AN INNOVATIVE LEARNING EXPERIENCE:INTEGRATING THE PUBLIC SO THEY BECOME ACTIVE THINKERS AND PLAY AN ACTIVE ROLE IN THE GREAT EXHIBITS ON DISPLAY

Be the hero of the great adventure!

Image : “David” by Gian Lorenzo BERNINI (1598-1680)

Today, thanks to technological advancements currently, at theme parks, museums, exhibitions and any other type of presentation or show, the public always finds itself passively observing the action that is taking place right before their eyes.
But if the audience is immerged in a universe in such a way that they live and experience a concept with their own body, they will absorb the information a lot more easily than by remaining a passive spectator.

Today, thanks to technological advancements, artificial intelligence, virtual and augmented reality, as well as holograms, mechanical engineering, true to size sets and the use of actors, this adventure can be experienced like never before.
The themes presented at the Frankenstein Center The Architecture of human or The Inner Adventure are journeys common to all of humanity, and so to speak to the international general public the Frankenstein Center had to find a universal language: it chose mythology.

MYTHOLOGY

Mythology is a language that is shared by all of humankind. It is also used for its remarkable contextual richness and for its fantastic range of associated imagery.

It is the Golden Age, the primordial forces at work and the great archetypal figures that are used here for both teaching and entertainment.

The Frankenstein Center therefore, invites the audience to discover and experience the knowledge on display through the eyes of mythology. This journey is made in three steps: introduction, teaching and experimentation.

To promote comprehension, this adventure crosses three periods: The Past, Present and Future.

The Frankenstein Center uses physical and spiritual adventures as an introduction, helping to fully immerge the visitor in of the information on display. They make the visitor an active participant, an actor with the capacity to react and influence the environment that they find themselves in.

THE FRANKENSTEIN CENTER’S OPERATING SYSTEM: WHEN FORCES COLLIDE

Contemporary Arts Studio Le Fresnoy is associated with the Mary Sheilley institut to form the cultural, artistic, teaching, research, creation and production center of the Frankenstein Center and its extension into a theme park.

To find out the specificity of the Studio Le Fresnoy, please consult the page dedicated to it in the menu

THE MARY SHELLEY INSTITUTE : THE VIRTUOUS CIRCLE

 

The interaction between the main structures of the Frankenstein Center, namely LE FRESNOY, the Mary Shelley Institute and the Zone of Cross Realities, is its driving force.
The Mary Shelley Institute is the heart of the Center and its ‘control panel’. It coordinates teaching, research, production and entertainment activities.
The introduction and teaching delivered by the Frankenstein Center are found here at the heart of the Institute. This complex is composed of eight major interconnected areas that, together, form a vibrant and seamless group:

1- ADMINISTRATION AND MANAGEMENT OFFICE

2- SCHOOL OF CONCEPT ART AND PHILOSOPHY

3- ATOMOS LAB

4- EIDOLON STUDIO

5- MOTION CAPTURE STUDIO

6- CINEMA-THEATER

7- MUSEUM SPACE

8- NURSERY

 
 
 
1- ADMINISTRATION AND MANAGEMENT OFFICE

THE ADMINISTRATION AND MANAGEMENT OFFICE ENSURES THAT ALL PARTS OF THE CENTER AND RUNNING SMOOTHLY AND EFFICIENTLY WITH ONE OTHER

This is where the Center’s administrative and management hub, the Office of General Management, the secretariat of the School of Concept Art and Philosophy and the secretariat of the research laboratory can be found: There is also an office dedicated to planning major events at the Center such as international conferences, seminars, masterclasses, art and science festivals, an annual economic forum (to build relationships between students and the entrepreneurial sector), and also conventions, comic conventions, competitions and events at the Nursery.

 

2- SCHOOL OF CONCEPT ART AND PHILOSOPHY

Images © : Erik Aliocha Anzi

THE SCHOOL OF CONCEPT ART AND PHILOSOPHY IS A PRIVATE SCHOOL INNOVATIVE DELIVERING TEACHING IN THE ARTS AND PHILOSOPHY

What makes it innovative?

As for many other interdependent disciplines, the very fusion of two intrinsic fields (Art and Philosophy) can give various consequences, creating a curriculum that is authentically interdisciplinary. By following this path, the Institute aims to oppose the compartmentalisation of disciplines, one of the main flaws of traditional schooling.

This is because the Institute promotes the development of a more dynamic, flexible and interactive approach to learning that is constantly evolving; an extension of the Center itself. It offers a space for experimentation and enhanced leaning: a museum campus, school and a journey of immersion and adventure developed in an interconnected and limitlessly flexible setting.

