AI PHOTOS
A suite of photo opportunities enables exploration of machine learning powered art.
Example experiences include
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Style transfer recomposes Guest imagery in the style of famous works of art.
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Computer vision automagically creates cartoon-like avatars based on a Guest's selfie.
2018
AI PIANO
Guests feel as if a live pianist is performing for them with a player piano powered by Google Magenta's Performance RNN machine learning model.
2017
AR ARCADE
A self-service station encourages visitors to play with augmented reality experiences. The large display shares the small screen phone experience for larger groups.
Interact with characters from the world of Oz who respond to visitors with machine learning trained behaviors for fun photo moments.
2017
PIXEL WALL
A sculptural display of tablets choreographed to display content together.
Collaborations with Google Trends and Google ML Fairness power autogenerated and custom content.
2017
INFINITE TRIVIA
A suite of multiplayer trivia games showcasing the power of Google Trends.
3 trivia games with autogenerated content powered by Google Trends, image search, and knowledge graph.
1 prewritten trivia game for facilitators to write their own custom questions.
2016
PRODUCT DEMOS
Interactive stories telling a day in the life of a family at home, work, and on the go.
Following different characters highlights the various touch points that make up Google's connected ecosystem of products and technologies.
2015
IMAGE TREE
A welcoming, light interactive entry moment for visitors to explore their environment and play.
A projection-mapped tree accepts voice search to display images in its leaves. Guests gesture and move around on the wall and floor.
2015
TRAVEL CARDS
An entry exhibit for traveling clients provides info cards for traffic, navigation, points of interest, flights, news, and weather.
Visitors can put away their devices and engage in workshops and their environment.
2015
YOUTUBE TABLE
Playful and collaborative exploration of YouTube through standard search, Ads leaderboard, and a brand's channel.
The table is a multitouch table for people to gather around and fling videos up to the large video wall.
2015
MOBILE JOURNEY
Multi-player, gesture-based interactive activity for Guests to answer multiple choice questions about a consumer's mobile purchase journey.
2015
KABOOM! TOUR
KaBOOM! summer play festival: 6 US city touring festival promotion family play through arts and crafts, and physical obstacle course challenges.
2014
PASSPORTS
A theme park merchandise stamp collection activity encouraging visitors to explore the park and connect with stories and characters.
2014
DESSERTS
Functional, integrated, and tested prototype of personalized plated desserts and chocolate boxes with select theme park restaurants.
Automated tools and hardware enabled partnership with food teams.
2012 - 2014
BIG GAMES
Large-scale social games enabling positive interactions between groups of people.
Some pictured in the gallery:
Hopscotch Highways - large scale performative twist on hopscotch.
Super Happy Fun Big City Bingo - park-wide scavenger hunt.
Unwritten Storybook - collaborative storytelling and theatrical adventure.
2006 - 2014
SPACE MTN
Space Mountain queue line entertainment - 4 games for large groups of Guests waiting for the ride.
2009
FIREWORKS
Fireworks design activity for kids to see their creations projected in the hospital lobby and on in-room TV streaming channels.
2009
KIDS CLUBS
Activities and technologies for kids ages 3 to 12 in cruise line kids clubs.
2008
TURTLE TALK
Interactive theater show for Crush from Finding Nemo to talk and play with families.
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An adaptation of the original US-based experience for audiences in Tokyo.
2007
POWER CITY
A game for 2 players to use physical sticks to push virtual pucks of energy to expand the virtual, floor-projected city.
Power City was part of a suite of educational games for Siemens technology's for Spaceship Earth's Project Tomorrow post show.
2006
STAR FAIRY
An interactive show integrating physical and digital elements to honor the arrival of families from the Make-A-Wish foundation.
The Star Fairy welcomes families to the Give Kids the World Village with a special effects show.
2006
KIM POSSIBLE
Kids and families "save the world"... Epcot's World Showcase that is. They use a phone to receive mission communications and solve puzzles. Their phone also enables a bridge between real-world activities and environmental special effects.
Kim Possible World Showcase Adventure's playtest was honored with a THEA award.
2005
ANIMATEERING
Virtual puppeteering exhibit for children to create and perform their own stories.
2005