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    Live Positively Portrait Wall

    Client

    The Coca-Cola Company

    Date

    August 2011

    Location

    World of Coca-Cola, Atlanta, GA

    Creative Development, Video Production & Sound Design

    Donna Lawrence Productions

    More Images

    Demo Video

    Tags

    Walls, Film/video, Sensing, Storytelling, Generative graphics, Gesture

    Playlists

    • Group interactives
    • Immersive environments

    This cinematic media wall creates a captivating environment for visitors to interact through a fun, surprising, full body experience that reveals stories from around the world.

    Located in a busy mezzanine in the heart of the World of Coca-Cola, the Live Positively Portrait Wall is no passive media display. The interactive senses the presence of a visitor and reacts with a flurry of effervescent bubbles and fizzy shapes set against the backdrop of a world map. Visitors can move across the continents, and when they linger for a moment, the display responds with a series of videos about people who have taken the initiative to improve their lives or their communities through support provided by The Coca-Cola Company. Accommodating dozens of guests at any given time, the interactive creates a shared experience between disparate people.

    Measuring more than twenty-two feet wide, the seamless display creates a beacon for visitors from across the attraction. Christie MicroTiles project a vivid display of colors that is bright and crisp even in broad daylight. An unprecedented integration of four depth-sensing cameras recognizes the forms of everyone passing within fifteen feet of the display surface. This harmony of rich technology and immersive engagement creates an unforgettable experience for visitors to the World of Coca-Cola.

    Press & Awards

    "Ideas, Prototypes and Experiences: Emotional Attachment to the Product," The Fundamentals of Interactive Design, Michael Salmond & Gavin Ambrose, April 2013

    In many ways, the experience is the most important aspect of any design, it's the process of thinking through and answering the question: what is the audience getting out of this? If people feel that they have had a rewarding or entertaining experience, then they will associate positive feelings with the product or brand.

    Credits

    Lead Interaction Designer
    Matt Sundstrom
    Concept Development
    Aaron Walser, Bruce Wyman
    Motion Designer
    Martin Linde
    Technology Director
    Thomas Wester
    Lead Integration Engineer
    Matt Arnold
    Interactive Programmers
    Matt Arnold, Zach Doe, Aubrey Francois
    Art Production
    Lisa Kennedy, Jinu Yang
    Producer
    Alyssa Glass
    Creative Development, Video Production & Sound Design
    Donna Lawrence Productions
    A/V Systems Integration
    Electrosonic
    © 2013 Second Story, Inc.