Images © : Erik Aliocha Anzi

The School of Concept Art and Philosophy’s mandate is to provide the best designers, animators and developers — novices and professionals alike — with an international standard of teaching of design for the entertainment and video game industries. The teaching provides a very solid learning base in special effects as well as an advanced programme of study in the fields of figurative plastic arts (history of art, anatomy, academic and digital sculpture and design).
This highly technical education is completed with specialised philosophy lessons adapted to the professional goals of each student. They strive to achieve 5 main aims:

    • Understanding the past and reclaiming history so that we can better plan for the future.
    • Adaptation to the space-time of modernity and promoting its understanding.
    • Mastering communication to share ideas and better understand them.
    • Taking ownership of the subject studied, absorbing knowledge, experiencing it, living it, and embodying it.
    • Creating, innovating and becoming a contributor to the industry by undertaking a project.

 

INNOVATIVE PHILOSOPHICAL TEACHING

The main objective of the philosophical teaching offered at the Institute is to give value to the field of philosophy and to restore it to its former glory: « this tree whose roots are metaphysics, whose trunk is physics, and whose branches, which issue from this trunk, are all the other sciences » (R. DESCARTES). Viewing philosophy as an experience, or even as a foundation for experimentation is the principle of this teaching centre.

The experience involves movement, a multitude of particular movements that are never stuck in one shape but are constantly evolving. Multiplying experiences means multiplying movements of the body and thoughts and opening your mind to different points of view with regards to potential life projects.

JUST LIKE THE FRANKENSTEIN CENTER ITSELF, PHILOSOPHY IS AN EXTREMELY VERSATILE EXPERIENCE.

It is from this constantly evolving perspective that interdisciplinarity takes its direction: changing angles to see things better, understand things better and, ultimately, to make better choices. This is the Institute’s philosophical goal. This philosophical path complements the artistic one. Philosophy gives students a sense of organisation, a mastery of ideas and communication, as well as the methodical development of their ability to deeply reflect on the meaning of both their creative and professional projects.

On the other hand, the artistic path reawakens and gives an inexhaustible liveliness to a concept, bringing it to life in a fun, innovative, and completely flexible space that can be transformed in any way imaginable: the Frankenstein Center.

A CURRICULUM ADAPTED TO THE ENTERTAINMENT MARKET

The curriculum of higher education proposed by this school conforms to the conventions of the Bologna Process and uses the traditional structure of Bachelor and Masters degrees.
Students can choose “Art” as a major option and “Philosophy” as a minor one (or vice versa) based on their personal objectives. An optional preparatory class helps to bring students lacking solid academic foundations to the required level.
The Yuriy Chemezov bachelor’s degree in Art and Philosophy lasts for three years (180 ECTS credits) and offers students the opportunity to study a vast range of disciplines, combining more traditional key subjects (art, sculpture, sketching, painting) with state-of-the-art technology (motion capture, 3D scanning, virtual or augmented reality, 2D and 3D digital imaging).

The two-year master’s degree (120 ECTS credits) allows students to make use of an experimental laboratory, enabling them to specialise in a specific field and take full advantage of the school’s exceptional infrastructure. The School of Concept Art and Philosophy intends to be an international institution. With this aim in mind, the school offers students on-campus accommodation, versatile working environments, an impressive art gallery, exhibition rooms, studios, a media library and a café.
Its close ties with the Eidolon Studio enables students to immerse themselves in a professional environment, allowing them to engage with leading contributors to the industry.

All teachers and contributors are working professionals so that a link between theoretical teaching and real-life expectations can be established.

Finally, the School of Concept Art and Philosophy should be seen as a true university of arts and sciences and one that builds relationships with both local and overseas universities. It is positioned on an international platform, as the school offering the broadest ranging and most thorough teaching in the field of philosophy and digital and classic art adapted to the entertainment industry.

 

3- THE ATOMOS LABORATORY

ART AND PHILOSOPHY RESEARCH

Atomos is an interdisciplinary/international research laboratory focussed on the challenges, consequences and prospects arising from the increasingly complex interdependence of the arts, sciences and philosophy. This involves understanding constant technological progress as well as the exponential growth of the sphere known as augmented reality (AR).

 

4- THE EIDOLON STUDIO

Fully integrated within the Center and with close links to the school, the Eidolon Studio develops projects using both traditional media (films, books) and immersive types such as VR (virtual reality) or HoloLens. It operates at an international level with large companies in the domain of cinema, television, Internet and video games.

The Eidolon Studio does not aim to compete with industry actors, but rather to serve as a link and support for them, granting them access to a talent pool and first-rate infrastructure via the school.

