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Ari J. Hollander
Creative Director * World Designer *
Technical Art Director * Project Manager
Digital Artist * Mad Scientist |
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817 16th Avenue * Seattle, WA 98122
* (206) 322-7774 * ari@Imprint
IT.com * http://www.firsthand.com/ari
Education
M.S.E. Virtual Environments and Advanced Interface Technology, University
of Washington, 1994
Thesis topic: An Exploration of Virtual Auditory Shape
Perception. In a series of psychoacoustical experiments I demonstrated
that people could identify shapes and letters "drawn" in 3D
virtual sound.
B.A. Astrophysics, University of California at Berkeley, 1991
Core Skill-Set
- Thirteen years of leading design, content development, and programming
in real-time 3D simulation, games and virtual reality on platforms including
the Unreal Engine, Sense8, VPL, and proprietary game engines.
- 3D modeling, level design, art tools design, interface design, game design,
and technical art direction.
- Fluent in numerous digital content applications including: Maya & Photoshop.
- Project and personnel management across technological and artistic disciplines.
- Programming experience with MEL, C, Lisp, Visual BASIC, JavaScript, and
some Java, C++, and C#.
Professional Experience
Imprint Interactive: Virtual
World Architect (2003-Present)
Microsoft Game Studios (ironWorks): Designer/Program
Manager (2002-2003)
- XBox Level and game design on the Gemini
and Redemption projects.
- Team specialist on Unreal content development, training artists and programmers
in UnrealEd and the art pipeline..
- Wrote the specification and designed interfaces for a proprietary level
editing system for XBox development.
- Wrote art tools, process automation tools, and the front-end for the Maya
exporter using MEL.
Explorati, Inc.: Director
of Artistic Technology (2001-2002)
- Directed 3D content development for prototype story-based
massively multi-user game system using Unreal technology.
- Managed artists and contractors and facilitated communication between art
and engineering groups.
- Filled in as lead 3D modeler, level designer, supplementary animation rigger,
and technical artist.
BookAlive.Com: Co-Founder
and Director of Emerging Technologies (1999-2000)
- Played multiple roles as necessary in growing the company from concept
to twenty employees on two continents. These included: interviewing and hiring
of key personnel, art direction, project management, software development,
and system administration.
- One of two principal architects of a realtime
3D web application involving thousands of objects generated dynamically
from a database back-end.
- Served as Art Director, programmer, and lead 3D modeler.
Cornish College of the Arts: Instructor
(Fall 1999)
- Taught and developed Physics course: The Physics of Light and Color
supplementing lectures with a web
site.
Firsthand LLC: Principal
and Technical Director (1995- 1999)
- Technical lead on projects involving concept development, educational efficacy
analysis, and interface research, design, and evaluation for a variety of
client companies including: Disney Interactive, Disney Imagineering, Edmark,
Hewlett-Packard, and Sierra.
- Lead development of Groupmind:
a realtime 3D spacecraft simulation for Boeing executive training. This system
allows 100 people to collectively control the spacecraft from networked computers.
- Built experimental applications for testing the efficacy
of using VR in implicit race-bias assessment, pain distraction for burn victims,
and treatment of phobias. The latter appeared in an episode of Scientific
American Frontiers.
- Technical lead, co-author, and instructor for Virtual
Reality Adventures summer camp
- Designed and constructed real-time 3D application: The
Atomic Kitchen: a web browser-integrated atomic physics lesson
Human Interface Technology Lab (three positions
1991-1997)
The HIT Lab
is a world leader in virtual reality research based at the University of Washington
Creative/Technical Director of Learning Center
(1994-1997)
- Directed technology and applications development of the $1.2M
Virtual Reality Roving Vehicles project
- Developed and delivered seminars for students, professional staff, and
educators in Virtual environment design and 3D modeling in Alias Studio
- Designed and constructed educational virtual environments:
- Global
Change : a multi-participant virtual environment and ecological
simulation
- The
Virtual Atom : a virtual environment for teaching high school atomic
physics
-
Coordinated the design and construction of more than fifteen
virtual environments co-developed with 4-12th grade students at twenty
public schools as part of a world-building curriculum
-
Designed and implemented a Macintosh application for use
by 4-12th grade students to generate virtual object behavior and interaction
code with a simple graphical user interface
- Awarded WTC grant to form Alternative Input Systems Group
to develop new input systems for virtual environments. Invented a surface-based
5-DOF input and direct-manipulation system.
Research Consultant(via
Lab Director's consulting company, Eye-Reach Inc. 1992-1993)
-
Surveyed current and emerging technologies in VR training
-
Constructed relational databases detailing feasible virtual
environment training applications
Research Assistant (1991-1994)
-
Wrote master's thesis exploring shape perception in the auditory
domain via psychoacoustic experiments. Experimental process employed computer
controlled spatial sound and automated data-gathering.
-
Developed several novel virtual environment applications
and performed realtime 3D interface research:
-
Virtual Lunar Lander: A VR version of the classic
arcade game using parametrically generated terrain and force dynamics.
Performed usability testing and analysis.
-
Crystallize: A multi-sensory scientific "perceptualization"
tool for understanding crystal lattice structures. Crystallize allowed
you to hear the parts of the lattice that you could not see.
-
The Flight Desk: A 6-D navigation system with a hybrid
physical and virtual interface.
LucasArts Entertainment & Learning Divisions:
Q.A. Technician(1990-1991)
- Worked on more than seven shipped titles (12 or more if you
count incidental work and foreign language versions).
- Tested and critiqued interactive educational laser disk and
award-winning computer games
- Assisted production of Commodore Amiga version of The
Secret of Monkey Island
- Contributed Textual and Graphical elements for Nintendo version
of the Star Wars Hint Book
- Performed voice work for a prototype CD audio version ofThe
Secret of Monkey Island
Architecture Multimedia: Computer
Animator, Digital (and Analog) Artist (1989-1991)
- Designed and created processed digital video effects, and two and three-dimensional
computer animation for large-screen projection in Grateful Dead 1990 Summer
Tour
- Awarded Gold Record for cover art on Grateful Dead album: Built To Last
Selected Publications
Winn, W.D., Hoffman, H., Hollander, A., Osberg, K.,
Rose, H., & Char, P.,(June, 1999). Student-built Virtual Environments. Presence. M.I.T Press.
Boston, MA
Rose, H., Osberg, K., & Hollander, A. (1999).Taking Charge of Technology.
LNT Perspectives. Online
publication.
Osberg, K., Winn, W., Rose, H., Hollander, A., Hoffman, H., Char, P. (1997).
The Effect of Having Grade Seven Students Construct Virtual Environments
on Their Comprehension of Science. Presented at the Annual Meeting of
the American Educational Research Association, March 1997. [HTML]
Hoffman, H.G., Groen, J., Rousseau, S., Hollander, A.,Winn, W., Wells, M.,
& Furness III, T. (1996). Tactile Augmentation: Enhancing Presence
in Virtual Reality with Tactile Feedback from Real Objects. Presented
at the Meeting of the American Psychological Society, Washington, D.C.: American
Psychological Society. [HTML]
Hollander, Ari J. (1994). An Exploration of Virtual Auditory Shape Perception.
Master's Thesis, University of Washington. [HTML]
Hollander, Ari J., & Furness, Thomas A. (1994). The Perception of
Virtual Auditory Shapes. Proceedings of the International Conference
on Auditory Displays. November, 1994. [HTML]