An overview and discussion of technology design as it relates to the first user experiences had with new technologies in science fiction and how that relates to software development for new forms of visualization and data integration systems.
tei
'Media' is a plural for medium. The medium for impact of digital technologies at MIT Media Lab can be photons, electrons, neurons, atoms, cells, musical notes and more.
Over the last 40 years, computing has moved from processor, network, social and more sensory.
MIT Media Lab works at the intersection of computing and such media for human-centric technologies.
Current and Future Trends of Media and Information - Part 2.pptxMarylieNoran2
Subject:
Media and Information Literacy
Watch on YouTube: https://www.youtube.com/watch?v=n0vtXiPpKN8
Topic:
Current and Future Trends of Media and Information (Part 2)
Senior High School
Presentation by: Marylie Noran, LPT
Network Mapping & Data Storytelling for BeginnersRenaud Clément
5-hour Workshop about network mapping and data storytelling.
This includes examples about data, networks, visualization, etc.
Given on Jan 31st, 2013 during a lecture in the Master Information, Technology and Territories in the Institute of Geography and Social Sciences, Toulouse 2 University. France.
Many thanks to @graphcommons for the inspiration.
How to avoid one hit AR wonders?
scalable yet engaging content
appropriate evaluation research
stable tools, long-term robust infrastructure essential
Non-technical constraint: VR and AR/MR preconceptions.
WebVR and WebXR formats
Two projects
CMR: two HoloLens HMDs
CVR: 2 people, 2 devices share + control 1 character
'Media' is a plural for medium. The medium for impact of digital technologies at MIT Media Lab can be photons, electrons, neurons, atoms, cells, musical notes and more.
Over the last 40 years, computing has moved from processor, network, social and more sensory.
MIT Media Lab works at the intersection of computing and such media for human-centric technologies.
Current and Future Trends of Media and Information - Part 2.pptxMarylieNoran2
Subject:
Media and Information Literacy
Watch on YouTube: https://www.youtube.com/watch?v=n0vtXiPpKN8
Topic:
Current and Future Trends of Media and Information (Part 2)
Senior High School
Presentation by: Marylie Noran, LPT
Network Mapping & Data Storytelling for BeginnersRenaud Clément
5-hour Workshop about network mapping and data storytelling.
This includes examples about data, networks, visualization, etc.
Given on Jan 31st, 2013 during a lecture in the Master Information, Technology and Territories in the Institute of Geography and Social Sciences, Toulouse 2 University. France.
Many thanks to @graphcommons for the inspiration.
How to avoid one hit AR wonders?
scalable yet engaging content
appropriate evaluation research
stable tools, long-term robust infrastructure essential
Non-technical constraint: VR and AR/MR preconceptions.
WebVR and WebXR formats
Two projects
CMR: two HoloLens HMDs
CVR: 2 people, 2 devices share + control 1 character
DOTI North - Data and Design; Prof Matthew ChalmersSnook
Matthew is a professor in the School of Computing Science at the University of Glasgow. His work focuses on data visualisation and analytics, data ethics and ethical systems design, and mobile and ubiquitous computing.
Matthew worked in industrial research labs, including Xerox PARC in Palo Alto, California, before returning to Scotland in 2000. Since then he’s been an academic at University of Glasgow, leading projects exploring topics such as mobile computing for health and fitness, user experience design that bridges digital and analogue media, using commercial app stores for user trials, and large scale data analytics and visualisation. Today he’ll be talking about an approach to the design of complex systems that could perhaps be better known outside of the world of research: ’seamful design’, that started at PARC in the 1980s, and which he and his research group have advanced over the past years.