First and foremost, the studio is involved with the Center’s development and its continuous transformations. The studio participates in the design and creation of the attractions; it envisages the mechanical and digital special effects that will amaze the public. It creates fixed and moveable sets for the museums and other areas within the Center.

It also previews the different immersive scenarios for visitors to the Zone of Cross Realities and actively collaborates in directing animation films and other communication aids designed specifically for young visitors to the Frankenstein Center.

The Eidolon Studio is an independent production group working for the Center with the important contributors of the concerned industries. It is a bridge and link between the intrinsic creations taking place at the Frankenstein Center and the real market.

 

5- THE MOTION CAPTURE STUDIO

FILMING, SPECIAL EFFECTS

The Motion Capture room measuring 625 m2 and 12 metres in height allows students at the School of Concept Art and Philosophy and professionals from Studio Eidolon to access a vast number of technologies used by production studios, such as Mocap Hybrid, filming on Blue Screen, large scale VR, etc. The impressive dimensions of this room make it a valuable tool. The Motion Capture room is essential for a cinema school. Its very existence can promote the development of a local industry and attract local and overseas professionals from the visual world, allowing them to circulate their work and giving them access to a vast field of activities within the field concerned.

 

6- THE CINEMA-THEATER

PERFORMANCES, BIG EVENTS, CONVENTIONS, FESTIVALS, AWARDS CEREMONIES

This imposing space that is set aside for performances and big events is, first and foremost, a cinema-theater with Dolby Atmos as standard. A next generation, multipurpose room with seating for 600 and a floorspace of 600 m2 spread over 3 levels.

Resembling a real temple similar to Grauman’s Theater, Los Angeles, and adorned with exceptional decoration, the room was designed and decorated by prestigious artists and benefits from the most advanced technology in the field.

The space is also expected to host premières and award ceremonies as a way of rewarding the national and international talent put forward by the Frankenstein Center. It will also hold comic conventions, as well as various demonstrations, concerts and festivals that will light up this entertainment hub and next generation teaching space throughout the year.

 

7- THE MUSEUM SPACE

HUMAN: THE GREAT ADVENTURE

The Frankenstein Center offers three important museum volumes that present what is defined as: the Architecture of Man or the Inner Adventure.
Museums will analyze this matter through the eyes of pop culture. Here, it is the cinema, the video game, the fantastic and anticipatory literature, the animation, the manga, the visual novels and the mythological archetypes, which speak and guide the general public and carry it in a fantastic voyage.
Each of the three museums is devoted to a specific time, to a particular universe and is connected to three major attractions referring to the subject presented by museums.

These three attractions are located in the House of the Three Worlds, a vast complex developing on several levels and which allows the visitors of the museum space, to experience the teaching provided by each museum.

The Center’s three museums must be imagined, developed and designed by specialists in the field. It is our partnerATOMOS who is in charge of bringing together these experts to carry out this work.

It is important to note that the participation of the host country of the Frankenstein Center is essential for the successful realization of the Center’s museum space.

THE MUSEUM OF THE PAST — The past, a prediction of the present and the future
From the birth of humanity, to the sixteenth century.

 

THE MUSEUM OF THE PRESENT — The present, an immense dream is emerging
From the sixteenth century to the present.

 

THE MUSEUM OF THE FUTURE — The future, from the dreamed body to the augmented body
From the present to the future.

 

In a completely fabricated space, interactive journeys, scenographic and multimedia universes, augmented reality, immersion in virtual reality and the magic of technology unite to lead the visitor on an out of the ordinary experience which will firstly lead him into the past, then carry them to the present before finally propelling him into the future and make him discover and live the extraordinary adventure of which he is the main character, the hero.

It is a journey that will first lead him in the past, then return to the present and finally project him to the future.

To discover this extraordinary journey, the Frankenstein Center invites visitors to fully participate in their encounters with knowledge, to contribute, in the fullest sense of the word, and not just to be passive visitors discovering abstract knowledge.

The museums can also be visited virtually via the Internet. These jaw-dropping digital journeys fully interact with physical visits carried out in the traditional way. They complement them, thereby helping to make the discovery of these museum spaces a completely unique moment and an extraordinary and unforgettable experience.

The museums are constantly being updated, as science seems to evolve faster that the dreams that influence it and, thus, bring it to life. The ensemble of museums represents, on a global scale, a unique and prestigious complex dedicated to the discovery and study of what is defined as the Architecture of human or the Inner Adventure.

 
 

8- THE NURSERY: THE START-UPS SPACE

NEVER BEFORE SEEN IMMERSIVE TECHNOLOGIES!

