This document discusses building social experiences for immersive technologies like virtual reality and augmented reality. It covers considerations for establishing shared experiences between users like physics, teleportation, and personal space. Identity, privacy of personal information, and the impact of these technologies on communication are also discussed. The document provides resources for getting started with social VR/AR development and emphasizes that community is important alongside the technical skills.
UX Study on Collective Spatial Intelligence Based Urban App ServicesJunie Kwon
UX Study on Collective Spatial Intelligence Based Urban App Services
: Influences of Ecological HCI Experience Factors to Empathetic Behaviours
Heejung Kwon, Ph.D.
Creative Innovation Research Centre, Yonsei Business Research Institute.
The 17th International Conference on Electronic Commerce 2015
Session E2: Mobile Service & Game
Time : 1:10 pm - 2:30 pm, Tuesday 4th August
Room : Seminar Room 3
The document discusses a live online event about accessibility and assistive technologies. Guests included Sachin Malhan from Inclusive Planet, Sharron Rush from Knowbility, and Neil MacGregor from goQ. They discussed topics like accessibility, universal design, adaptive technologies, building inclusive online communities, and the potential for an online platform called Inclusive Planet that connects people with disabilities. Participants were encouraged to ask questions and learn more about making information and technologies accessible to all.
This document discusses how the Internet of Things (IoT) is changing experiences in physical spaces for millennials and younger generations. It provides examples of how embedding sensors and connectivity into physical environments allows for personalized experiences through user authentication, new interactive experiences, and social sharing of experiences. Key points discussed include how millennials are more comfortable with public online lives, the importance of experiences being personalized, participatory, and shareable online. Specific case studies are mentioned of the Disney Magic Band system, AC Milan Museum using wearables for authentication, and the Cooper Hewitt Museum facilitating social experiences.
Connected Limerick: exploring urban spaces through digital tracesconiecto
This document discusses exploring urban spaces through digital traces left on location-based social media. It outlines research into how people create and consume digital content related to places in a city and how this additional digital layer can influence perceptions of places. The author describes interventions in Limerick, Ireland to reflect on the relationship between the physical city and its digital representation by supporting communities' digital presence and hosting events discussing the interweaving of digital and physical layers. Future plans are to further study how the digital overlay impacts both life in the city and perceptions of the city.
Social software refers to software that supports or enhances human social behavior through communication, collaboration, and sharing of information. It includes tools like email, instant messengers, social networks, blogs, wikis, and more. Mobile social software is emerging, enabled by the rise of smartphones. Research on camera phone use found that people primarily take photos to share experiences with absent friends and family or to support remote tasks. Effective design of social software considers how to support social interactions and build online communities.
Overview Of Current Museum Presence In Social Mediaconiecto
Presentation at the "Get Connected - Your Museum and Web 2.0" workshop organised by the Irish Museums Association in collaboration with the Interaction Design Centre at the University of Limerick hosted by the Hunt Museum, Limerick (13 November 2009)
This document discusses managing your digital identity online. It begins by defining digital identity and noting that everyone has an online presence and footprint. It then discusses verifying identities online and the challenges of doing so. It outlines some of the risks of having your identity stolen online. The document then discusses managing personal versus professional identities on social media and challenges the idea that anyone is truly anonymous online. It provides examples of legal issues that can arise from improper social media use and shares tips for maintaining privacy and managing one's online reputation.
UX Study on Collective Spatial Intelligence Based Urban App ServicesJunie Kwon
UX Study on Collective Spatial Intelligence Based Urban App Services
: Influences of Ecological HCI Experience Factors to Empathetic Behaviours
Heejung Kwon, Ph.D.
Creative Innovation Research Centre, Yonsei Business Research Institute.
The 17th International Conference on Electronic Commerce 2015
Session E2: Mobile Service & Game
Time : 1:10 pm - 2:30 pm, Tuesday 4th August
Room : Seminar Room 3
The document discusses a live online event about accessibility and assistive technologies. Guests included Sachin Malhan from Inclusive Planet, Sharron Rush from Knowbility, and Neil MacGregor from goQ. They discussed topics like accessibility, universal design, adaptive technologies, building inclusive online communities, and the potential for an online platform called Inclusive Planet that connects people with disabilities. Participants were encouraged to ask questions and learn more about making information and technologies accessible to all.
This document discusses how the Internet of Things (IoT) is changing experiences in physical spaces for millennials and younger generations. It provides examples of how embedding sensors and connectivity into physical environments allows for personalized experiences through user authentication, new interactive experiences, and social sharing of experiences. Key points discussed include how millennials are more comfortable with public online lives, the importance of experiences being personalized, participatory, and shareable online. Specific case studies are mentioned of the Disney Magic Band system, AC Milan Museum using wearables for authentication, and the Cooper Hewitt Museum facilitating social experiences.
Connected Limerick: exploring urban spaces through digital tracesconiecto
This document discusses exploring urban spaces through digital traces left on location-based social media. It outlines research into how people create and consume digital content related to places in a city and how this additional digital layer can influence perceptions of places. The author describes interventions in Limerick, Ireland to reflect on the relationship between the physical city and its digital representation by supporting communities' digital presence and hosting events discussing the interweaving of digital and physical layers. Future plans are to further study how the digital overlay impacts both life in the city and perceptions of the city.
Social software refers to software that supports or enhances human social behavior through communication, collaboration, and sharing of information. It includes tools like email, instant messengers, social networks, blogs, wikis, and more. Mobile social software is emerging, enabled by the rise of smartphones. Research on camera phone use found that people primarily take photos to share experiences with absent friends and family or to support remote tasks. Effective design of social software considers how to support social interactions and build online communities.
Overview Of Current Museum Presence In Social Mediaconiecto
Presentation at the "Get Connected - Your Museum and Web 2.0" workshop organised by the Irish Museums Association in collaboration with the Interaction Design Centre at the University of Limerick hosted by the Hunt Museum, Limerick (13 November 2009)
This document discusses managing your digital identity online. It begins by defining digital identity and noting that everyone has an online presence and footprint. It then discusses verifying identities online and the challenges of doing so. It outlines some of the risks of having your identity stolen online. The document then discusses managing personal versus professional identities on social media and challenges the idea that anyone is truly anonymous online. It provides examples of legal issues that can arise from improper social media use and shares tips for maintaining privacy and managing one's online reputation.
