This panel and dialog-paper explores the potentials at the intersection of art, science, immersion and highly dimensional, “big” data to create new forms of engagement, insight and cultural forms. We will address questions such as: “What kinds of research questions can be identified at the intersection of art + science + immersive environments that can’t be expressed otherwise?” “How is art+science+immersion distinct from state-of-the art visualization?” “What does working with immersive environments and visualization offer that other approaches don’t or can’t?” “Where does immersion fall short?” We will also explore current trends in the application of immersion for gaming, scientific data, entertainment, simulation, social media and other new forms of big data. We ask what expressive, arts-based approaches can contribute to these forms in the broad cultural landscape of immersive technologies.
In this paper we describe the use of visualization tools and facilities in the collaborative design of a replacement weapons system, the Reliable Replacement Warhead (RRW). We used not only standard collaboration methods but also a range of visualization software and facilities to bring together domain specialists from laboratories across the country to collaborate on the design and integrate this disparate input early in the design. This was the first time in U.S. weapons history that a weapon had been designed in this collaborative manner. Benefits included projected cost savings, design improvements and increased understanding across the project.