Designed specifically for the Frankenstein Center, the Nursey hosts an ensemble of virtual spaces where different forms of digital and analogue entertainment displayed to the public coexist, interact and complement each other thanks to exceptional attractions with advanced haptic features.

Here, bodies and objects are tracked in real-time, allowing for rapid interactions, interactive games and group immersions on considerably-sized plots.

One of the characteristics of these game environments is to reduce the boundaries between real and virtual toa minimum.

The Nursery is an amazing place of experimentation, proposing a completely unique interaction between the most advanced technologies and the general public.

Just like company incubators and other accelerators such as MassChallenge, the Nursery offers a panel of new start-ups — selected by criteria including innovation, dynamism, but also creativity — the opportunity to test in real-time and with the public, different products that they are in the process of developing.

THE E-SPORT CIRCLE

It is in the heart of the Nursery that the E-Sport circle can be found. This is the first online, multiplayer VR space, and a trailblazer of an evolved form of E-sports.

The Circle, which develops over a large area can host 40 players simultaneously and is one of the Centre’s top attractions.

Designed to host E-Sport teams via connected meetings, the Circle at the Frankenstein Center intends to be the most important and innovative space in the world within the field of virtual reality (VR).

By using the latest “full body” tracking technology applied to multiplayer virtual reality, the Circle offers the possibility for many different teams to compete in VR, whilst being together in one place and free to move and help each other out in real-time.

Within the Frankenstein Center, the Nursery is undergoing constant transformations. It is an area that evolves according to the progress and needs of the companies that manage it, develop it, conceive it and establish it. 

~ The description of the Nursery concludes the presentation of the 8 sections within the Mary Shelley Institute. ~

The Institute can deliver its full impact when its eight specific fields work hand in hand. This is what we refer to as the virtuous circle: Philosophy, Art and Science collaborate closely to provide teaching, creation, research, innovation and, finally, production.
This living ensemble, this force that constantly reacts, transforms, adapts and evolves is the beating heart of the Frankenstein Center. It is its main reason for existence and the primary way it communicates with the host nation and the international general public.

 
 

THE ZONE OF CROSS REALITIES: WHEN EXPERIMENTATION PUTS KNOWLEDGE TO THE TEST FOR THE PURPOSE OF COMPREHENSION AND INTEGRATION

An adventure-filled journey !

The Zone of Cross Realities is the second of two main cornerstones of the Frankenstein Center. The Zone is the main focal point of the Center’s attractions, a space of adventure and initiation, a journey that tests the visitor, immerses them and challenges them.
The Zone of Cross Realities is a vast, evolving space, spread over many levels of the Frankenstein Center. It is in this area, and through the numerous attractions that it offers, that the general public can experience the knowledge they have gained from the Mary Shelley Institute’s museum space.

The name: Cross realities (XR), refers to a hybrid mixture of real and virtual environments that complement traditional gaming and theatre experiences, video games, augmented reality (AR), virtual reality (VR) and artificial intelligent (AI).

The zone makes it possible to develop evolutionary and cutting-edge experiences by letting them play out in a replicated (mirrored) physical space in the virtual Cloud.

The XR zone is a completely fabricated and controlled area that is situated underground and can host a limitless variety of experiences.

This is achieved through the use of physical modular accessories, digital sensors, true to size sets, 3D projections, lighting, sound effects, mechanical engineering and with support from the latest technologies.

Furthermore, the flexibility of the zone of Cross Realities means that it can also be used for a vast range of activities within the entertainment and leisure industry. It can even serve as a test laboratory for exploring further topics of interest such as the interaction between man and machine or empathy in the era of digitalisation and mass media.

The installation and orchestration of the XR zone requires the collective knowledge of our creative team with regards to architecture, Concept Art linked to cinematographic production and video games, as well as all engineering techniques used in the field of scenographic performances.

This work is performed in close collaboration with artists and creators in the host country, local schools and universities and with our partners and leaders of Swiss technology: MOKA STUDIO and ARTANIM.  Artanim animates virtual reality experiences for DREAMSCAPE IMMERSIVE which counts the following among its backers: WARNER, 21ST CENTURY FOX and STEVEN SPIELBERG.

Finally, the Zone of Cross Realities is flexible, it can be extended at your leisure and is therefore able to offer an ever increasing number of attractions.

The Zone is the Frankenstein Center’s vast playground of games and experiences for the general public. Everything that is intellectually contemplated, conceived and developed within the Center and everything that is displayed to the audience is put forward and tested in the Zone of Cross Realities.