Dan Schultz
Partner, Silicon Valley Software Group; 2013-2014 Reynolds Fellow, Reynolds Journalism Institute
Dan Schultz (@slifty) is a civic hacker and innovator. Specifically, he is a Knight News Challenge winner, a recent graduate from the MIT Media Lab, a not-so-recent graduate of Carnegie Mellon University, and a 2012 Knight-Mozilla Fellow. Schultz lives in Providence, R. I., and wears many hats. He is a visiting programmer in residence at Syracuse University’s Newhouse School of Public Communications; a cofounder of Hyperaudio Inc., a non-profit organization that allows anyone to remix videos in a notepad; and a partner at the Silicon Valley Software Group, an organization dedicated to helping startups solve their technology problems. Schultz is a 2013 Reynolds Fellow working on Truth Goggles, a credibility layer for the Web. He is also a 2013 Sunlight Foundation grant recipient building CivOmega, a “Wolfram Alpha for civic information” that makes it much easier for nerds to make government data useful to normal human beings.
The document discusses the evolution of human-computer interaction and the integration of technology into everyday life. It describes how interaction methods are shifting from traditional keyboards to touchscreens, voice recognition, and emotional sensing. The text also explores concepts like ubiquitous computing, personalized experiences through digital profiles on mobile devices, and the development of a semantic web that better connects online information.
One application, multiple platforms. This application will enable the users to control their home appliances and smart devices from their mobile or tablet, and also share information and communicate with their friends and family through this application. Based on the electricity usage, each users will receive a social score and will be ranked among their friends and their neighbors, who are using the same platforms anonymously.
Social networks will continue expanding in popularity and functionality over the next 10 years. They will become more integrated into other programs and devices, allowing users to access their unified accounts from any device. As networks develop cloud services, users will store and access all types of files from anywhere through their online accounts rather than local devices. Some networks may eventually integrate payment systems as well, allowing online purchases directly through the social media platform.
The document discusses the concept of a Social Internet of Things (SIoT) where objects can interact with each other in a social network-like structure. It notes that as the number of internet-connected objects grows into the trillions, a SIoT could help objects find each other by leveraging relationships similar to how social networks help humans connect. The SIoT would allow objects to publish information, services, and characteristics to become visible and discoverable to other objects and humans. It then outlines different types of relationships objects may have, such as parental, co-location, social, and ownership relationships.
The document discusses the concept of Tourism 2.0 and the impact of social media and web 2.0 applications on the travel and tourism industry. It outlines key applications like social networking sites, blogs, wikis, podcasts, and mobiles that empower customers. It also describes characteristics of Tourism 2.0 like openness, sharing, interactivity and global reach. Finally, it discusses how Tourism 2.0 can impact customer experience, business intelligence, reputation management and product development.
Situated Computing U Korea Forum 20080924 DraftJoe McCarthy
The document discusses situated computing and proactive displays as an approach to ubiquitous computing focused on specific places. It outlines the evolution of proactive displays from early context-aware research prototypes to more advanced systems that can sense people's presence and activities in a space and respond through large visual displays. As an example, it presents CoffeeStrands, a proposed system using loyalty cards, phones and WiFi to create a place-based social network on displays in a cafe, allowing users to share content and connect more effectively in the shared physical space.
J. How do you imagine social interaction within 10 years, taking into conside...Venkata Sreedhar
Technology will significantly impact social interaction within the next 10 years by enabling new communication methods like speech translation and augmented reality. This will help maintain and strengthen relationships across barriers by allowing more visual communication and remote work. However, increased connectivity could also reduce social interaction for exchanging goods and services as technology like robots and drones are used more. People may feel more isolated and stressed to maintain relationships constantly. Overall, the document predicts that the positive impacts of technology on cooperation and access to information will outweigh potential negative impacts from lost privacy and isolation if regulations adapt properly over time.
I like it....whatever that means: The evolving relationship between disclosur...Jessica Vitak
This document discusses the evolving relationship between disclosure, audience, and privacy in networked spaces. It notes that people share a great deal online through social media and explores some of the reasons for this, such as building relationships and social connection. However, it also points out that sharing personal information online can undermine expectations of privacy, as users often underestimate how public and persistent their disclosures are. The document examines issues like targeted advertising based on personal data and constant digital surveillance. It argues that privacy is difficult to establish in public online spaces and that users typically prioritize usability over privacy when using technologies.
Facebook collects extensive personal data on its users through their activities and interactions on the platform. This "digital dossier" is used to target personalized ads and content to users. While Facebook aims to create an open environment for sharing, some argue this level of data collection and use impacts individual privacy and autonomy. There is an ongoing debate around balancing user rights, platform policies, and responsibilities in the online space.
Cities are leveraging technology to better connect with its constituents. However, cities are at risk of isolating key segments of its populations without closing the digital divide. We will explore the digital divide’s impact on civic technology and the role of cities in increasing access to high-speed Internet.
Sheila Dugan, Marketing and Communications Manager at EveryoneOn
Watch the video online: https://www.youtube.com/watch?v=9yUi_dKovJ8&list=PL65XgbSILalVoej11T95Tc7D7-F1PdwHq&index=1
Get involved with Code for America: http://www.codeforamerica.org/action
This document discusses several technologies and trends that may emerge by the year 2023 based on the continued growth of computing power, internet connectivity, and wireless technology. Some of the key predictions include widespread use of smart phones for all computing and financial tasks, smart home devices that can anticipate needs, streaming and cloud-based content replacing physical media, and immersive video communication bringing people together virtually. The trends are driven by concepts like Moore's Law, critical mass, diffusion of innovations, and uses and gratifications theory.
Social computing has the potential to be much more than just web 2.0 for business. It shifts value from ownership and institutions to experience and communities. Social computing empowers individuals through one-to-many and many-to-many connections. When adopted, it can increase productivity, engagement, collaboration and knowledge sharing among employees. Companies should embrace social computing by understanding individuals' needs, nurturing enthusiasts, and allowing participation to drive critical mass in communities.
Mr. Alex Hung is a Web 3.0 expert with over 19 years of experience in the IT industry. He has an MBA and degrees in information systems and computer science. He discusses how Web 3.0 will enhance existing technologies by combining social networks, mobile computing, artificial intelligence and more. Key aspects of Web 3.0 include semantic web capabilities, cloud storage, single sign-on across platforms, improved human-computer interfaces, social peripheries and mobile social networks, and location-aware pervasive applications. Mr. Hung provides examples of mobile apps his company has developed that demonstrate these Web 3.0 concepts.
