Whether other people can become more creative (18:00) Links mentioned in the episode: https://www.teamlab.art Bonus: This episode was made possible by our premium members and the Deep Creativity training system. Sign up now to get exclusive creativity exercises every single day and take your ability to generate ideas to the next level. Use coupon code PODCAST for 25% off your first month. Find out more at https://www.ideatovalue.com/deepcreativity/ https://www.ideatovalue.com/ * Subscribe on iTunes to the Idea to Value Podcast: https://itunes.apple.com/gb/podcast/idea-to-value-creativity-innovation/id1199964981?mt=2 * Subscribe on Stitcher to the Idea to Value Podcast: http://www.stitcher.com/s?fid=129437&refid=stpr
Après une exposition à guichet fermé à Menlo Park en Californie, le collectif japonais teamLab débarque à Londres à la Pace galerie avec Transcending Boundaries. L'exposition explore le rôle de la technologie pour transcender les barrières physiques et conceptuelles entre les oeuvres d'art. Au-delà d'une immersion dans un monde féerique, Transcending Boundaries repousse les limites de l'Art digital, entre experience, méditation et performance, où le spectateur devient acteur. Plus d'info sur www.culturealt.com
В новогоднем выпуске вы услышите поздравления и бесценные советы и напутствия от целого созвездия знаменитых деятелей Рунета, которые были у нас в гостях в 2010-2011 годах. А наши ведущие Леонид Свидерский, Настя Радужная и Макс Филимонов расскажут о понравившихся им лайфхаках 2011 года. В программе: — Александр Плющев, известный журналист, блогер и интернет-деятель, ведущий нескольких программ на радио "Эхо Москвы" и проекта "Эти ваши интернеты" на сайте агентства "РИА Новости". — Айнур Абдулнасыров, создатель и руководитель одного из лучших веб-сервисов для изучения английского языка LinguaLeo. — Ольга Акукина (Olyapka), телеком-журналист, редактор сайта о технике DGL.ru, бывшая постоянная участница популярнейшего русскоязычного IT-подкаста "Радио-Т". — Александр Амзин, известный журналист, основатель медиаконсалтинговой компании "Алекс и Алекс" и автор известной книги "Новостная интернет-журналистика". — Виктор Захарченко, создатель и руководитель интересных онлайн-проектов, в прошлом был исполнительным директором компании-разработчика социальных игр Drimmi и постоянным экспертом в программе "Точка" на радио "Эхо Москвы". — Петр Диденко, главный специалист по стратегическому развитию компании-разработчика программного обеспечения и веб-сервисов "СКБ Контур", популярный блогер. — Нина Горбунова, менеджер по маркетингу системы управления проектами TeamLab. — Максим Спиридонов, известный интернет-продюсер, автор и идейный вдохновитель таких популярных проектов Рунета, как PodFM.ru, "ШколаЖизни.ру", "Календарь событий", Memori.ru и др., создатель и ведущий популярного подкаста о веб-бизнесе "Рунетология", ведущий программы "Рунет сегодня" на радио "Финам.FM". Редактор "42": Павел Калугин. Обращайтесь к Павлу с идеями и предложениями по адресу 42@pavelkalugin.ru. Улыбнись :) Послушай еще один подкаст команды "42" — "Вечерний кефир".
В 54-ом выпуске участвуют главный специалист по стратегическому развитию компании-разработчика программного обеспечения и веб-сервисов "СКБ Контур" Петр Диденко и менеджер по маркетингу системы управления проектами TeamLab Нина Горбунова. Мы обсуждаем с нашими гостями использование веб-приложений, которые сегодня приходят на смену привычным настольным приложениям и радикально повышают эффективность работы и бизнеса. В программе: — Об облачной платформе для организации совместной работы TeamLab и других системах управления проектами. — Что такое модель SaaS и какие возможности она открывает для проектных команд и бизнеса. — Преимущества и недостатки облачной инфраструктуры бизнеса. — Развенчание мифов о низкой безопасности данных в облаках: при хранении информации на собственном сервере компания часто рискует больше. Многие другие опасения перед внедрением SaaS — это просто иррациональные страхи. — Что представляет собой Office 365: смешанная модель "SaaS + настольный Microsoft Office". — Противостояние Google Apps и Office 365: основные отличия и будущее конкуренции. Партнер этого выпуска — платформа для управления проектами и организации совместной работы TeamLab. Редактор "42": Павел Калугин. Обращайтесь к Павлу с идеями и предложениями по адресу 42@pavelkalugin.ru. Улыбнись :) Послушай еще один подкаст команды "42" — "Вечерний кефир".