AN INNOVATIVE LEARNING EXPERIENCE:INTEGRATING THE PUBLIC SO THEY BECOME ACTIVE THINKERS AND PLAY AN ACTIVE ROLE IN THE GREAT EXHIBITS ON DISPLAY

Be the hero of the great adventure!

Image : “David” by Gian Lorenzo BERNINI (1598-1680)

Today, thanks to technological advancements currently, at theme parks, museums, exhibitions and any other type of presentation or show, the public always finds itself passively observing the action that is taking place right before their eyes.
But if the audience is immerged in a universe in such a way that they live and experience a concept with their own body, they will absorb the information a lot more easily than by remaining a passive spectator.

 

Today, thanks to technological advancements, artificial intelligence, virtual and augmented reality, as well as holograms, mechanical engineering, true to size sets and the use of actors, this adventure can be experienced like never before.
The themes presented at the Frankenstein Center The Architecture of human or The Inner Adventure are journeys common to all of humanity, and so to speak to the international general public the Frankenstein Center had to find a universal language: it chose mythology.

MYTHOLOGY

Mythology is a language that is shared by all of humankind. It is also used for its remarkable contextual richness and for its fantastic range of associated imagery.

It is the Golden Age, the primordial forces at work and the great archetypal figures that are used here for both teaching and entertainment.

The Frankenstein Center therefore, invites the audience to discover and experience the knowledge on display through the eyes of mythology. This journey is made in three steps: introduction, teaching and experimentation.

To promote comprehension, this adventure crosses three periods: The Past, Present and Future.

The Frankenstein Center uses physical and spiritual adventures as an introduction, helping to fully immerge the visitor in of the information on display. They make the visitor an active participant, an actor with the capacity to react and influence the environment that they find themselves in.

THE FRANKENSTEIN CENTER’S OPERATING SYSTEM: WHEN TWO FORCES
COLLIDE

Contemporary Arts Studio Le Fresnoy is associated with the Mary Sheilley institut to form the cultural, artistic, teaching, research, creation and production center of the Frankenstein Center and its extension into a theme park.

To find out the specificity of the Studio Le Fresnoy, please consult the page dedicated to it in the menu

THE MARY SHELLEY INSTITUTE : THE VIRTUOUS CIRCLE

 

The interaction between the two main structures of the Frankenstein Center, namely LE FRESNOY, the Mary Shelley Institute and the Zone of Cross Realities, is its driving force.
The Mary Shelley Institute is the heart of the Center and its ‘control panel’. It coordinates teaching, research, production and entertainment activities.
The introduction and teaching delivered by the Frankenstein Center are found here at the heart of the Institute. This complex is composed of eight major interconnected areas that, together, form a vibrant and seamless group:

1- ADMINISTRATION AND MANAGEMENT OFFICE

2- SCHOOL OF CONCEPT ART AND PHILOSOPHY

3- ATOMOS LAB

4- EIDOLON STUDIO

5- MOTION CAPTURE STUDIO

6- CINEMA-THEATER

7- MUSEUM SPACE

8- NURSERY

1- ADMINISTRATION AND MANAGEMENT OFFICE

THE ADMINISTRATION AND MANAGEMENT OFFICE ENSURES THAT ALL PARTS OF THE CENTER AND RUNNING SMOOTHLY AND EFFICIENTLY WITH ONE OTHER

This is where the Center’s administrative and management hub, the Office of General Management, the secretariat of the School of Concept Art and Philosophy and the secretariat of the research laboratory can be found: There is also an office dedicated to planning major events at the Center such as international conferences, seminars, masterclasses, art and science festivals, an annual economic forum (to build relationships between students and the entrepreneurial sector), and also conventions, comic conventions, competitions and events at the Nursery.

 

2- SCHOOL OF CONCEPT ART AND PHILOSOPHY

Images © : Erik Aliocha Anzi

THE SCHOOL OF CONCEPT ART AND PHILOSOPHY IS A PRIVATE SCHOOL INNOVATIVE DELIVERING TEACHING IN THE ARTS AND PHILOSOPHY

What makes it innovative?

As for many other interdependent disciplines, the very fusion of two intrinsic fields (Art and Philosophy) can give various consequences, creating a curriculum that is authentically interdisciplinary. By following this path, the Institute aims to oppose the compartmentalisation of disciplines, one of the main flaws of traditional schooling.

This is because the Institute promotes the development of a more dynamic, flexible and interactive approach to learning that is constantly evolving; an extension of the Center itself. It offers a space for experimentation and enhanced leaning: a museum campus, school and a journey of immersion and adventure developed in an interconnected and limitlessly flexible setting.

