The document summarizes a technical, tangible, and social game called "Picture the Impossible" created by RIT's Lab for Social Computing and the Rochester Democrat & Chronicle. The game encouraged community members to come together, learn about their city through games, support local charities, and imagine possibilities through location-based games and challenges. Despite challenges like funding, partnerships, and selling sponsorships, over 2,000 players participated, sharing photos, recipes, and local history facts. The game achieved its goals of learning, exploration, giving back, and socialization.
Gaming to the Throne: Using Games to Engage TouristsElizabeth Lawley
The document discusses games and gamification in the context of tourism. It provides examples of games that have been used to encourage tourism exploration, such as a scavenger hunt game in Rochester using text messaging clues. The document also discusses an augmented reality game called Ingress that gets players to explore cities by claiming portals located around the world. It notes that games can make destinations more interesting for tourists and get them exploring parts of cities off the beaten path.
The document discusses women's rights and freedoms in western societies compared to parts of the Middle East and Northern Africa. It notes that while women in the west can study, work, choose to have a family or not, and enjoy greater personal freedoms, these rights are not universal. The document proposes raising awareness among internet generations in the west about the need to protect women's rights and encouraging involvement in social issues. It provides examples of advertising campaign concepts that use dramatic scenarios to highlight what the world might be like without women's freedoms to spark engagement on the topic.
A talk given to my faculty colleagues at RIT Croatia to explain what I'm doing here and why. The slideshare interface doesn't show transitions, but you can download the deck to for those to work.
The Pixar Way: 37 Quotes on Developing and Maintaining a Creative Company (fr...Palo Alto Software
In his book, Creativity, Inc., Ed Catmull shares his experience as a manager of Pixar, one of the world’s most famous creative animation studios. More than that, Ed offers a number of starting points to help those that wish to work in an environment that fosters creativity and problem solving, to create it.
We've collected 37 choice quotes from the book that demonstrate how to develop and maintain a creative company and paired them with images from Pixar's award-winning films and two upcoming features (Inside Out and The Good Dinosaur).
The document discusses how museums, libraries, and archives are facing a shift from scarcity of materials to an abundance of digitized content and user-generated materials. It explores how the United States Holocaust Memorial Museum (USHMM) uses crowdsourcing and "citizen history" projects to engage the public in interpreting, transcribing, and providing context around archival collections. Key differences are noted between crowdsourcing, which focuses on collections goals, and citizen history projects, which prioritize research and educational outcomes. The USHMM aims to create open-ended environments for joint meaning-making between experts and the public around large digital collections.
Reading on the Holodeck: Ray Bradbury, Ivan Sutherland, and the Future of Books. An exploration of the consequences of immersive media environments on IP policy, libraries, and creative arts.
The document summarizes a technical, tangible, and social game called "Picture the Impossible" created by RIT's Lab for Social Computing and the Rochester Democrat & Chronicle. The game encouraged community members to come together, learn about their city through games, support local charities, and imagine possibilities through location-based games and challenges. Despite challenges like funding, partnerships, and selling sponsorships, over 2,000 players participated, sharing photos, recipes, and local history facts. The game achieved its goals of learning, exploration, giving back, and socialization.
Gaming to the Throne: Using Games to Engage TouristsElizabeth Lawley
The document discusses games and gamification in the context of tourism. It provides examples of games that have been used to encourage tourism exploration, such as a scavenger hunt game in Rochester using text messaging clues. The document also discusses an augmented reality game called Ingress that gets players to explore cities by claiming portals located around the world. It notes that games can make destinations more interesting for tourists and get them exploring parts of cities off the beaten path.
The document discusses women's rights and freedoms in western societies compared to parts of the Middle East and Northern Africa. It notes that while women in the west can study, work, choose to have a family or not, and enjoy greater personal freedoms, these rights are not universal. The document proposes raising awareness among internet generations in the west about the need to protect women's rights and encouraging involvement in social issues. It provides examples of advertising campaign concepts that use dramatic scenarios to highlight what the world might be like without women's freedoms to spark engagement on the topic.
A talk given to my faculty colleagues at RIT Croatia to explain what I'm doing here and why. The slideshare interface doesn't show transitions, but you can download the deck to for those to work.
The Pixar Way: 37 Quotes on Developing and Maintaining a Creative Company (fr...Palo Alto Software
In his book, Creativity, Inc., Ed Catmull shares his experience as a manager of Pixar, one of the world’s most famous creative animation studios. More than that, Ed offers a number of starting points to help those that wish to work in an environment that fosters creativity and problem solving, to create it.
We've collected 37 choice quotes from the book that demonstrate how to develop and maintain a creative company and paired them with images from Pixar's award-winning films and two upcoming features (Inside Out and The Good Dinosaur).
The document discusses how museums, libraries, and archives are facing a shift from scarcity of materials to an abundance of digitized content and user-generated materials. It explores how the United States Holocaust Memorial Museum (USHMM) uses crowdsourcing and "citizen history" projects to engage the public in interpreting, transcribing, and providing context around archival collections. Key differences are noted between crowdsourcing, which focuses on collections goals, and citizen history projects, which prioritize research and educational outcomes. The USHMM aims to create open-ended environments for joint meaning-making between experts and the public around large digital collections.
Reading on the Holodeck: Ray Bradbury, Ivan Sutherland, and the Future of Books. An exploration of the consequences of immersive media environments on IP policy, libraries, and creative arts.
Me-tube is watched by the trillions of Me-fans (the psychology of self-admiration is only human in the words of the ancient philosopher).