Digital Professionalism - preparing graduates for the workplaceBernadette John
Digital professionalism refers to the competence or skills expected of professionals when engaging in social and digital communication. Some challenges presented by social media include confusion about privacy, the ease of broadcasting information, and the informality of social networks making it easy to act unprofessionally or violate defamation laws. A digital footprint interests individuals, their professions, employers, and clients as job applicants are increasingly screened using their social media profiles. Universities may benefit from internal social networks to address issues with commercial platforms being hosted in the US. Overall, the presentation argues for mindful digital communication and respecting others' privacy online.
Probably all the major software manufacturers are exploring the use of intelligent agents. Myths, promises, and reality are all colliding. But the main difficulties I foresee are social, not technical: How will intelligent agents interact with people and perhaps more important, how might people think about agents?
The new crop of "intelligent agents" are different from the automated devices of earlier eras because of their computational power:
They take over human tasks, and they interact with people in human-like ways, perhaps with a form of natural language.
This presentation was provided by Lauren Di Monte of the North Carolina State University during a NISO webinar on the Internet of Things, held on October 19, 2016.
This document introduces various topics related to exploring human-computer interaction (HCI). It discusses how computers are becoming more ubiquitous and integrated into devices. New areas for HCI exploration include virtual reality, augmented reality, and wearable devices. The document then summarizes technologies, domains, and ideas that are relevant to HCI research and design. Technologies discussed include VR, AR, ubiquitous computing, robotics, and mobile. Domains include education, healthcare, security, and games. Ideas span context-sensitive computing, gesture-based interaction, visualization, cooperative work, and social computing.
The document summarizes work done by a futures thinking group on trends in media and entertainment. The group identified trends like technology as a human extension, living and creating virtual realities, and senses technologies. For each trend, the group described the change, driving forces, how it affects people and consumption, and the speed and coverage of the trend. The work was done by gathering online information and having workshops to categorize and evaluate the trends. The group found it challenging to prioritize the trends but found the topic very interesting.
Dan Schultz
Partner, Silicon Valley Software Group; 2013-2014 Reynolds Fellow, Reynolds Journalism Institute
Dan Schultz (@slifty) is a civic hacker and innovator. Specifically, he is a Knight News Challenge winner, a recent graduate from the MIT Media Lab, a not-so-recent graduate of Carnegie Mellon University, and a 2012 Knight-Mozilla Fellow. Schultz lives in Providence, R. I., and wears many hats. He is a visiting programmer in residence at Syracuse University’s Newhouse School of Public Communications; a cofounder of Hyperaudio Inc., a non-profit organization that allows anyone to remix videos in a notepad; and a partner at the Silicon Valley Software Group, an organization dedicated to helping startups solve their technology problems. Schultz is a 2013 Reynolds Fellow working on Truth Goggles, a credibility layer for the Web. He is also a 2013 Sunlight Foundation grant recipient building CivOmega, a “Wolfram Alpha for civic information” that makes it much easier for nerds to make government data useful to normal human beings.
The document discusses the evolution of human-computer interaction and the integration of technology into everyday life. It describes how interaction methods are shifting from traditional keyboards to touchscreens, voice recognition, and emotional sensing. The text also explores concepts like ubiquitous computing, personalized experiences through digital profiles on mobile devices, and the development of a semantic web that better connects online information.
One application, multiple platforms. This application will enable the users to control their home appliances and smart devices from their mobile or tablet, and also share information and communicate with their friends and family through this application. Based on the electricity usage, each users will receive a social score and will be ranked among their friends and their neighbors, who are using the same platforms anonymously.
Social networks will continue expanding in popularity and functionality over the next 10 years. They will become more integrated into other programs and devices, allowing users to access their unified accounts from any device. As networks develop cloud services, users will store and access all types of files from anywhere through their online accounts rather than local devices. Some networks may eventually integrate payment systems as well, allowing online purchases directly through the social media platform.
The document discusses the concept of a Social Internet of Things (SIoT) where objects can interact with each other in a social network-like structure. It notes that as the number of internet-connected objects grows into the trillions, a SIoT could help objects find each other by leveraging relationships similar to how social networks help humans connect. The SIoT would allow objects to publish information, services, and characteristics to become visible and discoverable to other objects and humans. It then outlines different types of relationships objects may have, such as parental, co-location, social, and ownership relationships.
The document discusses the concept of Tourism 2.0 and the impact of social media and web 2.0 applications on the travel and tourism industry. It outlines key applications like social networking sites, blogs, wikis, podcasts, and mobiles that empower customers. It also describes characteristics of Tourism 2.0 like openness, sharing, interactivity and global reach. Finally, it discusses how Tourism 2.0 can impact customer experience, business intelligence, reputation management and product development.
Situated Computing U Korea Forum 20080924 DraftJoe McCarthy
The document discusses situated computing and proactive displays as an approach to ubiquitous computing focused on specific places. It outlines the evolution of proactive displays from early context-aware research prototypes to more advanced systems that can sense people's presence and activities in a space and respond through large visual displays. As an example, it presents CoffeeStrands, a proposed system using loyalty cards, phones and WiFi to create a place-based social network on displays in a cafe, allowing users to share content and connect more effectively in the shared physical space.
J. How do you imagine social interaction within 10 years, taking into conside...Venkata Sreedhar
Technology will significantly impact social interaction within the next 10 years by enabling new communication methods like speech translation and augmented reality. This will help maintain and strengthen relationships across barriers by allowing more visual communication and remote work. However, increased connectivity could also reduce social interaction for exchanging goods and services as technology like robots and drones are used more. People may feel more isolated and stressed to maintain relationships constantly. Overall, the document predicts that the positive impacts of technology on cooperation and access to information will outweigh potential negative impacts from lost privacy and isolation if regulations adapt properly over time.
I like it....whatever that means: The evolving relationship between disclosur...Jessica Vitak
This document discusses the evolving relationship between disclosure, audience, and privacy in networked spaces. It notes that people share a great deal online through social media and explores some of the reasons for this, such as building relationships and social connection. However, it also points out that sharing personal information online can undermine expectations of privacy, as users often underestimate how public and persistent their disclosures are. The document examines issues like targeted advertising based on personal data and constant digital surveillance. It argues that privacy is difficult to establish in public online spaces and that users typically prioritize usability over privacy when using technologies.
