Houston Chronicle Sunday

SEISMIQUE WAVES

Trippy immersive experience, both tech-driven and handmade, is opening in west Houston

- By Molly Glentzer STAFF WRITER

Houston, Seismique has landed, bringing some aliens with it. After eight months of pandemic-induced stupor that has limited so much “immersive” entertainm­ent to computer, phone and TV screens, the city’s newest attraction offers a truly physical escape from reality.

Opening Dec. 26, Seismique transforms a former Bed, Bath & Beyond retail space on Houston’s far west side into a 40,000-square-foot, sci-fi-fantasy playground. Though the building’s turquoise facade and jaunty, colorful signage hint at the fun inside, what awaits still jolts the senses: a maze of more than 30 woozy rooms driven by technical wonderment­s, the dazzle of more than 9 million programmed LEDs, and the hands and minds of about 50 artists.

The environmen­ts suggest the bays of a spaceship that’s a Noah’s Ark of the universe, containing the native surroundin­gs of beings that have been collected from different galaxies. Founders Steve

Kopelman and Josh Corley told artists the spaceship’s crash caused ripples across the world. Thus the name, which in spite of the Frenchifie­d spelling is pronounced “seismic.”

The place has been a hive of creative collaborat­ion most of this year, yielding installati­ons that combine the high-tech gizmos of young digital media geniuses with serious hands-on craftsmans­hip by muralists and entertainm­ent-industry veterans. Many of the artists are from Houston or Texas.

There’s nothing exactly like Seismique anywhere, although it belongs to the class of so-called “experienti­al museums” begat by Meow Wolf, the once lovably funky artists’ collective that launched its first permanent exhibit in 2016 in an abandoned bowling alley in Santa Fe, N.M. Meow Wolf has grown into a corporate entertainm­ent giant, with larger, slicker venues opening next year in Las Vegas and Denver.

Attendance at interactiv­e venues has cratered this year because of the COVID-19 pandemic — Meow Wolf’s original House of Eternal Return is still closed — but a number of companies are in the game. Columbus, Ohio, boasts the artist-run Otherworld, and in St. Petersburg, Fla., a smaller venue called Fairground­s will open in 2021.

Kopelman says he avoided visiting House of Eternal Return, but he and Corley did draw from other artist influences. The lobby, for example — a fully analog optical illusion designed as a respite from the sensory overload — mimics the famous black and white cartoon cafes of Seoul, South Korea. And Kopelman has four decades of his own experience with immersive venues. He once was the world’s largest producer of haunted houses, and he co-founded Escape the Room, which has 22 locations across the U.S.

Seismique is more high tech than its competitio­n in other cities, incorporat­ing projection mapping, holograms, augmented reality, light mapping, motion tracking and gamificati­on into its trippy environmen­ts. (Who even knew “gamificati­on” was a thing? It involves using gaming techniques to engage and motivate people.) One room is reserved for on-site STEM classes where schoolchil­dren will create digital animations and see them come to life on the surroundin­g walls.

Technology also has helped to make Seismique more pandemic-protocol-friendly. While admissions will be timed and limited to 160 people per hour (about 28 percent of capacity, Kopelman says), masks are required and hand-sanitizing stations abound, hands-on elements have been made touchoptio­nal with motion sensors and a smartphone app. About 40 motion-tracking cameras scattered across certain areas are programmed to follow patrons and activate experience­s automatica­lly so they don’t have to be touched. Interactiv­e elements also will be sanitized with a state-of-the-art misting system.

Tech art

Some of Seismique was still a work zone last week. A 70-footlong Starship Enterprise-like structure that protrudes into the central Hub gallery was being wired with more than 1 million LEDs and thrusters that will drop calming bubbles filled with fog.

B ecause Kopelman has encouraged his artists to push the envelope, some of the technology is, if not experiment­al, still a work in progress. The team has been trying to “stress installati­ons” to see what happens, he says. “We have had some technical difficulti­es that we’re figuring out.”

One of the most beautiful rooms, the infinity space “Alien Grass,” was being slightly redesigned. The initial idea was to let visitors walk among the room’s blades of grass, each of which is topped with an orb containing motion-sensitive LEDs. But a glitch happened when a large test group of people went in.

“Would you believe it? Their static electricit­y blew out the LEDs,” Kopelman says. He fakes a scream, rememberin­g that moment of panic. As he spoke, a crew was building the workaround for “Alien Grass,” creating a mirrored pathway along the edges of the pastel-hued “lawn.” Visitors won’t be quite as physically immersed, but the effects of the lights may be enhanced.

The “Crystal Cavern” installati­on also was in progress. That room came together almost as an afterthoug­ht because there was space to fill. The cave’s sculpted foam walls were getting a coat of glitter, and 235, 3-footlong, UV-lit pink and purple fiberglass crystals were waiting to be hung, along with more than 200 hand-molded stalagmite­s.

New Orleans scenic artist

Dave Carry formed the stalagmite­s damned near by himself, but not for lack of help. “It was just a project I really wanted to do,” he says. “I very rarely work hands-on building things nowadays.”

Carry owns Profession­al Scenic, a company with a backlog of major projects for experienti­al spaces, including haunted houses and escape rooms across the country. On board at Seismique from the start, he walked through the building’s shell with Kopelman and Corley last winter, came up with the floor plan and conceived many of the rooms.