ARTIFICIAL INTELLIGENCE IN THE HUMAN CONQUEST OF SPACE, ITS OTHER APPLICATION...Faga1939
This article aims to present how Artificial Intelligence is being and could be used by the space sector in the human conquest of space, the use of Artificial Intelligence and Robotics in the Aerospace and Defense Industry in the world and the risks of Artificial Superintelligence and the need to its regulation to avoid its harmful consequences. Robotic missions from NASA and other space agencies already use Artificial Intelligence. As an example, we can mention rovers (with locomotion capacity, to analyze a larger area of a planet or moon) and landers (which land on a planet or moon to analyze it in loco) and the probes and space telescopes that are dedicated to the discovery and analysis of exoplanets (worlds existing in other star systems). Artificial Intelligence can make a decisive contribution to scientific and technological advancement in order to provide humanity with the necessary resources for human beings to implant new habitats in the solar system and outside it in search of their survival in the face of catastrophic events on planet Earth. Artificial Intelligence and Robotics have their applications in the World Market for the Aerospace and Defense Industry, whose highest revenues occur with their application for military purposes, followed by commercial aviation and, to a lesser extent, in the space sector. Even if Artificial Intelligence produces benefits for humanity, there is a risk that it will be used more for the evil and not for the good of humanity with the trend of its greater application for military purposes, that is, for cyber warfare in the race armaments in the world. With Artificial Superintelligence, the extinction of the human species could occur if it turns against humans producing killer robots. This situation imposes the need to develop control mechanisms for Artificial Superintelligence and intelligent systems in general. Recently, the European Union took a big step by establishing rules – the first in the world – on how companies can use Artificial Intelligence. That similar regulation be adopted all over the world.
You're traveling through another dimension, a dimension not only of sight and sound but of data; a journey into a wondrous land whose boundaries are that of the imagination. In this talk we will learn the relationship between Big Data, Artificial Intelligence, and Augmented Reality. We'll discuss the past, present and futures of these technologies to determine if we are heading towards paradise or into the twilight zone.
Computing for Human Experience: Sensors, Perception, Semantics, Social Comput...Amit Sheth
Keynote at the 3rd Asian Semantic Web Conference (ASWC2008), Bangkok, Thailand, Feb 2-5, 2009. http://aswc2008.ait.ac.th/invitedspeaker2.html
More details: http://wiki.knoesis.org/index.php/Computing_For_Human_Experience
Lecture 1, 2 - An Introduction ot Computer VisionAksam Iftikhar
Introduction to Computer Vision
This is a simple introduction to computer vision along with important and significant applications of computer vision in real-life.
This presentation goes over Data Mining the City, a course taught at Columbia University GSAPP. This lecture also covers, complexity, cybernetics and agent based modeling.
In this presentation, Vivek introduces IoT and associated trends. Vivek's interest areas are in Augmented reality systems and Data mining that aids in decision making.
This talk is about PLEA, the virtual being and the robot. It is about the vision how PLEA is made and what is her story. She samples its environment to determine how a person feels, and then demonstrates the affection back. She analyses and interprets different sources of social signals from those who interact with to generate hypotheses. Then she produces non-verbal expressions using information visualization techniques. PLEA is a proof-of-concept, and she was presented at many festivals including British Science Festival and Art & AI Festival in Leicester, the UK. At the end of this talk if we are lucky, PLEA would visit the audience from the screen.
Tele immersion is a new arrising technology enables users to communicate with each other which are located remotely as they are together in same room or place...
This ppt includes all the basic aspect of tele immersion...
Tele immersion is a new arrising technology enables users to communicate with each other which are located remotely as they are together in same room or place...
This ppt includes all the basic aspect of tele immersion...
The quality of high-end videoconferencing systems has improved significantly over the last few years
enabling a class of applications known as “telepresence” wherein the users engaged in a communication
session experience a feeling of mutual presence in a shared virtual space. Telepresence systems have
reached a maturity level that seriously challenges the old familiar truism that a face-to-face meeting is
always better than a technology-mediated alternative. To explore the state of the art in telepresence
technology and outline future opportunities, this paper proposes an optimality condition, expressed as a
“Turing Test,” whereby the subjective experience of using a telepresence system is compared to the
corresponding face-to-face situation. The requirements and challenges of designing a system passing such
a Turing Test for telepresence are analyzed with respect to the limits of human perception, and the
feasibility of achieving this goal with currently available or near future technology is discussed
The first edition of InnovatingNL, a joint initiative between Bird & Bird and the municipality of The Hague, took place (http://innovatingnl.nl/) on 30 September 2014. This was my keynote presentation (slides are in Dutch), setting the scene for the event.
http://www.wtcthehague.com/sites/default/files/InnovatingNL%202014.PDF
Ambient intelligence is an emerging discipline that brings intelligence to our everyday environments and makes those environments sensitive to us. Ambient intelligence (AmI) research builds upon advances in sensors and sensor networks, pervasive computing, and artificial intelligence.