Facebook collects extensive personal data on its users through their activities and interactions on the platform. This "digital dossier" is used to target personalized ads and content to users. While Facebook aims to create an open environment for sharing, some argue this level of data collection and use impacts individual privacy and autonomy. There is an ongoing debate around balancing user rights, platform policies, and responsibilities in the online space.
Cities are leveraging technology to better connect with its constituents. However, cities are at risk of isolating key segments of its populations without closing the digital divide. We will explore the digital divide’s impact on civic technology and the role of cities in increasing access to high-speed Internet.
Sheila Dugan, Marketing and Communications Manager at EveryoneOn
Watch the video online: https://www.youtube.com/watch?v=9yUi_dKovJ8&list=PL65XgbSILalVoej11T95Tc7D7-F1PdwHq&index=1
Get involved with Code for America: http://www.codeforamerica.org/action
This document discusses several technologies and trends that may emerge by the year 2023 based on the continued growth of computing power, internet connectivity, and wireless technology. Some of the key predictions include widespread use of smart phones for all computing and financial tasks, smart home devices that can anticipate needs, streaming and cloud-based content replacing physical media, and immersive video communication bringing people together virtually. The trends are driven by concepts like Moore's Law, critical mass, diffusion of innovations, and uses and gratifications theory.
Social computing has the potential to be much more than just web 2.0 for business. It shifts value from ownership and institutions to experience and communities. Social computing empowers individuals through one-to-many and many-to-many connections. When adopted, it can increase productivity, engagement, collaboration and knowledge sharing among employees. Companies should embrace social computing by understanding individuals' needs, nurturing enthusiasts, and allowing participation to drive critical mass in communities.
Mr. Alex Hung is a Web 3.0 expert with over 19 years of experience in the IT industry. He has an MBA and degrees in information systems and computer science. He discusses how Web 3.0 will enhance existing technologies by combining social networks, mobile computing, artificial intelligence and more. Key aspects of Web 3.0 include semantic web capabilities, cloud storage, single sign-on across platforms, improved human-computer interfaces, social peripheries and mobile social networks, and location-aware pervasive applications. Mr. Hung provides examples of mobile apps his company has developed that demonstrate these Web 3.0 concepts.
Digital Professionalism - preparing graduates for the workplaceBernadette John
Digital professionalism refers to the competence or skills expected of professionals when engaging in social and digital communication. Some challenges presented by social media include confusion about privacy, the ease of broadcasting information, and the informality of social networks making it easy to act unprofessionally or violate defamation laws. A digital footprint interests individuals, their professions, employers, and clients as job applicants are increasingly screened using their social media profiles. Universities may benefit from internal social networks to address issues with commercial platforms being hosted in the US. Overall, the presentation argues for mindful digital communication and respecting others' privacy online.
Probably all the major software manufacturers are exploring the use of intelligent agents. Myths, promises, and reality are all colliding. But the main difficulties I foresee are social, not technical: How will intelligent agents interact with people and perhaps more important, how might people think about agents?
The new crop of "intelligent agents" are different from the automated devices of earlier eras because of their computational power:
They take over human tasks, and they interact with people in human-like ways, perhaps with a form of natural language.
This presentation was provided by Lauren Di Monte of the North Carolina State University during a NISO webinar on the Internet of Things, held on October 19, 2016.
This document introduces various topics related to exploring human-computer interaction (HCI). It discusses how computers are becoming more ubiquitous and integrated into devices. New areas for HCI exploration include virtual reality, augmented reality, and wearable devices. The document then summarizes technologies, domains, and ideas that are relevant to HCI research and design. Technologies discussed include VR, AR, ubiquitous computing, robotics, and mobile. Domains include education, healthcare, security, and games. Ideas span context-sensitive computing, gesture-based interaction, visualization, cooperative work, and social computing.
The document summarizes work done by a futures thinking group on trends in media and entertainment. The group identified trends like technology as a human extension, living and creating virtual realities, and senses technologies. For each trend, the group described the change, driving forces, how it affects people and consumption, and the speed and coverage of the trend. The work was done by gathering online information and having workshops to categorize and evaluate the trends. The group found it challenging to prioritize the trends but found the topic very interesting.
CURRENT AND FUTURE TRENDS OF MEDIA AND INFORMATION.pptxCherryLim21
The document discusses several current and future trends in media and information, including:
1. Massive Open Online Courses (MOOCs) which allow unlimited students to take online courses from major universities.
2. Wearable technology, like smart watches and fitness trackers, that perform tasks and provide real-time data access and feedback.
3. 3D modeling, animation, and rendering which adds texture to media through three-dimensional graphics in games, movies, and visualizations.
4. Ubiquitous learning (u-learning) that adapts to learner needs through context-based mobile access to materials.
5. Wikis that allow collaborative modification of topic pages
The document discusses intelligent avatars in the metaverse and toward intelligent virtual beings. It provides an overview of the metaverse, its uses cases and applications. Some key points discussed include:
- The metaverse refers to interconnected 3D virtual worlds where physical and digital lives converge.
- Avatars play a central role in the metaverse, pioneered by the video game industry.
- Potential uses of AI in the metaverse include accurate avatar creation, digital humans for interactions, and multilingual accessibility.
- Challenges of AI in the metaverse include issues around ownership of AI-created content, deepfakes, fair use of AI/ML technologies, data use for model training, and accountability for AI bias
The document discusses the evolving nature of user experience design and co-creation. It notes that experiences are now designed in real-time across multiple devices and platforms, and that social sharing of experiences is common. This has increased the complexity of user experience design. The document advocates for an approach of co-creation where designers, users, and other stakeholders collaborate throughout the design process. It also discusses some challenges of co-creation such as maintaining simplicity and objectivity.
Wearable Technology - A perspective on experiencePerry Chan
With the emergence of wearable technology moving from our pockets onto our bodies, will require design teams to create new forms of interactions we have yet to see.
viaPlace - A Framework to Provide Location-based Services & ExperiencesMindgrub Technologies
The document discusses the history and evolution of eLearning and mobile learning technologies. It describes how eLearning progressed from early classroom instruction to distance learning and web-based models. More recently, location-based mobile experiences have emerged that provide personalized educational content based on a user's location through their smartphone. Examples like viaPlace are given that use augmented reality to create interactive educational trails at specific locations. Barriers to the growth of these technologies are also mentioned.
