Seed Project: S. I. A. R.

=S.I.A.R. Sensory, Immersion, Augmented, Reality F.T.G.=

My Project Idea:

[http://paragogy.net/Identification_and_Design_process_%26_Roadmap. CCA3 Fabrizio Terzi]

I believe in the opportunities for participants to learn in practice working together on the creation of a Open Modular Research Project for sensory interaction and creative development studies in immersive virtual environments. We join forces with strategic partners and philanthropic investors who share our why to better the world. We want to build practical solutions that meet critical needs in this exiting research sector and new open scenario. Our return on investment is not measured in money, but in the number of inspiration we affect to. This return on humanity will pay off for generations to come.

( Back to project proposal).

S.I.A.R. is a research project for sensory interaction and creative development studies on immersive virtual environments scenario. The project is launch with a GPL-Covered Program for software development and OHANDA trademark for sustainable sharing and open hardware design.


 *  Lead Project Director: Fabrizio Terzi
 * Website SIAR:
 * Seed Project FTG /Seed_Project:_Bergamo_%28Italy%29_HUB_Laboratory_Project_Art_%26_Open_Technology_Incubator]]
 * Currently in development forecast Bergamo HUB

Why: My greatest desire is to establish an N.G.O. that would allow the poorest children to imagine and build a new future. For this reason S.I.A.R. become my financial leverage for the foundations of an Open Innovation Technology Academy Institute where children, can grow and imagine a different future through the creation of new technology and “paragogy” (peer tutoring and learning).

Fill free and welcome to join the discussion at FTA Campus

Project Lemma: "The more people we inspire, the more people will inspire us"

Research Paradigma: ”Our senses determinate everything that exists in our world but that doesn't necessarily mean that's the end of our world. We have to embrace knowledge that's unconventional that's in the unseen. And if we can wire it in our brain first, than what has always existed will now be seen by us”.

Abstract: The research model presented here derives from the development of a magnetic gyroscopic electro-mechanical apparatus in the environment of an Open Innovation Research Technology Project (S.I.A.R.). I am convinced that this model can be improved through the mindful sharing of knowledge and experience among researchers. The Human Computer Interaction (HCI) applied in engineering computer science research has permitted us to develop and discover new technology and refine our technological approach on an almost daily basis. The findings presented here, build upon the concept of the cardanic gyroscopic suspension Gimpal mechanism described it in detail by the Italian Renaissance mathematician Girolamo Cardano (1501-1576) who was in turn informed by the Greek inventor Philo of Byzantium (280-220) and Leonardo da Vinci (1452-1519).

Keywords: ''Libre/Open Innovation Technology, Gimbal, Paragogy, Sensory Immersive Augmented Reality, Crowd-sourcing Research, Peeragogical Learning.''

Vision: Enrich and make more real understanding on our physical perception through a development free Software technology platform system SIAR.

Software Platform development: GPL - covered program license

Hardware Platform development: OHANDA Open Source Hardware and Design Alliance:

What it has to offer

 * S.I.A.R. and Education: Education is an exciting area which immersive virtual reality can develop new interesting applications approach for teaching and learning situations. The advantage of this is that it enables students, teachers and tutors to interact with each other as within a three dimensional environment. It is able to present complex data in an accessible way to students which is both fun and easy to learn. Plus these students can interact with the objects in that environment in order to discover more about them.


 * S.I.A.R. in Healthcare: Healthcare is one of the biggest adopters of virtual reality which encompasses surgery simulation, phobia treatment, robotic surgery and skills training. One of the advantages of this technology is that it allows healthcare professionals to learn new skills as well as refreshing existing ones in a safe environment. Plus it allows this without causing any danger to the patients.


 * S.I.A.R. in Entertainment: The entertainment industry is one of the most enthusiastic advocates of immersive virtual reality, most noticeably in games and virtual worlds. But other equally popular areas include: Virtual Museums, interactive exhibitions Galleries Theatre, interactive virtual performances Virtual discovery centres.


 * S.I.A.R. in Heritage: This refers to the use of immersive virtual reality in museum and historical settings, e.g. visitor centres. These settings employ interaction as a means of communicating information to the general public in new and exciting ways. There has been a move away from the traditional type of experience associated with museums, galleries and visitor centres. The old model was that of passive engagement in which people viewed the exhibit/s but did not get involved to an experience in which interaction is the main feature. Interactive displays form a large part of many exhibitions and particularly appeal to children. Children are often difficult to attract to a museum or gallery as they tend to see this as a boring experience. But the use of interactive technologies such as virtual reality has changed that perception and opened up these spaces to a new audience.


 * S.I.A.R. in Business: Virtual reality it can be use in a number of ways by the business community which include: Virtual tours of a business environment, training for collaborators and 360 view product interactive presentation.


 * S.I.A.R. in Engineering: Virtual reality engineering includes the use of 3D modelling tools and visualisation techniques as part of the design process. This technology enables engineers and clients to view their project in 3D and gain a greater understanding of how it works and understand the final outcome. Plus engineers can spot any flaws or potential risks before implementation and conduct test simulations. This also allows the design team to observe their project within a safe environment and make changes as and where necessary. This saves both time and money. What is important is the ability of immersive virtual reality to depict fine grained details of an engineering product to maintain the illusion. This means high end graphics, video with a fast refresh rate and realistic sound and movement.


 * S.I.A.R. in Construction: Virtual reality can be extremely useful in the construction industry, which is often known as having a very high amount of inefficiency and low profit margins. Using a virtual environment, an organisation can not only render the resulting structure in 3D but also experience them as they would in the real world.


 * S.I.A.R. and Scientific Visualisation: VR is being increasingly used in the field of scientific visualisation. This field is based upon using computer graphics to express complex ideas and scientific concepts, for example molecular models or statistical results. A tool for conveying complex information Scientific visualisation is used as a means of communicating abstract concepts to an audience which also aids with understanding. The audience can interact with these images, for example, viewing a molecular structure at different angles or as a means of problem solving. Virtual reality enables scientists to demonstrate a method or convey complex ideas in a visual format. This includes semi-immersive and full immersive environments in which they visualise research theories or discuss large data sets.


 * S.I.A.R. in Telecommunications: Telecommunications is another field which has utilised virtual reality technology, in particular mobile communications which enables easy access to a variety of VR based projects. The main challenge is that of dealing with a medium which mainly relies upon tone of voice, intonation, gesture and body language as compared to spoken words. In fact, spoken words only account for a very small percentage of the overall communication. But traditional forms of communication such as the telephone are being superseded by video conferencing, Skype and live chat. These communication mediums can be used on the internet and other similar systems and are seen as cheaper and more flexible. Telecommunications can be used to help virtual reality systems such as surgery simulation or telemedicine. An example of this is remote surgery in which images from that surgery can be transmitted to various locations around the world. It also enables surgery to be performed in remote locations using robotic technology and virtual reality.

What it needs:

 * mentoring/coaching
 * teaching/training
 * software/technology/knowledge development
 * inspiration and project vision implementation

Key Features

 * Libre/Open Innovation Technology
 * Paragogy
 * Sensory Immersive Augmented Reality
 * Crowd-sourcing Research
 * Peeragogical Learning