Images © : Erik Aliocha Anzi

The School of Concept Art and Philosophy’s mandate is to provide the best designers, animators and developers — novices and professionals alike — with an international standard of teaching of design for the entertainment and video game industries. The teaching provides a very solid learning base in special effects as well as an advanced programme of study in the fields of figurative plastic arts (history of art, anatomy, academic and digital sculpture and design).
This highly technical education is completed with specialised philosophy lessons adapted to the professional goals of each student. They strive to achieve 5 main aims:

  • Understanding the past and reclaiming history so that we can better plan for the future.
  • Adaptation to the space-time of modernity and promoting its understanding.
  • Mastering communication to share ideas and better understand them.
  • Taking ownership of the subject studied, absorbing knowledge, experiencing it, living it, and embodying it.
  • Creating, innovating and becoming a contributor to the industry by undertaking a project.

INNOVATIVE PHILOSOPHICAL TEACHING

The main objective of the philosophical teaching offered at the Institute is to give value to the field of philosophy and to restore it to its former glory: « this tree whose roots are metaphysics, whose trunk is physics, and whose branches, which issue from this trunk, are all the other sciences » (R. DESCARTES). Viewing philosophy as an experience, or even as a foundation for experimentation is the principle of this teaching centre.

The experience involves movement, a multitude of particular movements that are never stuck in one shape but are constantly evolving. Multiplying experiences means multiplying movements of the body and thoughts and opening your mind to different points of view with regards to potential life projects.

JUST LIKE THE FRANKENSTEIN CENTER ITSELF, PHILOSOPHY IS AN EXTREMELY VERSATILE EXPERIENCE.

It is from this constantly evolving perspective that interdisciplinarity takes its direction: changing angles to see things better, understand things better and, ultimately, to make better choices. This is the Institute’s philosophical goal. This philosophical path complements the artistic one. Philosophy gives students a sense of organisation, a mastery of ideas and communication, as well as the methodical development of their ability to deeply reflect on the meaning of both their creative and professional projects.

On the other hand, the artistic path reawakens and gives an inexhaustible liveliness to a concept, bringing it to life in a fun, innovative, and completely flexible space that can be transformed in any way imaginable: the Frankenstein Center.

A CURRICULUM ADAPTED TO THE ENTERTAINMENT MARKET

The curriculum of higher education proposed by this school conforms to the conventions of the Bologna Process and uses the traditional structure of Bachelor and Masters degrees.
Students can choose “Art” as a major option and “Philosophy” as a minor one (or vice versa) based on their personal objectives. An optional preparatory class helps to bring students lacking solid academic foundations to the required level.
The Yuriy Chemezov bachelor’s degree in Art and Philosophy lasts for three years (180 ECTS credits) and offers students the opportunity to study a vast range of disciplines, combining more traditional key subjects (art, sculpture, sketching, painting) with state-of-the-art technology (motion capture, 3D scanning, virtual or augmented reality, 2D and 3D digital imaging).

The two-year master’s degree (120 ECTS credits) allows students to make use of an experimental laboratory, enabling them to specialise in a specific field and take full advantage of the school’s exceptional infrastructure. The School of Concept Art and Philosophy intends to be an international institution. With this aim in mind, the school offers students on-campus accommodation, versatile working environments, an impressive art gallery, exhibition rooms, studios, a media library and a café.
Its close ties with the Eidolon Studio enables students to immerse themselves in a professional environment, allowing them to engage with leading contributors to the industry.

All teachers and contributors are working professionals so that a link between theoretical teaching and real-life expectations can be established.

Finally, the School of Concept Art and Philosophy should be seen as a true university of arts and sciences and one that builds relationships with both local and overseas universities. It is positioned on an international platform, as the school offering the broadest ranging and most thorough teaching in the field of philosophy and digital and classic art adapted to the entertainment industry.

3- THE ATOMOS LABORATORY

ART AND PHILOSOPHY RESEARCH

Atomos is an interdisciplinary/international research laboratory focussed on the challenges, consequences and prospects arising from the increasingly complex interdependence of the arts, sciences and philosophy. This involves understanding constant technological progress as well as the exponential growth of the sphere known as augmented reality (AR).

4- THE EIDOLON STUDIO

Fully integrated within the Center and with close links to the school, the Eidolon Studio develops projects using both traditional media (films, books) and immersive types such as VR (virtual reality) or HoloLens. It operates at an international level with large companies in the domain of cinema, television, Internet and video games.

The Eidolon Studio does not aim to compete with industry actors, but rather to serve as a link and support for them, granting them access to a talent pool and first-rate infrastructure via the school.

First and foremost, the studio is involved with the Center’s development and its continuous transformations. The studio participates in the design and creation of the attractions; it envisages the mechanical and digital special effects that will amaze the public. It creates fixed and moveable sets for the museums and other areas within the Center.

