The Transmedia Zone supports new ideas and practical prototyping on the future of content.  With a focus on emerging platforms and true innovation, the Zone supports projects from students or industry through mentorship, co-working facilities, and access to equipment.  We put a priority on collaborative cross-disciplinary work, with teams sharing expertise and experience as they take their projects from concept to prototype, and beyond.

Last fall we sent out a call for applications to those who wanted a platform to grow their new methods of storytelling, promising co-working space, equipment, and mentorship on every aspect of their project. We were overwhelmed with the positive response and flood of applicants from the community.

Now, after a successful month of incubation (and three more to go), we’d like to introduce you to the Transmedia Zone Residents; nine innovative and motivated teams developing prototypes and startups in our space!

 Living Breathing Social Media
Vitali Zatroutine

Vastly growing functionality of social media users has opened new doors for finding and sharing content, and with this, comes a growing need for more;  fresh new data and content is food for our brains. An abstract view of this behaviour reveals how online interaction reflects primitive culture. Using powerful artificial intelligence and data visualization, Living Breathing Social Media brings attention to the statistics behind social media users and how their online roles affect their behaviour in this visual metaphor. Using a tilted touch screen television as a tool for communication between the creatures and the gallery user, users are given the opportunity to peer into the ecosystem as well as interact with it to identify its purpose and origins.
Learn more…

The Quest for Artificial Consciousness
Chris Danelon and Mat Fabijanic

The Quest for Artificial Consciousness is an autonomous robotic project that bonds artificial intelligence with the concept of self-awareness. The robot will be built using a smartphone camera for its sight, a Magician Chassis Robot platform by Dagu, various shields, sensors, an arduino, code, and two wireless xbees. This project will interact with the world is by recognizing shapes and forms (through the camera) and attach an emotion context/reaction towards what it sees. The Robot will use augmented reality for its intelligence and it will use sensors for basic spatial awareness. The goal is to use technology to make a robot that is autonomous, self aware, and conscious.

Grey Matter
Anthony Suen, Kattie Laur, Krista Rowland
and Marco Patricio

We hope to create an immersive, emotional and educational experience for users, designed to inform the public of Epilepsy awareness and aim to abolish the stigma around epilepsy and Epileptic people.

As an Interactive user experience dedicated to a public awareness of living with epilepsy, this game will give the user the opportunity to open up a personal experience of someone living with epilepsy and put themselves in their shoes, revealing the issues and milestones that an epileptic would go through (i.e. auras, first seizure, amnesia, disbelieve, depression, diagnoses, confusion, hospital trips, MRI’s, fear, etc). Since there are various types of epilepsy and various ways of living with it, the game would involve multiple, non-linear story lines based off real human experiences and descriptions found through interviews and research. Epileptic’s who play the game will realize that they are not alone, and learn about resources that are available to them. Other user will get a feel for what it’s like to live with epilepsy and leave with a greater understanding and acceptance of those living with epilepsy.

The hope is to launch this game and donate it as an outreach to Epilepsy Ontario in order to benefit the charity.
Read their interview with the Ryersonian

Who Are You?
Jordan Sparks

Who are You? is an interactive personality test video game. In this game, the player is asked a variety of questions that are meant to have the user reflect upon themselves and their feelings and think about their opinions and behaviours. To answer said questions the player selects a door that corresponds with their answer. Each question is based off of the Ten-Item Personality Inventory meant to psychologically analyze the player and cause reactions with both the environment and end result of the game. Everyone’s answers will be different and people will rely on their own memories and experiences to choose their answers. Who Are You? is meant to be unique analysis of the self that asks people who they are, why they are who they are, and if they accept themselves.
Watch his launch video

 

in:sight
Felipe Scarpelli

in:sight is a gallery installation reminiscent of a fortune-telling session that aims at creating a parallel between traditional and modern ways of reading and interpreting people while debating issues related to technology, faith, trust, self-discovery, mysticism and charlatanism.

