Peter Marx

IMD Forum for 3/6/13: Peter Marx


Speaker:      Peter Marx
Time:            Wednesday, March 6, 6-8pm
Location:    USC’s Robert Zemeckis Center for Digital Arts (RZC), Room 122

Peter Marx is Vice President of Business Development and Digital Studio at Qualcomm Labs, Inc., a subsidiary of Qualcomm Incorporated. In this role Marx handles the commercialization of augmented reality and other emerging technologies on behalf of Qualcomm’s Corporate Research and Development Group.  Before joining Qualcomm Labs, Marx was vice president of the technology and digital studio at Mattel, Inc., where he helped deliver branded digital and online experiences to hundreds of millions of consumers. During his tenure, the Mattel websites were the recipient of a Webby award, the leading international award honoring excellence on the Internet.

Previously, Marx managed Analog Protocol, a small consultancy specializing in leading-edge technologies for media and entertainment, whose clients included Fox, Viacom, Paramount Pictures, MTV Networks, Nickelodeon and Qualcomm. One MTV initiative in virtual worlds won an Emmy® for innovation.  Marx also served as the chief technology officer for Vivendi-Universal Games and vice president of emerging technologies for Universal Studios from 2000 to 2005. A variety of projects under his direction won awards, including one for best videogame of E3.   Prior to Universal Studios, Marx held engineering and producer positions at Electronic Arts working across a variety of franchises, including Madden Football, Knockout Kings and others, as well as across various media, including online.  Before entering the entertainment industry, he was an engineer on a variety of telemedicine, digital video, radiological imaging and biomedicine applications for UCLA, Apple Computer and 3M Company.  Marx graduated with a Bachelor of Arts from UCLA.  Also, he serves as an adjunct professor for the Peter Stark Producing Program at the USC School of Cinematic Arts.

Brent Bushnell

IMD Forum for 1/30/13: Brent Bushnell

Speaker:     Brent Bushnell,  Two Bit Circus and
Time:           Wednesday, January 30, 6-8pm
Location:    USC’s Robert Zemeckis Center for Digital Arts (RZC), Room 122

Brent Bushnell is an engineer and entrepreneur. He has extensive software engineering and systems experience including deep knowledge of web application authoring, scaling, and maintenance. He has held executive positions with entertainment & technology startups for the past 10 years, co-founding Syyn Labs, uWink and Tapcode. Brent attended the University of California, Los Angeles for Computer Science and serves as a technical advisor to three companies.

Two Bit Circus is a unique hybrid of intellectuals, creatives and performers. We like to get our hands dirty. By combining engineering, fabrication, and construction, we leap beyond the digital screen and into the real world, creating physical marvels fueled by technology and perfected by craftsmanship. As natural story-tellers, we use ideation, programming, and design to establish strong creative and technical foundations for every project. features fun and easy memory, focus, and relaxation games designed by Nolan Bushnell, the Founder of Atari and Chuck E. Cheese, and a team of expert neurobehavioral scientists. is the only brain stimulation game site optimized for cognitively healthy people over 35 years of age and includes tips that teach how to potentially reduce the risk of early memory loss through lifestyle changes. These tips were distilled from over 17,000 medical studies.


IMD Forum for 4/4/12: Bruno Uzzan

Speaker:    Bruno Uzzan, CEO & Co-Founder  Total Immersion
Time:          Wednesday, April 4 , 6-8pm
Location:   USC’s Robert Zemeckis Center for Digital Arts (RZC), Room 122

Bruno Uzzan has been driving the growth of Total Immersion since 1999 – from start-up to the company’s current position of global category leader.
As a pioneer and AR visionary, he has led Total Immersion’s global expansion and built the company’s client roster with blue chip accounts that include Disney, McDonald’s, Mattel, Twentieth Century Fox and Nissan Motors. He also is responsible for developing strategic alliances, bringing his vision for the potential of next gen AR to these relationships. Prior to establishing Total Immersion, Mr. Uzzan served as a consultant for Pierre Henri Scacchi and Associates (Price Waterhouse Group). He holds a Masters Degree in Management from the University of Paris Dauphine.

sato munehiko

IMD Forum for 1/25/12: Munehiko Sato


Speaker:       Munehiko Sato
Time:              Wednesday, January 25 , 6-8pm
Location:       USC’s Robert Zemeckis Center for Digital Arts (RZC), Room 122

Munehiko Sato is a Lab Associate at the Interaction Group of Disney Research Pittsburgh where he works on sensor related projects with Dr. Ivan Poupyrev. He is also a PhD candidate at the  Hirose-Tanikawa Laboratory (Cyber Interface Lab) in the Department of Advanced Interdisciplinary Studies (AIS), Graduate School of Engineering, University of Tokyo.   His research interests include:  Human Computer Interaction, Embodied Interface, Real World Interaction, Multi-modal Interaction/Interface, Augmented Human, Ubiquitous Computing, Virtual Reality, Augmented Reality, Entertainment Computing, and Wearable Computing.

Munehiko will discuss his  ‘Constellation of Departure’ installation at Haneda Airport in Tokyo ( recently  posted on the IMD blog ) and also present some of the projects from the Disney Research Lab.