Recent advances in VR and AR technology have enabled interactive graphics applications to support healthcare professionals in training, diagnosis, planning, and treatment. This field has progressed enough to warrant a course that can inspire new ideas within the graphics community. Medical images create virtual human anatomy models, allowing for natural interaction and visualization in healthcare scenarios. VR and AR are conceptually different and suited for different types of problems. VR is immersive and suitable for learning anatomy, surgical skills, and analyzing 3D medical data. AR, on the other hand, overlays helpful information onto the physical environment, making it useful for tasks such as communication with patients and training assistants. However, several challenges, such as nonstandard equipment and disorientation, still limit the widespread use of these technologies. This course covers current advances and challenges in this area, including integrating AI techniques.
About the Speaker: Joaquim Jorge holds the UNESCO Chair of Artificial Intelligence & Extended Reality at the University of Lisboa, Portugal. He joined Eurographics in 1986 and ACM/SIGGRAPH in 1989. He is Editor-in-Chief of the Computers and Graphics Journal, Eurographics Fellow, ACM Distinguished Member, and member of IEEE Computer Society Board of Governors. He organized 50+ conferences, including Eurographics 2016 (IPC CO-Chair), IEEE VR 2020/21/22 as co-(papers)chair, and ACM IUI 2012 (IPC co-chair). He served on 210+ program committees and (co)authored over 360 peer-reviewed publications and five books. His research interests include graphics, virtual reality, and advanced HCI techniques applied to health technologies.
Websites:
https://en.wikipedia.org/wiki/Joaquim_Jorge_(computer_scientist)
Google Scholar:
https://scholar.google.com/citations?user=RgiMdpAAAAAJ&hl=en
D.S. Lopes, D. Medeiros, S.F. Paulo, P.B. Borges, V. Nunes, V. Mascarenhas, M. Veiga, J.A. Jorge, Interaction Techniques for Immersive CT Colonography: A Professional Assessment, In: Frangi A., Schnabel J., Davatzikos C., Alberola-López C., Fichtinger G. (eds) Medical Image Computing and Computer Assisted Intervention – MICCAI 2018. MICCAI 2018. Lecture Notes in Computer Science, vol 11071, Pages 629–637, Springer, Cham, 2018. DOI: 10.1007/978-3-030-00934-2_70
M. Sousa, D. Mendes, S. Paulo, N. Matela, J. Jorge, D.S. Lopes, VRRRRoom: Virtual Reality for radiologists in the reading room, Proceedings of the 35th Annual ACM Conference on Human Factors in Computing Systems (CHI 2017), New York: ACM Press, 2017. DOI: 10.1145/3025453.3025566
D.S. Lopes, P.F. Parreira, S.F. Paulo, V. Nunes, P.A. Rego, M.C. Neves, P.S. Rodrigues, J.A. Jorge, On the utility of 3D hand cursors to explore medical volume datasets with a touchless interface, Journal of Biomedical Informatics, 72, Pages 140–149, 2017. DOI: 10.1016/j.jbi.2017.07.009
Semiotics & Symbolic Anthropology: An Introduction and Discussion of how it r...Ashley M. Richter
How can technology guide the citizens of the world to a new level of cultural literacy?
This discussion of symbols and visual literacy is a primer to the importance of the palimpsests all around us and how the the data integration and visualization of the future need to capitalize on their ability to convey this information and make it meaningful to users.
What are the data layers that need to come together to image and document and integrate our data about the world to generate an active living digital twin of time and space? A rapid discussion of the possibilities....
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a l
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DOTI North - Data and Design; Prof Matthew ChalmersSnook
Matthew is a professor in the School of Computing Science at the University of Glasgow. His work focuses on data visualisation and analytics, data ethics and ethical systems design, and mobile and ubiquitous computing.