Doteveryone conducted research that found a lack of public understanding around how digital technologies work and collect personal information, leading to unease and distrust. Their research also showed that people experience technology within their communities and jobs, not just between themselves and screens. As a result, Doteveryone advocates for context-centric design that considers how digital technologies impact societies and communities, not just individual users, in order to avoid unintended consequences and better meet user needs.
The document is a presentation about digital citizenship given at the National Liberty Museum on November 3, 2012. It includes an agenda for the day covering topics such as defining citizenship, digital communication, digital literacy, digital etiquette, digital rights and responsibilities, and creating a plan for teaching digital citizenship. The presentation aims to help educators understand digital citizenship and how to teach their students about it.
Idea of making a very intelligent system which is capable of making 3D virtual interface environment, by sensing thoughts of mind of teachers, in the classrooms
The document discusses several latest trends in information technology, including internet of things, virtual reality, big data analytics, and cloud computing. It provides an overview of each trend, discussing their applications and growth. For example, it notes that the internet of things is expected to include over 212 billion connected devices globally by 2020 and generate trillions of dollars of value, while virtual reality is being used for entertainment, education, medicine and more. Big data is growing enormously due to various factors like the internet of things, and will reach 50 zettabytes by 2020.
K4b Technology Innovation — Trends and Opportunities.pptxSelvam Shahraswaty
This document discusses emerging technology trends and opportunities for innovation in several areas:
1) Artificial intelligence is making rapid progress and will continue to power more intelligent digital assistants, personalized experiences, and solutions to problems like fake news.
2) Natural user interfaces using voice, vision, touch and other senses will enable more seamless, personalized interactions through technologies like virtual assistants.
3) Virtual and augmented reality technologies are expanding into new applications in education, healthcare, social media and more. There are significant opportunities for innovative new experiences and content.
The document discusses the metaverse, which is a virtual reality space where users can interact with a computer-generated environment and other users. It will likely evolve from the current internet and represent the next major computing platform. The metaverse will be made up of elements of augmented reality, virtual reality, and mixed reality. It will have multiple layers including interfaces, experiences, spatial computing and more. In the metaverse, users will be able to do things like make virtual property purchases, socialize with friends, and participate in games and events. While it offers new opportunities, the metaverse also presents issues around privacy, security, addiction, and digital exclusion that need to be addressed. Major tech companies are positioning themselves to be leaders in
Driving the Technology Bus with Social SoftwareMeredith Farkas
The document discusses social software and how libraries can use it. It defines social software as tools that allow people to communicate, collaborate, and build community online, and/or can be syndicated, shared, reused or remixed. It describes characteristics of social software like easy content creation and sharing, online collaboration, and capitalizing on the wisdom of crowds. It then lists ways libraries can use social software, such as disseminating information, getting feedback, giving the library a human face, providing remote services, and capitalizing on collective intelligence. It provides strategies for implementing social software in libraries.
Lecture 8 of the COMP 4010 course taught at the University of South Australia. This lecture provides and introduction to VR technology. Taught by Mark Billinghurst on September 14th 2021 at the University of South Australia.
Virtual reality is a 3D computer-generated environment that users can interact with and become immersed in. There are three main types of virtual reality: fully-immersive simulations which use head-mounted displays for a realistic experience; semi-immersive simulations which provide a partially virtual environment mainly used for education and training; and non-immersive simulations which do not provide immersion but allow interaction through input devices like keyboards and mice. Virtual reality has applications in education, healthcare, and entertainment.
Latest trends in information technologyAtifa Aqueel
This ppt includes the latest trends in information technology such as big data analytics, cloud computing, virtual reality, 5G wireless technology etc.
Slides used during presentation given at Faculty Technology Day 5/22/12. Resources will be posted to a tab on my protopage:
http://www.protopage.com/ktreglia#Untitled/Mobile_Apps_in_Education
Similar to Better Together: Building Social Immersive Technologies (20)
Building the Matrix: Your First VR App (SVCC 2016)Liv Erickson
The slides from my talk, Building The Matrix: Your First VR App at Silicon Valley Code Camp, Oct. 2016. Development, design, and sample projects for virtual reality applications.
Interaction considerations with VR and ARLiv Erickson
Slides for O'Reilly Design 2016 - a few of the considerations for designing virtual and augmented reality applications, including physical comfort and environment / UI strategies.
This is the slide deck for Episode 2 of Just A/VR Show. In this presentation, I talk about the basics of VR development for the web, and how to get started with the WebVR API.
Episode 2 of Just A/VR Show:
https://channel9.msdn.com/blogs/misslivirose/Introduction-to-the-VR-Web
Designing for Virtual Reality: Environments & InteractionsLiv Erickson
This is the slide deck used for episode 3 of Just A/VR Show. In this slide deck, I cover the basics of VR development, including ways to build immersive environments, capture a user's attention, and avoid simulation sickness-inducing behaviors.
Just A/VR Show Episode:
https://channel9.msdn.com/blogs/misslivirose/Designing-for-VR-Environments-and-Interactions
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
AI 101: An Introduction to the Basics and Impact of Artificial IntelligenceIndexBug
Imagine a world where machines not only perform tasks but also learn, adapt, and make decisions. This is the promise of Artificial Intelligence (AI), a technology that's not just enhancing our lives but revolutionizing entire industries.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
23. Types of AR Content
•Mixed reality (MR) – often used to describe head mounted AR
technology that has the digital world interact with the physical world
•Heads up displays – adding UI menus to physical objects, like your
car windshield
•Marker-based AR – uses images or QR codes to tell the device
when to display a piece of digital content
37. Establishing a shared base ‘reality’
• Anchor points
• Private vs. public content
• Practical for asymmetric
content… necessary for safety
in virtual reality
38. Establishing a shared base ‘reality’
• Relay information from the headsets of different users – relative position from
tracking cameras, head rotation, controller positions
• Keep a shared environmental state synchronized between people
• Assign physics ownership of objects
39. Laws of Physics
•How closely do you want to mimic real-world physics?
•What happens when two users apply conflicting physical actions?
•Can your users fly?
•What happens when a user sticks their head through a wall?
•Are physics really necessary?
40. Teleportation
• How does controller movement impact
trajectory?
• What do other people see when you’re
teleporting?
• What kind of effects does the user see?
• Which buttons cause the teleportation start
and end actions?
• Where are you allowed to teleport to?