IMD Forum for 9/7/11:John Underkoffler and Kate Hollenbach

Speakers:  John Underkoffler and Kate Hollenbach, Oblong Industries
Time:          Wednesday, September 7, 6-8pm
Location:   USC’s R
obert Zemeckis Center for Digital Arts (RZC), Room 122

This seminar will feature a presentation and discussion of Oblong’s g- speak Spatial Operating Environment. This commercial platform is the functioning, real-world incarnation of the gestural computation technology first envisioned in the film Minority Report, which was itself also designed by Oblong. Today, g-speak is the basis of a growing collection of applications and products that are transforming work in fields including design, engineering, education, media production, financial services, logistics, bioinformatics, and aerospace. (IMD’s own g-speak system is being expanded and re- installed in the RZC’s new mocap volume).

Kate Hollenbach is a designer and programmer at Oblong; she joined the company from a background in data visualization, graphic design, and computer science at at MIT, RISD, Google, and IBM. She now leads the interface design for Mezzanine, Oblong’s turnkey product for shared- workspace collaboration.

John Underkoffler is Oblong’s co-founder and Chief Scientist. His earlier stints at the MIT Media Lab and as science & technology advisor to a variety of films involved design and implementation of radically new animation, visualization, and interaction techniques.


Augmented Reality & the Arts 5/20 at @art_center

On Friday May 20, 2011 Art Center College of Design and Layar present a symposium and workshop on Augmented Reality and the Arts. Join us to learn and be inspired by visionary writer Bruce Sterling, Dutch artist Sander Veenhof, USC Cinematic Arts professor Scott Fisher, and Layar founder Maarten Lens-Fitzgerald! From 1:30 – 3:00pm artist Sander Veenhof and Gene Becker of Layar will lead a hands-on workshop on ‘Hacking Space & Time in AR’ for artists, designers & enthusiasts who want to learn to make AR experiences on the Layar platform. Following the workshop, join us from 3:00 – 6:00pm for an afternoon with some of the most visionary and creative minds in augmented reality: Sterling, Veenhof, Fisher and Lens-Fitzgerald. Tickets are free, but space is limited; sign up at now!

One week 2011

IMD Forum for 2/16/11: One Week Midterm Project Spring 2011

Presenters:     2nd Year MFA students
Time:                 Wednesday, February 16 , 6-8pm
Location:         USC’s Robert Zemeckis Center for Digital Arts (RZC), Room 122
Title:                 One Week Midterm Project Spring 2011

The process of creating an interactive project is nothing to shake a stick at…or is it? This project invites you to explore the conceptual nature of your interactive thesis project idea by attempting to crystallize some part of its essence or a musing about its potential in a single, tasty word or turn of phrase. To keep you on your toes, off the screen, and in the world, you must also incorporate at least one stick-like object. As we have seen year after year, the best thesis projects are those with conceptual richness, depth and rigor; that are innovative not just in form but in the intellectual, emotional and physical responses they evoke. Even a project that deals with complex ideas or emotions can often be expressed through a single word or turn of phrase. The word should signify a conceptual realm, a zone of occult instability, or a space you are interested in exploring. You might also think of these words as part of your working hypothesis, a synthesis of multiple interests, or the antithesis of what is most precious to you about your work.

The presentation of the projects will take place in the format of a science fair with a circling-the-clock motif to be executed as follows:
• You must clearly present your word or phrase as part of the project
• The user interaction must be no longer than 3 minutes
• You will have 2 minutes in which to harvest feedback from users
• You will have 1 minute to reset your project for the next user
• Every 6 minutes, a gong will sound and users will rotate to a new project

Projects should be optimized for short-term, hands-on engagement by a single user or pair of users.
Your project must fit on a standard ZML or YML table. Output of all varieties – mechanical, physical, sound, projection, etc. – is encouraged: You may use one projector. You may incorporate internet connectivity and any available input or interface devices, including a limited number of Kinect systems available upon request. Other than the need to incorporate your chosen word/phrase along with a stick-like object (this may be selected from among the materials provided or you may procure your own), the choice of media, materials and subject matter is entirely up to you.
Your work should be at least one of the following: physically demanding, emotionally engaging, intellectually challenging, or spiritually enlightening. Each student is responsible for his/her own project, but you may assist each other and collaborate as you see fit. Outside help is allowed, but all such services must be donated.
The projects will be presented at the CTIN511 seminar on Wednesday, February 16, 2011. The projects should be set up in the ZML or YML prior to seminar as if they were entries in a science fair. Project experiences will begin promptly at 6:15 PM and will proceed through 17 consecutive, 6-minute intervals. Each interaction session will last 3 minutes, followed by a 2-minute feedback session. You will remain with your project as users circulate from project to project with one minute of setup to prepare for the next user. Once the interactions begin, you should not have to touch or adjust your project (except in case of emergency).
The project setup should also incorporate a feedback mechanism of some sort. This could be you standing by the project talking to users who have just completed the experience, a notebook and pen left on the table, or a computer, video camera or audio recorder where users register their responses. Please think of the most appropriate feedback mechanism for your project and design it into the experience accordingly.

classroom of 2000

IMD Forum for 2/1/11: ZML 2.0 Design Charrette

Speakers: IMD Community
Time:          Wednesday, February 2, 6-8pm

Location:   USC’s R
obert Zemeckis Center for Digital Arts (RZC), Room 122
Title:           ZML 2.0 Design Charrette


The physical and virtual environments that we work and play in have a huge impact on our creative activities and play an important role in defining and evolving the culture of our communities. This forum will focus on re/designing a new ZML for IMD.

Please come prepared to brainstorm, sketch, model, conceptualize, architect, imagine, envision, and/or anticipate a new media space for the Interactive Media Division.