It also previews the different immersive scenarios for visitors to the Zone of Cross Realities and actively collaborates in directing animation films and other communication aids designed specifically for young visitors to the Frankenstein Center.

The Eidolon Studio is an independent production group working for the Center with the important contributors of the concerned industries. It is a bridge and link between the intrinsic creations taking place at the Frankenstein Center and the real market.

5- THE MOTION CAPTURE STUDIO

FILMING, SPECIAL EFFECTS

The Motion Capture room measuring 625 m2 and 12 metres in height allows students at the School of Concept Art and Philosophy and professionals from Studio Eidolon to access a vast number of technologies used by production studios, such as Mocap Hybrid, filming on Blue Screen, large scale VR, etc. The impressive dimensions of this room make it a valuable tool. The Motion Capture room is essential for a cinema school. Its very existence can promote the development of a local industry and attract local and overseas professionals from the visual world, allowing them to circulate their work and giving them access to a vast field of activities within the field concerned.

6- THE CINEMA-THEATER

PERFORMANCES, BIG EVENTS, CONVENTIONS, FESTIVALS, AWARDS CEREMONIES

This imposing space that is set aside for performances and big events is, first and foremost, a cinema-theater with Dolby Atmos as standard. A next generation, multipurpose room with seating for 600 and a floorspace of 600 m2 spread over 3 levels.

Resembling a real temple similar to Grauman’s Theater, Los Angeles, and adorned with exceptional decoration, the room was designed and decorated by prestigious artists and benefits from the most advanced technology in the field.

The space is also expected to host premières and award ceremonies as a way of rewarding the national and international talent put forward by the Frankenstein Center. It will also hold comic conventions, as well as various demonstrations, concerts and festivals that will light up this entertainment hub and next generation teaching space throughout the year.

7- THE MUSEUM SPACE

HUMAN: THE GREAT ADVENTURE

The Frankenstein Center offers three important museum volumes that present what is defined as: the Architecture of Man or the Inner Adventure.
Museums will analyze this matter through the eyes of pop culture. Here, it is the cinema, the video game, the fantastic and anticipatory literature, the animation, the manga, the visual novels and the mythological archetypes, which speak and guide the general public and carry it in a fantastic voyage.
Each of the three museums is devoted to a specific time, to a particular universe and is connected to three major attractions referring to the subject presented by museums.

These three attractions are located in the House of the Three Worlds, a vast complex developing on several levels and which allows the visitors of the museum space, to experience the teaching provided by each museum.

The Center’s three museums must be imagined, developed and designed by specialists in the field. It is our partnerATOMOS who is in charge of bringing together these experts to carry out this work.

It is important to note that the participation of the host country of the Frankenstein Center is essential for the successful realization of the Center’s museum space.

THE MUSEUM OF THE PAST — The past, a prediction of the present and the future
From the birth of humanity, to the sixteenth century.

 

THE MUSEUM OF THE PRESENT — The present, an immense dream is emerging
From the sixteenth century to the present.

 

THE MUSEUM OF THE FUTURE — The future, from the dreamed body to the augmented body
From the present to the future.

 

In a completely fabricated space, interactive journeys, scenographic and multimedia universes, augmented reality, immersion in virtual reality and the magic of technology unite to lead the visitor on an out of the ordinary experience which will firstly lead him into the past, then carry them to the present before finally propelling him into the future and make him discover and live the extraordinary adventure of which he is the main character, the hero.

It is a journey that will first lead him in the past, then return to the present and finally project him to the future.

To discover this extraordinary journey, the Frankenstein Center invites visitors to fully participate in their encounters with knowledge, to contribute, in the fullest sense of the word, and not just to be passive visitors discovering abstract knowledge.

The museums can also be visited virtually via the Internet. These jaw-dropping digital journeys fully interact with physical visits carried out in the traditional way. They complement them, thereby helping to make the discovery of these museum spaces a completely unique moment and an extraordinary and unforgettable experience.

The museums are constantly being updated, as science seems to evolve faster that the dreams that influence it and, thus, bring it to life. The ensemble of museums represents, on a global scale, a unique and prestigious complex dedicated to the discovery and study of what is defined as the Architecture of human or the Inner Adventure.

8- THE NURSERY: THE START-UPS SPACE

NEVER BEFORE SEEN IMMERSIVE TECHNOLOGIES!

Designed specifically for the Frankenstein Center, the Nursey hosts an ensemble of virtual spaces where different forms of digital and analogue entertainment displayed to the public coexist, interact and complement each other thanks to exceptional attractions with advanced haptic features.