Carry refers to himself as the idea generator but says all of the installati­ons developed through conversati­ons among the owners and other artists who also love what they’re doing. “He’s a genius. His whole team is incredible,” says Alex Ramos, half of the Houston creative digital team Input Output, which designed or programmed three of Seismique’s rooms.

Seismique may not aspire to be as profound as a fine art museum, but some of its emerging digital artists bring that kind of refinement to their creations. Joshuah Jest’s “Brainwashe­r,” for example, pays homage to the work of Nam June Paik, the father of video art, as well as video domes by the experiment­al filmmaker Stan Vanderbeek. The room’s 14 projectors flash images into 200 bubblelike screens, oscillatin­g between chaos and harmony, with a soundscape to match.

Jest, who has an architectu­re degree from Rice University, also is the genius behind the “Fracture,” “Specimen” and “Kaleidral” installati­ons, all developed from case studies he did for a master’s thesis at MIT, exploring ways to combine projection mapping with physical sculpture. “Kaleidral,” one of Seismique’s most dynamic rooms, integrates a song the artist wrote and split into four channels with a kaleidosco­pic wall inspired by the stained glass of cathedrals. Guests feel like masters of the universe as they manipulate the designs and sound with knobs on a console.

A decade or more ago — eons in the tech world — everyone thought virtual reality would be the most lively tech-driven experience. But putting on a headset and goggles actually isolates people, Jest says. “And the social element is really important because of ‘co-attendance.’ We take cues from people around us to react to what we’re seeing.”

Seismique’s rooms get their interactiv­e effects instead from the augmented reality of technology that responds to human bodies. Houston artist Daniel Schaeffer’s “Archive,” a narrow space lined with mirrored cubes and lit with more than 200,000 LEDs, may be the first viewercont­rolled infinity room. The effects change as viewers wave their hands over cubes that contain motion-tracking devices.

Schaeffer, who found his way into the business by programmin­g lights for concerts after dropping out of video-gamedesign school, also created Seismique’s “Hyperdrive Core” as an aesthetic antidote to “Archive.”

His infinity room is filled with right angles that imply human constructi­on, he explains, while “Hyperdrive Core” appears to be the work of aliens who think more organicall­y. Utilizing tracking cameras and fiber optics to change its display as guests manipulate the central core, this room resembles the cushy inside of a jellyfish. Schaeffer even left the “Hyperdrive Core” design to an algorithm, using software that let him design limits and goals but filled in the gaps with artificial intelligen­ce.

He sees that relationsh­ip now but wasn’t aware of it when he designed the spaces, he says. “For me, one thing that makes art art is concept, a background story. But this art is about design and spectacle. It’s art you don’t have to think about to enjoy. You just have to be there.”

 ?? Melissa Phillip / Staff photograph­er ?? Top: The lighted tunnel “Twisted,” designed and constructe­d by David Carry and Profession­al Scenic, contains more than 1million LEDs programmed by the Brooklyn, N.Y., company Smooth Technology.
Melissa Phillip / Staff photograph­er Top: The lighted tunnel “Twisted,” designed and constructe­d by David Carry and Profession­al Scenic, contains more than 1million LEDs programmed by the Brooklyn, N.Y., company Smooth Technology.
 ?? Photos by Marie D. De Jesús / Staff photograph­er ?? Seismique guide Sara Ludwig stands within the 200 changing screens of “Brainwashe­r,” an immersive installati­on created by Joshuah Jest as an ode to Nam June Paik, the father of video art.
Photos by Marie D. De Jesús / Staff photograph­er Seismique guide Sara Ludwig stands within the 200 changing screens of “Brainwashe­r,” an immersive installati­on created by Joshuah Jest as an ode to Nam June Paik, the father of video art.
 ?? Courtesy of the artist ?? Joshuah Jest’s “Kaleidral” integrates a song the artist wrote and split into four channels with a kaleidosco­pic wall inspired by the stained glass of cathedrals.
Courtesy of the artist Joshuah Jest’s “Kaleidral” integrates a song the artist wrote and split into four channels with a kaleidosco­pic wall inspired by the stained glass of cathedrals.
 ?? Marie D. De Jesús / Staff photograph­er ?? Visitors can use an app or buttons on the wall to activate “Mission Control,” an interactiv­e lighting installati­on.
Marie D. De Jesús / Staff photograph­er Visitors can use an app or buttons on the wall to activate “Mission Control,” an interactiv­e lighting installati­on.
 ?? Melissa Phillip / Staff photograph­er ?? “Alien Grass” is an infinity room of 200 LED orbs that change color and patterns.
Melissa Phillip / Staff photograph­er “Alien Grass” is an infinity room of 200 LED orbs that change color and patterns.
 ?? Marie D. De Jesús / Staff photograph­er ?? Seismique guide Sara Ludwig explores “Worm Hole,” a spinning, mirrored tunnel by Ohio craftsman Mark Roberts.
Marie D. De Jesús / Staff photograph­er Seismique guide Sara Ludwig explores “Worm Hole,” a spinning, mirrored tunnel by Ohio craftsman Mark Roberts.

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