Matthew worked in industrial research labs, including Xerox PARC in Palo Alto, California, before returning to Scotland in 2000. Since then he’s been an academic at University of Glasgow, leading projects exploring topics such as mobile computing for health and fitness, user experience design that bridges digital and analogue media, using commercial app stores for user trials, and large scale data analytics and visualisation. Today he’ll be talking about an approach to the design of complex systems that could perhaps be better known outside of the world of research: ’seamful design’, that started at PARC in the 1980s, and which he and his research group have advanced over the past years.
ARTIFICIAL INTELLIGENCE IN THE HUMAN CONQUEST OF SPACE, ITS OTHER APPLICATION...Faga1939
This article aims to present how Artificial Intelligence is being and could be used by the space sector in the human conquest of space, the use of Artificial Intelligence and Robotics in the Aerospace and Defense Industry in the world and the risks of Artificial Superintelligence and the need to its regulation to avoid its harmful consequences. Robotic missions from NASA and other space agencies already use Artificial Intelligence. As an example, we can mention rovers (with locomotion capacity, to analyze a larger area of a planet or moon) and landers (which land on a planet or moon to analyze it in loco) and the probes and space telescopes that are dedicated to the discovery and analysis of exoplanets (worlds existing in other star systems). Artificial Intelligence can make a decisive contribution to scientific and technological advancement in order to provide humanity with the necessary resources for human beings to implant new habitats in the solar system and outside it in search of their survival in the face of catastrophic events on planet Earth. Artificial Intelligence and Robotics have their applications in the World Market for the Aerospace and Defense Industry, whose highest revenues occur with their application for military purposes, followed by commercial aviation and, to a lesser extent, in the space sector. Even if Artificial Intelligence produces benefits for humanity, there is a risk that it will be used more for the evil and not for the good of humanity with the trend of its greater application for military purposes, that is, for cyber warfare in the race armaments in the world. With Artificial Superintelligence, the extinction of the human species could occur if it turns against humans producing killer robots. This situation imposes the need to develop control mechanisms for Artificial Superintelligence and intelligent systems in general. Recently, the European Union took a big step by establishing rules – the first in the world – on how companies can use Artificial Intelligence. That similar regulation be adopted all over the world.
You're traveling through another dimension, a dimension not only of sight and sound but of data; a journey into a wondrous land whose boundaries are that of the imagination. In this talk we will learn the relationship between Big Data, Artificial Intelligence, and Augmented Reality. We'll discuss the past, present and futures of these technologies to determine if we are heading towards paradise or into the twilight zone.
Computing for Human Experience: Sensors, Perception, Semantics, Social Comput...Amit Sheth
Keynote at the 3rd Asian Semantic Web Conference (ASWC2008), Bangkok, Thailand, Feb 2-5, 2009. http://aswc2008.ait.ac.th/invitedspeaker2.html
More details: http://wiki.knoesis.org/index.php/Computing_For_Human_Experience
Lecture 1, 2 - An Introduction ot Computer VisionAksam Iftikhar
Introduction to Computer Vision
This is a simple introduction to computer vision along with important and significant applications of computer vision in real-life.
This presentation goes over Data Mining the City, a course taught at Columbia University GSAPP. This lecture also covers, complexity, cybernetics and agent based modeling.
In this presentation, Vivek introduces IoT and associated trends. Vivek's interest areas are in Augmented reality systems and Data mining that aids in decision making.
This talk is about PLEA, the virtual being and the robot. It is about the vision how PLEA is made and what is her story. She samples its environment to determine how a person feels, and then demonstrates the affection back. She analyses and interprets different sources of social signals from those who interact with to generate hypotheses. Then she produces non-verbal expressions using information visualization techniques. PLEA is a proof-of-concept, and she was presented at many festivals including British Science Festival and Art & AI Festival in Leicester, the UK. At the end of this talk if we are lucky, PLEA would visit the audience from the screen.
Tele immersion is a new arrising technology enables users to communicate with each other which are located remotely as they are together in same room or place...
