Portland Immersive Media Group

www.pdximmersive.media

Precipice Fund 2015 Grant Recipient The awe-striking power of virtual reality is evident to most anyone who tries it: a visceral feeling of being immersed in a fantasy, a full body epiphany one must experience first hand to believe. It’s as thrilling as it is “uncanny” or potentially disquieting. For the members of PIMG (a collective of digital and new media artists), these new immersive technologies represent new possibilities igniting our imagination. We see them as precipitating a paradigm shift toward a new era of multi-sensory communication, one with uniquely empathic, beatific, and therapeutic potential. Offsetting this promise however are the high costs of entry: namely, the expense of purchasing the necessary equipment and sufficient computer hardware to power the experiences. Because these costs are prohibitive, especially to artists for whom commercial gains may not be a priority, help is needed to enable the development of experimental works which can engender critical dialogue and offer counterpoint to the Silicon Valley-fueled growth paradigm, or the established methods of the video game industry. Our interest is in the development of experimental VR and mixed reality experiences to be presented to the public at alternating venues/locales as a means of conducting pioneering inquiries into this emergent medium.

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Precipice Fund 2015 Grant Recipient The awe-striking power of virtual reality is evident to most anyone who tries it: a visceral feeling of being immersed in a fantasy, a full body epiphany one must experience first hand to believe. It’s as thrilling as it is “uncanny” or potentially disquieting. For the members of PIMG (a collective of digital and new media artists), these new immersive technologies represent new possibilities igniting our imagination. We see them as precipitating a paradigm shift toward a new era of multi-sensory communication, one with uniquely empathic, beatific, and therapeutic potential. Offsetting this promise however are the high costs of entry: namely, the expense of purchasing the necessary equipment and sufficient computer hardware to power the experiences. Because these costs are prohibitive, especially to artists for whom commercial gains may not be a priority, help is needed to enable the development of experimental works which can engender critical dialogue and offer counterpoint to the Silicon Valley-fueled growth paradigm, or the established methods of the video game industry. Our interest is in the development of experimental VR and mixed reality experiences to be presented to the public at alternating venues/locales as a means of conducting pioneering inquiries into this emergent medium.

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State

Oregon

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City (Headquarters)

Portland

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Employees

1-10

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Founded

2015

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