Immersive Technologies Presentation for Digital Earth
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Immersive Technologies Presentation for Digital Earth Immersive Technologies Presentation for Digital Earth Presentation Transcript

  • Immersive Technologies, Human Computer Interfaces and Digital Earth
    ISDE 7 International Conference
    Perth, Australia August 2011
    David Wortley FRSA
  • Structure
    Good News and Bad News
    The Prosumer Revolution
    Immersive Technologies, Smart Growth and Regional Innovation
    Human Computer Interfaces and Digital Earth
    Thoughts to Ponder
  • Good News !!
    Smart growth and innovation are virtually guaranteed in the global information society
    Location and the concept of “place” (physical or virtual) is becoming increasingly important
    Intelligent locations and locational intelligence will present massive opportunities for further innovation and growth
    New Interface devices and immersive technologies will engage more citizens in sustainable development
    View slide
  • Bad News !!
    Sustainability is a really BIG challenge
    It is unlikely that GIS knowledge professionals will be at the forefront of the most significant location based innovations
    All knowledge professionals in a specific domain like GIS are an endangered species under threat from the alien Prosumer generation
    View slide
  • Watch out for the Prosumer
    He is coming to get you !!
  • The Prosumer Revolution
  • Disruptive Communications Technologies
  • Disruptive Communications Technologies
    The internet is different in its scope and impact on businessand society to any previous disruptive technology
  • The Prosumer
    The prosumer effect is unique in our history
  • The Attention Economy
    Capturing and retaining attention and loyalty are critical in today’s digital media society
  • Immersive Technologies, Smart Growth and Innovation
  • Immersive Technologies
    Games
    Virtual Worlds
    Social Networks
    Immersive Technologies are commercially very significant because they engage our discretionary time, attention and money – they educate, inform and influence society
  • Some Statistics
    Games industry is bigger than movie and music industry
    180 million active gamers in the USA playing on average 13 hours per week
    China 200m, India 105m, Europe 100m, Russia 10m
    One million people played Red Redemption’s Climate Change Game
    100k people played Floodsim in first 6 weeks
    World Crisis games are very popular e.g. World without Oil, Evoke, Lost Joules, Innocentive (crowd sourcing)
  • Immersive Applications driven by Human Needs and Emotions
    Enhancing our lives, our world andour relationships – giving us access to a global network – building personalised relationship with our technologies
  • Immersive Applications
    • Encourage imagination
    • Support exploration
    • Risk-free environment
    • Help our understanding
    • Engage our interest
    • Make inaccessible accessible
    • Build relationships
    • Bridge to Physical World
    Exploration
    & Discovery
  • Supporting Exploration
    Applications which help us to explore and discover
  • Risk Free Environment
    Simulations reduce both cost and risk
  • Help our Understanding
    Immersive visualisations help us understand and manage our environment
  • Engage our Interest
    Make Boring Issues more relevant and interesting
  • Building Bridges
    “My SGI”
    Linking the physical and virtual environments
  • Ticking all the Boxes
    Immersive Technologies have not only created huge market potential but have driven innovations across all sectors
  • Driving Technological Innovation
    3D rendering, image processing, broadband speed, collaboration tools, networking, artificial intelligence, pattern recognition are all driven by Immersive Technology features
  • Innovation in Collaboration
    Visualise data in richer and easy to understand ways
  • Innovation in the Community
    Empowering citizens and employees
  • Human Computer Interfaces and Digital Earth
  • Games are Seriously Immersive and Reflect our Humanity
    They usually Involve Challenges, Rules, Rewards, Physical and Virtual Worlds, Social Networks, Personal Development and Commercial Exploitation
  • Games are Our Personal Choice
    ``Games are where we choose to spend our discretionary time, attention and money which makes them very important commercially and developmentally
  • The Secrets of Harnessing a New Communications Technology
    Attractiveness
    Accessibility
    Affordability
    Does it interest/excite me ?
    Is it easy to access ?
    Can I afford the time, attention and money ?
  • Attractive, Accessible, Affordable
    New interface devices focus on attractiveness (engagement), accessibility (no barriers) and affordability (cost and time)
  • Microsoft Kinect Motion Tracking
    Watch, copy, get feedback, iterate and share
  • Multi-Touch Display Technology
    Combined with social networks help us understand and manage the environment
  • Brainwave Sensors
    Using our mind to control technology
  • Linking the Physical and Virtual
    New ways to visualise and collaborate virtually
  • Thoughts to Ponder
  • The Anthropocene Era
    “The age when human impacts begin to overwhelm those of all other species.”
    “Humanity is now stuck with a planet stewardship role.”
    “We are as gods and have to get good at it.” 
    Stuart Brand
  • The Prosumer Revolution
    New human computer interfaces, immersive technologies and creative tools give citizens unprecedented power to understand and influence the future of our planet – how can we harness this unique opportunity to shape the future ?
  • Societal Fission or Fusion ?
    Will the exponentially increasing “innovation energy” we are self-generating become an uncontrollable destructive force or can we harness it for a sustainable future ?
  • Is Reality Broken ?
    Gamers have been mastering the art of planet craft for years through “God” games.
    Designers of online games – and those who play them –have a head start on this mission.
    Gaming is “a twenty-first-century way of thinking and leading and of working together to accomplish real change”
    The great challenge for us today, and for the remainder of the century, is to integrate games more closely into our everyday lives, and to embrace them as a platform for collaborating on our most important planetary efforts.
    Jane McGonigal
  • Immersive Technologies, Human Computer Interfaces and Digital Earth
    ISDE 7 International Conference
    Perth, Australia August 2011
    David Wortley FRSA