This ppt includes all the basic aspect of tele immersion...
Tele immersion is a new arrising technology enables users to communicate with each other which are located remotely as they are together in same room or place...
This ppt includes all the basic aspect of tele immersion...
The quality of high-end videoconferencing systems has improved significantly over the last few years
enabling a class of applications known as “telepresence” wherein the users engaged in a communication
session experience a feeling of mutual presence in a shared virtual space. Telepresence systems have
reached a maturity level that seriously challenges the old familiar truism that a face-to-face meeting is
always better than a technology-mediated alternative. To explore the state of the art in telepresence
technology and outline future opportunities, this paper proposes an optimality condition, expressed as a
“Turing Test,” whereby the subjective experience of using a telepresence system is compared to the
corresponding face-to-face situation. The requirements and challenges of designing a system passing such
a Turing Test for telepresence are analyzed with respect to the limits of human perception, and the
feasibility of achieving this goal with currently available or near future technology is discussed
The first edition of InnovatingNL, a joint initiative between Bird & Bird and the municipality of The Hague, took place (http://innovatingnl.nl/) on 30 September 2014. This was my keynote presentation (slides are in Dutch), setting the scene for the event.
http://www.wtcthehague.com/sites/default/files/InnovatingNL%202014.PDF
Ambient intelligence is an emerging discipline that brings intelligence to our everyday environments and makes those environments sensitive to us. Ambient intelligence (AmI) research builds upon advances in sensors and sensor networks, pervasive computing, and artificial intelligence.
Recent advances in VR and AR technology have enabled interactive graphics applications to support healthcare professionals in training, diagnosis, planning, and treatment. This field has progressed enough to warrant a course that can inspire new ideas within the graphics community. Medical images create virtual human anatomy models, allowing for natural interaction and visualization in healthcare scenarios. VR and AR are conceptually different and suited for different types of problems. VR is immersive and suitable for learning anatomy, surgical skills, and analyzing 3D medical data. AR, on the other hand, overlays helpful information onto the physical environment, making it useful for tasks such as communication with patients and training assistants. However, several challenges, such as nonstandard equipment and disorientation, still limit the widespread use of these technologies. This course covers current advances and challenges in this area, including integrating AI techniques.
About the Speaker: Joaquim Jorge holds the UNESCO Chair of Artificial Intelligence & Extended Reality at the University of Lisboa, Portugal. He joined Eurographics in 1986 and ACM/SIGGRAPH in 1989. He is Editor-in-Chief of the Computers and Graphics Journal, Eurographics Fellow, ACM Distinguished Member, and member of IEEE Computer Society Board of Governors. He organized 50+ conferences, including Eurographics 2016 (IPC CO-Chair), IEEE VR 2020/21/22 as co-(papers)chair, and ACM IUI 2012 (IPC co-chair). He served on 210+ program committees and (co)authored over 360 peer-reviewed publications and five books. His research interests include graphics, virtual reality, and advanced HCI techniques applied to health technologies.
Websites:
https://en.wikipedia.org/wiki/Joaquim_Jorge_(computer_scientist)
Google Scholar:
https://scholar.google.com/citations?user=RgiMdpAAAAAJ&hl=en
D.S. Lopes, D. Medeiros, S.F. Paulo, P.B. Borges, V. Nunes, V. Mascarenhas, M. Veiga, J.A. Jorge, Interaction Techniques for Immersive CT Colonography: A Professional Assessment, In: Frangi A., Schnabel J., Davatzikos C., Alberola-López C., Fichtinger G. (eds) Medical Image Computing and Computer Assisted Intervention – MICCAI 2018. MICCAI 2018. Lecture Notes in Computer Science, vol 11071, Pages 629–637, Springer, Cham, 2018. DOI: 10.1007/978-3-030-00934-2_70
M. Sousa, D. Mendes, S. Paulo, N. Matela, J. Jorge, D.S. Lopes, VRRRRoom: Virtual Reality for radiologists in the reading room, Proceedings of the 35th Annual ACM Conference on Human Factors in Computing Systems (CHI 2017), New York: ACM Press, 2017. DOI: 10.1145/3025453.3025566
D.S. Lopes, P.F. Parreira, S.F. Paulo, V. Nunes, P.A. Rego, M.C. Neves, P.S. Rodrigues, J.A. Jorge, On the utility of 3D hand cursors to explore medical volume datasets with a touchless interface, Journal of Biomedical Informatics, 72, Pages 140–149, 2017. DOI: 10.1016/j.jbi.2017.07.009
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This discussion of symbols and visual literacy is a primer to the importance of the palimpsests all around us and how the the data integration and visualization of the future need to capitalize on their ability to convey this information and make it meaningful to users.
