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As well as a designer, I'm also a design researcher, examining questions of creative technology. Here is some of my past work.
Architectures of Immersion
Co-Panelists: Janine Marchessault (York), Allison Whitney (Texas Tech), Jessica Mulvogue (York), Monika Kin Gagnon (Concordia), Chip Limeburner (Concordia) and Jordan Strom (Surrey Art Gallery / SFU)
Presented Oct. 19, 2023 at the Thinking Allowed Colloquium
Panel presenting ongoing research reconstructing historical IMAX installations from between 1970 and 1990. Link to full panel recording may be found here.
Diminished Dimensions: Rethinking Sensory Design in 4D Cinematic Storytelling
Author: Chip Limeburner
Presented May 6, 2023 at Uncommon Senses IV
Though considerable scholarship has already been done examining spectatorship of multisensory 4D cinema, much of this work explicitly aims to situate 4D (and higher dimensional) cinema along a film history continuum. While this existing scholarship argues that 4D cinema represents an extension of earlier more-than-visual features of film as well as a contemporary reintegration of Tom Gunning’s “cinema of attraction”, this presentation will draw on examples from both traditional cinematic contexts as well as theme parks to demonstrate that this cinematic heritage has limited the actual use of multisensory storytelling, with non-visual effects frequently serving only as secondary evidence of the primarily visual events on-screen. A brief overview of the history of multisensory cinema will be outlined, tracing the medium from Hale’s Tours (1904) to contemporary examples in Disney and Universal theme parks, followed by discussion of the specific and limited ways multisensory effects are typically deployed, and finally the presentation will conclude with an exploration of possible avenues for novel multisensory storytelling that truly extend beyond the visual.
Doing Whatever a Spider Can: The convergence of embodiment and interactivity in themed entertainment
Authors: Chip Limeburner, Rilla Khaled
Presented Nov. 18, 2022 at the Themed Experience and Attractions Academic Symposium
Though recent decades have witnessed an explosion in interactive theme park experiences, many examples continue to focus on just a handful of technologies. Seeking new avenues for design, this paper bridges a gap between theme park and video game literature to advocate a new understanding centred on the convergence of theme parks as embodied medium and video games as interactive medium at the intersection of iconically themed affordances. Two rides– Universal Studio’s The Amazing Adventures of Spider-Man and Disney’s Web Slingers: A Spider-Man Adventure– are used as case studies to examine such affordances as vehicles for immersion.
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