46. “I don’t see my avatar as a vehicle of self-expression. I
see it as a tool to be recognized, or to be anonymous.”
Jessica Outlaw
47.
48. Identity and Personal Information
• What can information tracked by virtual and augmented reality sensors
reveal about you?
• What sort of sensors can be added to these experiences in the future?
• Eye tracking has benefits, but can give a lot away
Put the user in control of this information!
50. The Handshake Problem
• How do you handle voluntary interactions around touch that require
controlling the other user’s body?
• What do you do if one user doesn’t have hand controllers?
• What if one person has a VR body, and one is seeing them in AR?
Technical challenges aside, the handshake problem represents a social consideration
for immersive environments – knowing the difference between wanted and unwanted
contact is a challenging one for software to determine.
52. Impact of Immersive Technologies
• Things that feel more realistic can be positive or negative
• Access to the technology will impact who can benefit from them and what
types of content is made
• Democratization of knowledge and access to experts is changing our
educational processes
• We get to push the boundaries of human-computer interaction to entirely
new cognitive levels
53. Impact of Immersive Technologies
• There is a lot of information that could be exposed about our actions and
behaviors
• Fundamental questions of assumed privacy and longevity of our
communication channels are changing
• You’re (probably) putting cameras on your face
54. (Future) Impact of Immersive Technologies
• Wide-scale adoption can offset carbon emissions related to travel,
especially in training and educational scenarios
• Facial tracking and reconstruction can be combined with photorealistic
digital bodies will force questions about identity use
55. (Future) Impact of Immersive Technologies
• Wide-scale adoption can offset carbon emissions related to travel,
especially in training and educational scenarios
• Facial tracking and reconstruction can be combined with photorealistic
digital bodies will force questions about identity use
If used and created with care, virtual and augmented reality can remove the
barriers of geographic distribution to create a healthier and more equitable
global ecosystem.
56. Looking Ahead
• Increased availability of AR features in social applications
• Wider adoption of VR technologies
• More integrations that work with platforms we already use
• Acceptance of dynamic identities
• Greater attention to privacy and ethical impact
57. Getting Started (The Social Side)
0. Recognize that you already can contribute
1. Identify a community that aligns with your values – or create one
2. Establish a relationship based on what you can offer and the
community’s needs
3. Be an active participant – whatever that means to you and the community
4. Communicate!
5. Learn, contribute, and repeat
58. Getting Started (The Tech Side)
0. Recognize that you already can do this – no headset required
1. Watch the talks that happened at #FullStackCon on the immersive web
How to Build X in 3D – A short Introduction to Babylon.js: http://bit.ly/2xFmSfu
Building Immersive Worlds with Mixed Reality: bit.ly/32veaPg
Getting the Web to Speak: Using Polly and three.js to Create a Realistic Avatar: bit.ly/2xJ3IW6
Using the Web to bring the Internet of Things to High End Augmented Reality: bit.ly/32dkACi
Building an ARt Gallery in the Browser: http://bit.ly/2Sd9IA0
59. “Technology’s come a long way – and can do a lot of
things – but it can’t feel.”
Jessie Wisdom
Hey everyone, thank you – I’m incredibly excited to be here because, as you might be able to tell from my talk, I am extremely interested in exploring the ways that technology intersects with social experiences, and tech conferences are definitely a part of that.
My name is Liv, I’m an OSS virtual reality developer. I’ve been working across VR and AR technology for almost 5 years. I experienced virtual reality for the first time in 2015 – I had started to hear more about developments happening with hardware for VR headsets, and the growing community of other people who were drawn to the opportunities that immersive technology presented. It was not only eye opening to step inside of a digital world and experience truly being immersed in the creation of someone else’s imagination – it was the first time since moving across the country to California that I had begun to find community. I’ve been building virtual and augmented reality applications ever since trying the first version of the Oculus Rift, back in 2015, and over the past two years, I’ve focused exclusively on building open, social applications for 3D worlds using virtual reality. But, the VR and AR elements aside, this is also a very personal talk for me to give and the first time I’m giving it, because technology – specifically AR and VR technology – has given me the framework and opportunity for me to learn how to more effectively communicate, because I’m actually naturally quite socially awkward and have a lot of trouble processing and following along with spoken communication.
Working in this area has changed my focus and understanding of what technology could truly enable.
This is a talk about technology. It’s a talk about technologies very near and dear to my heart – technologies that I’ve lived, worked, and breathed for the better part of my career. It’s about technology still in early stages of development, but with a lot of potential to change the way that we are able to communication. It’s about technology that you look through, or into, and yes – that means that sometimes, it’s technology you wear on your face.
But it’s also a talk about people, because every day, the technology that we build impacts people in different ways. It’s a talk about the past, present, and future of virtual and augmented reality technology, and the social interactions that have led to the normalization of 3D worlds and social experiences. We’ll take a look at the ways that technology has changed the way that we interact socially, what it means to build social, immersive technology applications, and the challenges that lie in working in this space.
Let’s break this talk apart, starting with ‘Social Experiences’. For us as humans, social connectivity is a powerful part of who we are. It defines our lives, perhaps more than anything else we do. Our ability to communicate and connect with one another, to form deep relationships, motivates our behaviors and actions starting from birth. I’m going to break this into two more concrete components: Communication, and community.
It isn’t a coincidence that ‘community’ and ‘communication’ share a root – because it is with communication that we form relationships and subsequently, communities. We’ve organized here, this week, as a result of the relationships that we have with each other in the larger development community. We likely all have different motivations for what brought us here, but there are common threads in that we chose to be here to learn and grow. I know that I have. While we might not communicate the same way as one another, at the core of what we do, quite a lot of our time is spent communicating with others – being social.
Technology has always facilitated communication in different ways, starting with early forms of communication like painting and writing, leading into the telegram and telephone, email, text messages, social media, video chats, and now, into virtual and augmented reality. Using technologies available today, we can translate between languages in almost real-time and have the power to change the way that we convey information between one another.
Communication is inherently a social technology, and it’s important to recognize how communication is not restricted to verbal speaking. We communicate ideas, feelings, thoughts. We communicate to drive action in our friend groups, to find empathy in a challenging time that we’re facing, to educate one another about knowledge we have that we don’t – we communicate to create social bonds that surpass what we are able to fully experience as a single individual. We hear the term ‘socializing’ sometimes used to describe the act of being social, often through the lens of entertainment. We are social for entertainment purposes, sharing positive and enjoyable experiences with others we care about, or seeking out other people who share our experience of being entertained by a movie, game, TV show, book, art piece, poem, song – and we look for ways to bond over that entertainment. We’re probably also learning, creating, or exploring the ideas that entertainment sparks within us, and for many, there is an inherent drive to find connection with others around those things.
