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Ana Serrano (CFC) What Should Matter in VR


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Today we know the impact of networked, digital media in cultural production has been vast bringing both opportunities and challenges/threats to creators. We have accessible and cheaper tools of production, but also new incumbents acting as gatekeeping monopolies; we have direct engagement with our audiences, but also major issues regarding privacy and big data; and we have faster and faster broadband but unevenly distributed around the world. This next evolution of technology, called the “final platform” by Oculus Rift’s chief scientist, brings full-blown immersion into this networked digital world we live in. But this next evolution of technology – VR - will also more than likely amplify the pressures that define the Internet as we know it today. How then, do we ensure that we design this “final platform” in a way that addresses these pressures and indeed creates a more inclusive, mindful and intentional media space? This talk addresses not only why VR matters but what should matter to VR.

Augmented World Expo (AWE) is back for its seventh year in our largest conference and expo featuring technologies giving us superpowers: augmented reality (AR), virtual reality (VR) and wearable tech. Join over 4,000 attendees from all over the world including a mix of CEOs, CTOs, designers, developers, creative agencies, futurists, analysts, investors, and top press in a fantastic opportunity to learn, inspire, partner, and experience first hand the most exciting industry of our times.

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Ana Serrano (CFC) What Should Matter in VR

  1. 1. What should matter to VR #AWE2016 #VR @acserrano @cfcmedialab @ARealityEvent
  2. 2. Source: (1994) Netscape enters the scene
  3. 3. SOURCE: (2012) Oculus Rift enters the scene
  4. 4. Some things to think about #AWE2016 #VR @acserrano @cfcmedialab @ARealityEvent
  5. 5. Source: 1. Business Model & the Sub-zero Moment of Truth
  6. 6. VR + Eye Tracking = next generation surveillance Experience: Next generation HMD, FOVE
  7. 7. VR + Biofeedback = next generation surveillance Experience: Qualia: Zen Eagle
  8. 8. Source: 2. Locus of Control
  9. 9. 1. Oculus collects data on how you use the Oculus Rift
 2. Third parties can also collect information about you through the Oculus Rift
 3. You must surrender creative ownership rights
  10. 10. Source: 3. Network effects
  11. 11. Source: 4. Limbic Resonance
  12. 12. Literally putting yourself in someone else’s shoes does not create EMPATHY…nor will it do so if you don those shoes virtually
  13. 13. 3 design strategies
  14. 14. Source: 1. Link payment to consumption
  15. 15. Source: 2. Unfiltered perception of cyberspace
  16. 16. Source: 3. Restore the public commons
  17. 17. What should matter to VR #AWE2016 #VR @acserrano @cfcmedialab @ARealityEvent