Here, bodies and objects are tracked in real-time, allowing for rapid interactions, interactive games and group immersions on considerably-sized plots.

One of the characteristics of these game environments is to reduce the boundaries between real and virtual toa minimum.

The Nursery is an amazing place of experimentation, proposing a completely unique interaction between the most advanced technologies and the general public.

Just like company incubators and other accelerators such as MassChallenge, the Nursery offers a panel of new start-ups — selected by criteria including innovation, dynamism, but also creativity — the opportunity to test in real-time and with the public, different products that they are in the process of developing.

THE E-SPORT CIRCLE

It is in the heart of the Nursery that the E-Sport circle can be found. This is the first online, multiplayer VR space, and a trailblazer of an evolved form of E-sports.

The Circle, which develops over a large area can host 40 players simultaneously and is one of the Centre’s top attractions.

Designed to host E-Sport teams via connected meetings, the Circle at the Frankenstein Center intends to be the most important and innovative space in the world within the field of virtual reality (VR).

By using the latest “full body” tracking technology applied to multiplayer virtual reality, the Circle offers the possibility for many different teams to compete in VR, whilst being together in one place and free to move and help each other out in real-time.

Within the Frankenstein Center, the Nursery is undergoing constant transformations. It is an area that evolves according to the progress and needs of the companies that manage it, develop it, conceive it and establish it. 

~ The description of the Nursery concludes the presentation of the 8 sections within the Mary Shelley Institute. ~

The Institute can deliver its full impact when its eight specific fields work hand in hand. This is what we refer to as the virtuous circle: Philosophy, Art and Science collaborate closely to provide teaching, creation, research, innovation and, finally, production.
This living ensemble, this force that constantly reacts, transforms, adapts and evolves is the beating heart of the Frankenstein Center. It is its main reason for existence and the primary way it communicates with the host nation and the international general public.

 
 

THE ZONE OF CROSS REALITIES: WHEN EXPERIMENTATION PUTS KNOWLEDGE TO THE TEST FOR THE PURPOSE OF COMPREHENSION AND INTEGRATION

An adventure-filled journey !

The Zone of Cross Realities is the second of two main cornerstones of the Frankenstein Center. The Zone is the main focal point of the Center’s attractions, a space of adventure and initiation, a journey that tests the visitor, immerses them and challenges them.
The Zone of Cross Realities is a vast, evolving space, spread over many levels of the Frankenstein Center. It is in this area, and through the numerous attractions that it offers, that the general public can experience the knowledge they have gained from the Mary Shelley Institute’s museum space.

The name: Cross realities (XR), refers to a hybrid mixture of real and virtual environments that complement traditional gaming and theatre experiences, video games, augmented reality (AR), virtual reality (VR) and artificial intelligent (AI).

The zone makes it possible to develop evolutionary and cutting-edge experiences by letting them play out in a replicated (mirrored) physical space in the virtual Cloud.

The XR zone is a completely fabricated and controlled area that is situated underground and can host a limitless variety of experiences.

This is achieved through the use of physical modular accessories, digital sensors, true to size sets, 3D projections, lighting, sound effects, mechanical engineering and with support from the latest technologies.

Furthermore, the flexibility of the zone of Cross Realities means that it can also be used for a vast range of activities within the entertainment and leisure industry. It can even serve as a test laboratory for exploring further topics of interest such as the interaction between man and machine or empathy in the era of digitalisation and mass media.

The installation and orchestration of the XR zone requires the collective knowledge of our creative team with regards to architecture, Concept Art linked to cinematographic production and video games, as well as all engineering techniques used in the field of scenographic performances.

This work is performed in close collaboration with artists and creators in the host country, local schools and universities and with our partners and leaders of Swiss technology: MOKA STUDIO and ARTANIM.  Artanim animates virtual reality experiences for DREAMSCAPE IMMERSIVE which counts the following among its backers: WARNER, 21ST CENTURY FOX and STEVEN SPIELBERG.

Finally, the Zone of Cross Realities is flexible, it can be extended at your leisure and is therefore able to offer an ever increasing number of attractions.

The Zone is the Frankenstein Center’s vast playground of games and experiences for the general public. Everything that is intellectually contemplated, conceived and developed within the Center and everything that is displayed to the audience is put forward and tested in the Zone of Cross Realities.

© Three Golden Doors Sàrl – ® All Rights Reserved / Todos los derechos reservados / 保留所有权利 / Tous droits réservés

© Three Golden Doors Sàrl – ® All Rights Reserved / Todos los derechos reservados / 保留所有权利 / Tous droits réservés