This 4th year final project consists of a crystal ball filled with LED lights whose patterns will change according to values being read by sensors as soon as a person puts their hand on a palm-reading pad. The light patterns displayed inside the crystal ball will be generated according to the sensors’ readings and artifacts, questioning trust and authenticity just as fortune tellers can be asked.

My idea is to finish this galley installation and take this project one step further by removing the fortune-telling premise and focusing solely on the power of light and light patterns. I intend to explore ways of controlling and generating those patterns to create ambience and immersive environments that can potentially have commercial value.


Spark Makers
Ashley Jane Lewis

In an environment where girl guides meets maker culture, Spark Makers is designed to help kids see technology as a tool for empowerment, self-expression but, more importantly, as a tool to help solidify and explore the concepts that they learn in school. Discoveries in 3D printing can help shape the understanding of geometry, learning how to program a moving game character can develop deeper understandings of slope, speed and gravity; there is so much that can be benefited through the idea of using technology as a lens to see the world. Staunchly based on STEAM education, a curated curriculum will be vetted by an esteemed board of educators and a board of prominent Toronto makers before being presented to the kids.

Spark Makers will host biweekly sessions for groups of girls (and ultimately boys) between grades 5 – 8 to explore tech-based topics through hands on, thought driven, concept-oriented projects. These “Circuits” will exist in multiple locations in Toronto, creating an accessible program that allows a child in North York the same opportunities as a child in the heart of the city. Participants will learn everything from soldering, sewing, circuitry, code, woodworking, origami, and beyond, drawing inspiration from the non-technological world (literature, math, science, art, music, etc,) to help their projects become multifaceted. Valuing both hard skills and soft skills equally, Spark Makers will reward each completed session with a digital badge. The girls will create a website that highlights these badges and allow them to broadcast their creative process, which will, in turn, help other girls learn as well.

 

 AutoTech
Luke Dimarco, Quinn McDermott and Jarrett Muir

AutoTech is a weekly web series which was started over a year ago. The content is focused on showcasing the latest and greatest technology that automotive manufacturers are implementing into their vehicles. Over the past year we have accumulated over 2.1 million online views, 8,000 subscribed viewers and are also being show on RyersonTV, and are in talks for Ryerson On The Air.

 

Echelon Digital
Daniel Niszcz and Philippe Roy

The commission for Echelon Digital involves rethinking in new media terms one or all of the following gallery conventions: label, brochure, guest book, or security guard. The brochure provides visitors with information that can be used while at the gallery and post-visit.The guest book represents the audience’s opportunity to offer comment, and/or document their visit to the exhibition. The security guard protects the art by guiding people’s behavior while in the gallery.

Our team has decided to build a mobile application to tackle all of these conventions. Using an augmented reality interface, we are going to transform the way a user uses and interacts with a gallery space with the use of innovative GUI design, 3d modeling and artist co-operation.

 

Ghost Catcher
Kwame Newman-Bremang, Barry Nanthaveth, Todd Showalter, Chris Nicholls and Francesca Dasso

[soundcloud url=”https://api.soundcloud.com/tracks/134080715″]

Today audiences are looking for new and creative ways of interacting with the world around them. Symbolik Media focuses on doing this using mobile devices, ubiquitous computing, and importantly other more traditional media delivery tools. Symbolik Media crafts quality narratives that appropriately integrate various media elements in order to deliver immersive, interactive, and compelling experiences. We leverage our diverse range of expertise in video games and interactive media, audio-visual production, coding and software development, graphical design, as well as marketing and promotion, in order to deliver interactive experiences that captivate, inform, and educate audiences while forwarding the business needs of our partners.

Our goal is to first complete the prototyping phase of Ghost Catcher, Kwame Newman-Bremang’s award winning Android app prototype and back end media content delivery tool. In the steps moving forward we will improve upon the graphical elements of the Ghost Catcher production.

Interested in connecting with a Transmedia Zone Resident? Email Ashley Lewis, Transmedia Zone Coordinator to start the conversation!