january2016 interiors+sources 81
need of any given program on a day-to-day
basis, was a strategic part of the program.
i+s: How was the 64-panel wall-size
microtile display developed In the gaming
SF: The Game Lab has a 5h x 16w Microtile
array (a total of 80 panels). The physical
design was developed within the given space
constraints, taking into consideration that we
also needed to house AV equipment racks
on the same wall. The remaining wall space
was filled with as many Microtiles as possible.
Although the video wall cannot be physically
expanded, it can be upgraded over time as
resolutions increase in pixel density.
i+s: The infrastructure also allows for
immersive gaming, such as iDome. Tell us
SF: Immersive gaming replicates a full sensory
experience, using technology to fool human
perception into believing that we are physically
a part of the world represented. Star Trek’s
Holodeck is what the industry is ultimately try-
ing to create.
i+s: What were some of the flexible fur-
nishings you utilized to help accommo-
date the technology program?
SF: The Sextant Group helped develop lec-
terns that can easily be integrated and repur-
posed as technology progresses.
i+s: How was the learning commons
SF: The learning commons was the brain
child of the library. The Sextant Group was
asked to provide large format touch surface
technology that would help ignite a new form
of interaction. It is a fully collaborative space
where students and faculty can gather around
a touch-enabled surface to share and develop
i+s: How is the AccessGrid helping both
students and faculty in the teaching visu-
SF: The AccessGrid provides places to hang
projectors, cameras, and lighting on a standard pipe, allowing the users the ability to
reconfigure AV technology as needed. This
was important to the library, as it enabled
response to new requirements on a daily
basis. Above the pipe grid we designed in a
similar cabling basket grid with ample power
and data drops.