Dreamachine

6528 mots 27 pages
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Introduction

- Presentation of the company - BGS Matrix - Social benefits - SWOT PESTLE - Setting objectives - Ansoff Matrix

I. Consumer behaviour

II. Product strategy

III. Pricing strategy

IV. Distribution

V. Communication

Conclusion

Introduction

The Dreamachine has been invented by Brion Gysin, a student at the University of Southern Denmark, and Ian Sommerville, a scientist, in the late 50’s as a way of evoking mind-altering states without chemical means.
The goal of the student was reducing everyday stress.

The lamp has been constructed from an old turnable, a piece of carboard and a lamp.
The holes are carefully cut in the cardboard and it is made to a cylinder, that is mounted on the turnable. They are placed so that the Dreamachine flashes at a 8-13 Hz, which envokes the alpha waves in the human brain and allows you to see patterns of colours and light.

The Dreamachine is viewed with the eyes closed: the flickering light stimulates the optical nerve and alters the brain's electrical oscillations, producing vivid visions of very bright moving and morphing colours in geometrical patterns to appear "projected" behind the eyelids, covering completely the field of vision. A prolonged session in front of a Dreamachine (time may vary among subjects) can push the experience further, altering the perception of time and space and provoking a dream-like state.

The user should sit comfortably in front of the Dreamachine, with the eyes approximately at center (half height) of the cylinder and quite close (5 cm), but is good to try and find what is best. Music can be played, even if it has been noted that music with words tends to "distract" and interfere.

To interrupt the experience, simply open the eyes.
Sebastian Wendlandt, principal and design research consultant, has took again this project he found very interesting and innovative.

Our aim is to make an

en relation

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