What are the data layers that need to come together to image and document and integrate our data about the world to generate an active living digital twin of time and space? A rapid discussion of the possibilities....
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2. First User Experiences of 3D Information Technology in Science
WHY EVALUATE SCIENCE FICTION? WHY NOT JUST STICK WITH ONLY TRADITIONAL MARKET RESEARCH?
Science fiction & Fantasy is humankind’s long term
feature list and popularizer for ubiquitous tools and
technology.
The myth of Alexander the
Great’s “Submarine” at the
Siege of Tyre, 332 BCE
“De Mirabili” by Roger
Bacon describes possibility
of submarine
reconnaissance and safety,
1250 CE
First known working
submarine prototype by
William Bourne, 1578 CE
Corelius Drebbel tests
submarine on the Thames,
1620, 1624 CE
First American submarine,
David Bushnell’s The Turtle,
1776 CE
Jules Verne’s 20,000 Leagues
under the Sea popularizes
submarines as concept
outside of military circles,
1870 CE
3. First User Experiences of 3D Information Technology in Science
Odin’s Ravens
Huginn &
Muninn
Earth
Observation
Systems
The chariots of
the sky gods &
flying carpets
Mercury’s Talaria (winged
sandals capable of
travelling miles in a single
step)
Aircrafts
Cars
We wanted to see the world
We wanted
to fly
We wanted to traverse
terrain quickly
LONG DUREE FEATURE LISTS ARE IMPORTANT—WHAT HAVE WE DREAMT OF? WHAT DO WE WISH WE HAD?
4. First User Experiences of 3D Information Technology in Science
TRACKING ADDITIVE FEATURES WITHIN A CONCEPT: THE HOLODECK AS AN EXAMPLE
Purpose:
• Educational Nursery
• Play Space
Purpose:
• Virtual Tourism/Escapism
• Temporal Recreation
The Veldt,
Ray Bradbury 1953
Star Trek: The Next Generation
Holodeck,
1987-1994
The X-Men
Danger Room
1990s
Purpose:
• Training
Community
The Dreamtorium
2009-2015
Purpose:
• Play Space
5. First User Experiences of 3D Information Technology in Science
THERE’S A LOT OF SCI FI TO COVER—WHY DID WE START WITH FIRST USER EXPERIENCES IN 3D INFORMATION TECHNOLOGY
We’ve been working as a group
to define the Tanzle FUE
This is the scifi category that
best parallels our digital
scaffold of 3D data
6. First User Experiences of 3D Information Technology in Science
3D DIGITAL SCAFFOLD KNOWLEDGE INTERACTION SYSTEMS
We Want: +
7. First User Experiences of 3D Information Technology in Science
Further Research Needed: Knowledge Interaction Systems in Science Fiction/Fantasy
8. First User Experiences of 3D Information Technology in Science
FIRST USER EXPERIENCES IN SCIENCE FICTION
->Majority of FUES Focus on experiences of alien tech & transportation between full 3D realms
9. First User Experiences of 3D Information Technology in Science
Further Research:
How can we replicate a positive wonder-exploration progression
highlighted in science fiction and fantasy –what levels of guidance and
encouragement are needed? What’s the boundary between
technology use and assumption of magical power?
Even though these FUEs aren’t the 3D “realms” we’re after—entrance to them highlights something for us-
THE WONDER FACTOR of entering a new world.
10. First User Experiences of 3D Information Technology in Science
Further Research:
Additionally, in our sub-creation of a re-entangled world---
how can we make our cartography and cosmology
spatially and symbolically
transcendent across cultures?
