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Nearlife is the leading developer of interactive digital applications tying multiple mediums into one synthesized entertainment experience. In other words, we fuse entertainment and technology to create ways for people to have fun. Visitors can have a "near life" experience at notable museums, science centers and aquariums around the world...and also at home on the Web.

Nearlife is dramatically changing how people think about entertainment. The company is quickly moving entertainment beyond "live experiences" at theme parks or museums, "canned experiences" on TV and in film, and "interactive experiences" such as CD-ROMs and video games.

Nearlife integrates proprietary technologies and next generation 3D visuals with the Internet and other emerging communications to immerse audiences in "near-to-life" experiences. The experiences feature virtual worlds of vivid action, light, color, and music filled with animated characters and environments that travel, change and react to viewers and visitors.

Called "Living Entertainment(TM)," this new form of entertainment can be experienced in one place or several remote locations. For example, a location-based experience at a museum, aquarium or amusement center can be extended through the Internet to homes and schools and be enjoyed on a personal computer or hand-held device.

Nearlife seamlessly fuses traditional entertainment values and the storytelling building blocks of plot, setting and character with new interactive technologies. The result is experiences that are more vibrant, realistic, interactive, and compelling.

The rapid advancement in Internet, broadband, and wireless technologies create more opportunities for "Living Entertainment(TM)." One can imagine not only bringing these immersive experiences into millions of homes via broadband, but also to millions of pocket wireless devices creating a wireless entertainment network.

As broadband and wireless Internet access become more affordable and universal, consumers will increasingly look for quality content that capitalizes on the fast connections that link and converge communications devices.

Today, there are three million broadband users in the United States. The number is expected to climb to 27 million by 2004. The commercial opportunity for "Living Entertainment(TM)" delivered over broadband is substantial.

Nearlife projects include award winning attractions and installations such as:

KidsRoom2 (The Millennium Dome, Greenwich, UK): a leading attraction of The Millennium Dome, the largest Millennium celebration in the world and open to the public through 2000. KidsRoom2 transports visitors into a fully immersive, real-time, 3D environment. The "Living Entertainment(TM)" experience takes the form of a child’s fantasy bedroom, where a virtual bird comes to life, a boat navigates a rushing river and monkeys lead visitors on wild adventures.

Virtual FishTank(TM) (Museum of Science, Boston; St. Louis Science Center): an extremely popular interactive, immersive exhibit, Virtual FishTank(TM) enables visitors to learn about fish schooling behavior in a fun and engaging manner. Proprietary artificial intelligence software demonstrates that individuals in an environment, following simple behavioral rules, can create complex group behavior. The Virtual FishTank(TM) was developed by Nearlife with The Computer Museum, Boston, (subsequently absorbed into the Museum of Science) and the MIT Media Lab. Nearlife provided all aspects of exhibit design including art direction, visuals, user interfaces and character design.

VirtualFishTank.com: is a website that represents the first ever online expansion that is functionally connected to a location-based exhibit at a museum. VirtualFishTank.com features direct access and interactivity with the Virtual FishTank(TM) exhibit at the Museum of Science, Boston. Visitors create cartoon like fish on a personal computer and then release it into the Museum of Science Virtual FishTank(TM) via the Internet. At the Museum, visitors can retrieve and re-release their fish into the Virtual FishTank(TM).

NetWorld: (Museum of Science and Industry, Chicago): the conceptual design and development for an exhibit about computer networks scheduled to open in February 2001. Utilizing Nearlife design and cutting-edge technology, the exhibit will immerse visitors "inside the ‘net.’"

CREATIVE COLLABORATION Based in Cambridge, MA, Nearlife was founded by Tinsley and Sheri Galyean in 1996. In addition to the founders, the leadership team brings a deep understanding and experience base in technology, entertainment and the arts, coupled with strong business acumen and vision.

Close collaboration with several academic and research institutions, including MIT, allows Nearlife to access a wide range of technical, theoretical and managerial talent and resources.

In April 2000, One Motorola Ventures Inc., the venture capital arm of Motorola, took a minority equity stake in Nearlife. In addition, the two companies established a strategic alliance designed to accelerate development of new consumer products through cutting-edge technology and enhanced creativity.

In March, 2000, Nearlife formed a strategic partnership with the Museum of Science, Boston to expand and enhance the Virtual FishTank exhibit through Internet technology and a line of Virtual FishTank exhibits tailored for smaller museums, attractions and related sites.

Nearlife is the recipient of many awards and has been widely recognized for its innovative creativity and technology applications. In June 2000, Nearlife was awarded two prestigious Interactive Media Design Awards by ID Magazine recognizing the company for its KidsRoom2 exhibit as well for the Un-Private Room at the Museum of Modern Art in New York City.


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