Interactive Art

Adventures in Perception: Aurora

Adventures in Perception: Aurora

Limbic Media’s Project Technical Lead, Jason Sanche, recently wrote about Aurora in a paper for a university course on Neuroaesthetics. Jason is finishing his Computer Science degree at the University of Victoria and couldn’t have timed this article better with...

Which Technologies Enhance Human Connection?

Which Technologies Enhance Human Connection?

“What gunpowder did for war the printing press has done for the mind.”—Wendell Phillips No matter the era, technology has both a positive and negative impact on our lives. It all depends, of course, on how it’s used. Most of America, apparently, would agree with that...

8 Interactive Technologies of Future Shopping Malls

8 Interactive Technologies of Future Shopping Malls

When Rebecca Minkoff’s flagship store opened in SoHo in 2015, the retailer was known primarily for selling bags. Since introducing interactive technology for their customers on the floor, clothing sales tripled their expectations within a year. Interactive...

Five Takeaways from Discover Tectoria 2018

Five Takeaways from Discover Tectoria 2018

VIATEC’s 2018 Discover Tectoria event was a friendly and engaging introduction for Limbic Media’s new marketing team. Having seen Victoria’s vibrant tech sector with fresh eyes, here are our main takeaways from Friday’s exhibition of Victoria’s emerging and...

Adding Light to The World’s Largest Instrument

Adding Light to The World’s Largest Instrument

Back in 2015, Music By The Sea and Limbic Media premiered the first version of “The World’s Largest Instrument” at the Music By The Sea Festival in Bamfield, BC. In preparation for another performance on Canada Day 2017 in Port Alberni, to celebrate...

Creative Marketing in an Attention Economy

Creative Marketing in an Attention Economy

Earning Consent: Creative and Ethical Approaches to Marketing in an Attention Economy Marketing is a necessary tool for getting the word out, but it doesn’t have to be a necessary evil. Earning consent to market to an intended audience, by giving them experiences and...

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