Up = heaven = good, Down = hell = bad doesn’t translate to everyone
11. First User Experiences of 3D Information Technology in Science
MOVING BEYOND FIRST USER INTERFACE TO EVALUATE 3D INFORMATION TECH IN SCI-FI ITSELF:
Guerrilla survey of 3D information technology in prominent sci-fi yields 5 identifiable categories of scale, from
macro to micro:
• Galactic Mapping
• Simulated Reality
• Terrain Mapping
• Building Information Modelling (BIM)
• Medical imaging
(not comprehensive, please keep adding)
17. First User Experiences of 3D Information Technology in Science
SCORING SYSTEM:
3D Data Use---How is it used (subjective)? 1= Poorly, 5 = well
+ Phenomenological authenticity---How Real Is It? 0 = Fake, 3 = Good Approximation, 5=Really Real
+ Sensor Reality—How was/could the data collected? 0 = No clear sensor use, 3 = Sensors hinted at, 5= Sensor Use
+ Annotation Capacity—Can system participants engage/add to the data? 0 = No, 3 = Sort of, 5= Yes, often
_____________________________________________________________________________________________
=Ranking
18. First User Experiences of 3D Information Technology in Science
Title Data Use Score Phenomenological
Authenticity Score
Sensor Score Annotation Score Total Score
Prometheus 4 4 5 5 18
Avatar 4 4 3 4 15
Star Trek: Next Gen 3 5 3 2 13
Ironman (series) 4 3 3 3 13
XMen (comics) 3 5 1 3 12
Edge of Tomorrow 3 4 2 2 11
Ready Player One 1 5 0 5 11
The Tamuli 3 3 0 5 11
Everything else thus far <10
RESULTS OF GUERILLA SURVEY, RANKED:
20. First User Experiences of 3D Information Technology in Science
TREND SPOTTING----disconnect between sensor collection, processing pipelines, and data visualization
Why aren’t there more data pipelines in science fiction? What does that silence say? Lack of data awareness? Use of 3D data and
sensors hasn’t caught up with 3D?
VS
Processed line drawings
Sensor data more likely to be in points or mesh
21. First User Experiences of 3D Information Technology in Science
Further Research:
Study of 3D data
awareness and use—who
is using
what/where/building
pipelines/wants to build
pipelines/with what
features (already in
progress, but want to
emphasize it’s
importance to our
braintrust here)
Further Research:
Sci fi/fantasy vs reality of
data capture devices
22. First User Experiences of 3D Information Technology in Science
TREND SPOTTING: COLOR & TEXTURE SCHEMES
Why the cooler colors? Why does the vision of the future look the way it does?
We need to know the root of that so we can tweak it as cognitively
appropriately as possible?
• Neon lights-> urbanization?
• X-ray glows -> imaging future?
23. First User Experiences of 3D Information Technology in Science
Even more importantly---why disconnect from the visible spectrum or
phenomenological appropriate color scheme 1:1—
why tweak the color at all? Is this lack of data awareness again?
VS
Standard proximity mapped auto-colors (based off
parallels in infrared/thermography mapping)
Standard color textures from photogrammetric
reconstructions, tone dependent on light
False color map, no textures
24. First User Experiences of 3D Information Technology in Science
FOLLOW UP RESEARCH (Summarized):
• Analysis of magical and futuristic and color aesthetics and visual/symbolic languages
• Study of 3D data awareness and use—who is using what/where/building pipelines/wants to build pipelines (already in
progress, but want to emphasize it’s importance to our braintrust here)
• Sci fi/fantasy vs reality of data capture devices
• Knowledge interaction systems in science fiction and fantasy
• Entering another world—Wonder, Curiosity
• Boundaries between technology and use of magic/sorcery
• Cartographic cosmologies of space and time
• Guidance in a new plane (witch’s familiar again!)
And since this was just the sci-fi/fantasy/mythology pop culture survey of the concepts—we should also push forward on
a guerilla survey of sci comm & vis—museum/education/documentary/academic simulations/military simulations