Perhaps without thinking about it, we may already have a conscious model of what ‘social’ means – but I’m going to dive into a few different types of social experiences that we have to frame the conversation about the technologies that are built around facilitating those interactions.
I’m first going to talk about the types of social communication and then give some examples of social technologies we use today. People have a lot of different notions about what it means for a technology to be social. There’s also a few concepts that I think related to the different types of social technologies that are important to address, like – how and when we do it.
One of the ways that we communicate is synchronously – in fact, I’d guess that this is probably one of the first things that comes to mind when people think about social communication. Technology enables a lot of real-time communication: we can speak to each other in conversations, trading off who is saying things (or, in some cases, literally talking at the same time, but I’d argue that makes the communication part a bit more difficult). Video and phone calls also allow for synchronous communication and socialization – it’s all happening at roughly the same point in time.
Let’s talk then, about the opposite of synchronous communication, async. Probably familiar with this, but let’s apply the terms to how we talk to one another. This tends to be the side of things that people don’t really consider as much when they think about some types of social technologies, because without technology, it’s far harder to socially communicate asynchronously. We did that by learning how to write things down and read, so that generations could communicate asynchronously, granted, only in one direction. It’s a bit out of the scope of this talk to cover how we can build technologies to communicate back to the past.
And these aren’t discrete terms – but they give you a sense of how we can start to set social expectation around communication. Text messaging is a really good example of a tool that fluctuates between synchronous and async communication – and there are definitely errors that can occur in how we relate to one another if different people in the conversation are viewing their communication from one end or the other. Who here has ever had an experience where you’ve either gotten frustrated by or been the one frustrating someone for not getting back to a text message quickly enough?
Okay, so we’ve tackled the element of timing in our conversations. Great. Let’s talk about the tools, and why that matters too. I’ll introduce the terms ‘Symmetric’ and ‘Asymmetric’. These are important qualifiers when we think about building social technologies, because they change the social dynamics of experiences and communities. Symmetric communication interaction occur when all involved parties have the same tools and methods available to communicate equally with others. Asymmetric communication describes cases where methods of communicating are not equal. Synchronous, symmetric: talking on the phone, and we’re both using voice communication. Talking via facetime, where we both have cameras on
Asynchronous, symmetric: text messages, where we’re both using text, gifs, emojis, but we’re not immediately expecting responses in real time. Email. Voice mail.
Synchronous Asymmetric: I’m live streaming, and I can speak with video and chat, but you can only send messages or hearts
Asynchronous Asymmetric: I send you emails, you reply in text messages. I post a video and communicate through my video, and you leave me comments.
And again, these aren’t ‘hard and fast’ categories. I could describe me, on stage, giving this talk to you, from two different lenses – It could be considered synchronous, asymmetric communication, because you all are answering questions by raising your hands to indicate assent, while I’m speaking, and even if you chose to speak, I have a tool that you don’t, a Microphone and visual aids. This doesn’t even speak to all of the _social_ power that people may carry with them in a conversation, because there are a lot of unspoken rules there, too.
However, I could also describe it as asynchronous, symmetric communication when we get to the Q&A part, because I won’t know what you want to ask, and you’ll have a microphone too.
It’s natural for us to move between each of these elements, so let’s look at some of those further.
Social Media.
We’re all probably familiar with some form of social media and experienced the growth in popularity of asynchronous, often asymmetric communication platforms. To exclude these from a conversation about social immersive technologies ignores a lot of lessons in community and relationship building. Over the past several decades, especially with wide-scale adoption of smartphones, we’ve become even more accustomed to the differences in communication and availability of communities that aren’t geographically bound.
Video Games
Videos games are often associated with virtual reality, because 3D online games are some of the closest predecessors of what we usually think of when we think of VR technology. Talk to World of Warcraft, forming guilds, events, voice chat, embodiment.
Lyft and Uber: social interactions (or not) between passengers and drivers. A lack of infrastructure around the social elements leads to people pretending to be deaf to avoid conversations, or getting taken to places they don’t belong, or getting letters to their addresses later from drivers.
AirBnB facilitates social interactions with assumed trust in the platform between hosts and guests, but has little in the way of support that they can offer outside of legal battles and monetization efforts if and when things go poorly. <Tell story>
YouTube – I called this out earlier, because I think it’s a bit more obvious than some of the first couple of examples, but it’s important to note the they still first and foremost bill themselves as a Video Sharing network, which is interesting because it’s also now a community platform and entertainment site where you’re invited to join Youtuber communities, purchase things from them, and communicate with them through comments. And again, many of the community management features fall short, because the social element isn’t as embedded into the product as, perhaps, it should be.
Same with Yelp – the reviews and comments facilitate a lot of very one-directional communications, and it brings a largely unfederated social experience into something like looking up a restaurant. Which is interesting – it’s something that we do with friends – but a lot of that underlying trust that has to exist to guide social interactions exists in a bit of a closed off architecture that Yelp owns.
But what about a few things that are a bit bigger?
Kids – using Google docs
1 password: something that should not be social… until it is.
Social immersive tech, pre-VR/AR (world of warcraft, social media)
Talk to the loosely structured definition of ‘immersive’, it can really be most anything that takes over a lot of you retention and makes you feel like you’re in a new place or experiencing something different; it doesn’t specifically have to be VR/AR/ etc. but that’s what we’ll focus on today
Social immersive tech, pre-VR/AR (world of warcraft, social media)
1) Explain 3 degrees of freedom, and
Social immersive tech, pre-VR/AR (world of warcraft, social media)
Social immersive tech, pre-VR/AR (world of warcraft, social media)
Being social with equal footing – to an extent. VR and AR doesn’t fix the challenges with equal access to infrastructure around power and connectivity (again, a larger talk that brings in a lot of social and geopolitical considerations), but it can start to bridge connections for areas that do have those infrastructures.
Talk about getting access to global experts from anywhere with access, how you can personalize business or communication, reduce travel costs. Games platforms and social media have begun to facilitate that, now we start to lay the groundwork for actually bringing you to a different location in real time.
User expression. You can make some guesses off of how I’m feeling, but digital embodiments give us a far greater surface for expressing ourselves. And, in a lot of social interactive experiences, you can use not just your body or online profiles to express things, but entire worlds.
Studies show that having participants complete tasks around empathetic behaviors in VR has a tendency to last longer in how long they demonstrate empathetic characteristics. You’re also able to do things that you can’t do easily alone – like practice giving a talk to a bunch of people.
Social immersive tech, pre-VR/AR (world of warcraft, social media)
Remote co-working and organizational committees. How many of you participate in OSS, have been a remote attendee of a meeting, or have been in a meeting with a remote attendee? Immersive technologies allow us to facilitate different types of meetings that rely heavily on expression and interaction – say, brainstorming or collaborative design sessions – and give people a different set of capabilities than they would have working in a 2 dimensional medium.
Virtual meetups and events. This is the product I work on at Mozilla, Hubs, which aims to integrate 3D worlds into work flows that are familiar. It’s a 3D web application. You can screen share, video share, bring in emojis and gifs and images and videos, and chat – either from the world itself, or via connected chat platforms. Platforms like this facilitate all four types of communication:
Synchronous, symmetric through voice or text chat when we’re all in the same space
Syncrhonous asymmetric, if I’m watching a stream and chatting instead of being present with a virtual body in the space
Asynchrnous symmetric if we leave content around the world and visit at different times. (Lead into Where thoughts go)
Watching things together – virtual cinemas or even less casual, things like
Asynchronous, symmetric social.
AR apps where some of the content itself is social, but people are social even outside of the app mechanics by playing individually, together.
One of the most fun examples of async game play
Social immersive tech, pre-VR/AR (world of warcraft, social media)
Explain how you need to think about the types of content you want to create – how much of physical reality does the user need to know about or experience? What are the things you expect different people to know about the scene? Is everyone supposed to see the same thing, or do they have different realities?
Talk to the types of application where it makes sense, and where this might not
Last point: You need to know where your wall is in the virtual world even if there’s no virtual wall there
When you create a social experience, you need to give users some kind of agency over their digital representation of themselves in a space. A talk on what comprises identity and how users can express themselves could cover an entire separate keynote, but for this specific component, I’ll speak to the implications of the virtual bodies that users may choose from in a social experience. If you’ve ever played a video game, you may be familiar with the process of character customization – and some virtual and augmented reality applications use a variety of mix and match parts for creating the digital bodies for players – but immersive technologies, which allow the embodiment of these forms – can lead to users having different cognitive models for how they relate to the body that they’ve chosen.
One area that this can come up frequently in is hands – it’s actually quite a strange experience to look down at your hands and see something different than you’re expecting. I’ve had times where I’ve put on a VR headset and grabbed my controllers and I’m immediately taken out of the experience because I have these very detailed masculine, large, hairy hands. It’s jarring and completely at odds with what I’ve expected, and I certainly wouldn’t feel like myself interacting with other people in a body like that! But, creating fully featured character creators is a technical challenge, and it may not be entirely appropriate in all scenarios, nor is it likely to completely satisfy everyone who is using your application. So, in many instances, platforms could instead choose to have some set of preconfigured defaults, and in other cases require that users create their own characters using a different tool and that they use those.
So let’s say we have an application that has some default choices for bodies. One of the design considerations here is that you have a diverse and inclusive set of designs to choose from - because you want users to be able to find something that they feel comfortable using as a stand-in for their own physical self.
It’s important to note, though, that the types of bodies that users choose isn’t just about one’s own identity – it’s also something that signals and communications clues about that person’s identity to the other people who are in the virtual spaces around them. If you’ve spent time on social media or playing online games, you are possibly already familiar with the fact that users tend to bring their assumptions and biases into the virtual spaces that they inhabit, which means that avatar selection can – and, unfortunately, does – lead to harassment and abuse in these social spaces if the community isn’t managed effectively.
Post by Jessica outlaw – are people paying enough attention to how their choice of representation is exposing different elements of their identity? Which was super interesting because the author (a social scientist who researches social VR) said: “I don’t see my avatar as a vehicle of self-expression. I see it as a tool to be recognized, or to be anonymous.”
Talk about giving away identity information and the choices that I make with each of these.
I’m almost immediately recognizable, anyone who has seen a photo of me might recognize this as me, in a virtual space– assuming I’m the one actually using it.
An abstracted out version of myself hints at (but doesn’t confirm) my appearance.
Robots are more anonymous, but can still be identifiable and can still choose which parts of my identity that I’m giving away.
There are other parts of our identity that we expose to varying degrees when we’re in virtual spaces. Just by speaking, people might make assumptions about gender, geographic location or ethnicity. They might be able to match it to videos that you have online, or recognize you. The higher-fidelity tracking of a system that you have, the more information that you’ll expose about your movement or lack thereof – maybe I can see that you’re sitting on a couch, or walking around your room. Perhaps other users can see that you’re using a 3DoF headset to access a space, instead of a 6DoF headset, and make assumptions about your financial status.
Headsets that have eye tracking enabled could expose that information to others in the space – which is something that at small scales, we’re quite used to – you can tell roughly where I’m looking right now – but this information can give highly personal information away as to my interest in a space if you can tell I’m staring off in the distance because my robot isn’t looking at you. There’s also a lot of room for development and exploration into services that mask these things, or the degree to which a platform might choose to make those decisions on behalf of the user.
Eye contact gives a lot of benefits in a social situation, but even in our physical world, different users have different capacities and preferences for making direct eye contact. For me, it’s quite difficult, so I might want a social platform to make choices about where to move my eyes. Other people might feel differently – these are all open questions that we’ll need to solve for.
VR and AR introduce even more ‘human’ into the idea of ‘human computer interaction’ and there’s a lot to consider from that!
I came across this quote earlier in the week and I think that it sums up social technologies, especially empathy and presence-driving technologies like virtual and augmented reality, incredibly well. Technology’s come a long way – and can do a lot of things – but it can’t feel. We feel, and we feel through the tools and software and platforms we use. We feel excited when we walk into a larger-than-life world with our friends from the other side of the country, and we feel upset when we are the target of aggression or anger by someone else, even when we’re not experiencing that face to face. It’s important, as creators of technologies by and for humans, that we pay close attention to the impact of those technologies, especially the impact and responsibility that comes with connecting people. Because, great power, great responsibility.