One would never suffer from "not being able to masturbate" to a me-tube's newest release of the most watched me-video (courtesy of the phone-service, hit-counter and the subscribers, comes with the monthly service, you pay for 24 old hours use and get eternal day where your me-usic (music) and me-video is given the free promotion to first billion subscribers.)
Mastering Digital Storytelling by Caren Libby.pdfCaren Libby
Digital storytelling is a method of sharing stories using digital technology such as images, videos, written text, oral narrations, and sound effects. It provides content creators with a creative platform to tell their stories. Learn more about the history and development of telling stories in our digital world.
Augmented Reality & Human Connection - Seminar 1J C
This document summarizes a seminar discussion on augmented reality and its effects on human interaction and communication. It provides background on the history and current applications of AR, such as in marketing, art museums, and social media. The discussion centers around whether AR enhances or detracts from true human connection by allowing for new forms of self-expression but potentially taking people out of the present moment. Students participate in a Snapchat activity and will fill out a questionnaire about their opinions on these issues.
the broken mirror: reality, identity and crisis in the digital ageMontecarlo -
A reflection about digital age and Transmedia Storytelling. A speech delivered to audiovisual professional public at ABC Guionistas - APAC event. 2015, May 2th.
Reanimating Cyberpunk in 21st Century Fashion_More Human than HumanKristina Gligorovska
This document discusses the influence of cyberpunk themes and aesthetics in 21st century fashion. It explores how fashion designers have incorporated elements of cyberpunk seen in works from the 1980s-90s, depicting modified bodies and blurring the lines between human and machine. Examples given include collections by McQueen, Pugh, Owens, and others featuring deconstructed suits alluding to cybernetic beings. The document argues cyberpunk continues to symbolize using technology to overcome bodily limits and shape new virtual bodies for an augmented reality.
Imageability today. Telling stories in images.
In the context of this conference, my talk will not be about the representation of the image, but about the imageability of digital images. I’m particularly interested in what actually takes place inside the image and how this affects the value of the image – so not what is the story of image but what is the story in images. Storytelling here is no longer telling stories in a narrative way, but rather storytelling as an abstracted form that creates shifts in agency, which I will argue is constructed by human-machine relationships. It is clear that today’s images are not made through light and chemical processes anymore, and while even those materials could be used and manipulated in various ways to show or hide certain things, what happens when more and more images are made by webcams, satellites, security cameras, traffic cops, eBay sellers, Google StreetView cars, and tourists on a quest for the exact same photograph? Or, as Trevor Paglan mentioned, when referring to machine-vision, what happens when “the overwhelming majority of images are now made by machines for other machines, with humans rarely in the loop” [Invisible Images (Your Pictures Are Looking at You), 2016].
In this new ecology of images, the actual taking of a photograph –if that is still the case– is merely one step in a long chain of abstractions in which the image is manipulated, recontextualized, sometimes in combinations with other images, at times these processes happen in unpredictable or irreverent ways. In other words, where does the image begin and end? While there is an over-abundance of photos and images around today, I will highlight 3 different positions that I think are crucial when discussing these specific aspects of contemporary images, and show how they relate to storytelling. This is an abstracted sense of storytelling taking place below the surface, while different narratives start to emerge. First, the digital as a tool in which traditional models of institutional cultural authority and disciplinary expertise still rule, here a digital image emphasizes but also questions the power of the original image through different modes of circulation; Secondly, the effect of optimization or automatic evaluation of image content in semi-automated algorithms; and related to that 3. The construction of value through machine vision [obscure algorithmic processes].
This document discusses technical, tangible, and social aspects of computing and games. It quotes game design legend Masaya Matsuura saying that one day we will look back with embarrassment at how virtual experiences were trapped behind screens. It then modifies Matsuura's quote to replace "games" with "computing" to discuss how tangible computing experiences could change our understanding of the word "computing". It also includes photos from various Flickr users to illustrate tangible computing concepts.
Goes with the slides https://www.slideshare.net/LoriLanday/ready-for-the-metaverse-immersive-and-interactive-experiences-in-virtual-worlds-game-audio-boston-92562619
this is a presentation about research i've been doing on using contemporary toys as a topic for investigation in the art classroom. topics for discussion, as well as activities, and a background on the moment is included. PLEASE DO NOT COPY WITHOUT PERMISSION.
From Baby Boomers to Generation Z: Interactivity in Light of GenerationsAnne Boysen
This document discusses generational trends and defines several generations including Millennials, Generation Z, and the generation after Generation Z. It outlines some of the defining events and characteristics of each generation, such as their relationship to technology, parenting styles, trust in institutions, and how they are shaped by events like the rise of social media. The document also explores how each new generation favors more participatory and networked behaviors compared to prior generations.
The document discusses how storytelling is changing as screens have become integrated into our lives. It notes that interactive storytelling is still in its infancy but will develop further. Reality is becoming multilayered, incorporating both the physical world and virtual experiences. Stories are moving from screens into the real world in enriched story worlds that exist 24/7. This allows stories to have a positive impact and make the world a better place. Examples mentioned include experiences that incorporate user-generated data, flashmobs, geolocated treasure hunts, and more. The future of storytelling lies in finding emotional hooks to engage audiences.
The document discusses a technical, tangible, and social game called "Picture the Impossible" created by the RIT Lab for Social Computing and the Rochester Democrat & Chronicle. The game encouraged community members to learn about their city by exploring local arts, food, history, and charities through challenges and socialization. Despite challenges in coordinating partnerships and funding, the game engaged over 2,000 players who contributed photos, recipes, historical facts, and used the game's location-based aspects on a weekly basis with no budget. The document demonstrates how the game brought a community together through a virtual experience that promoted real-world social and educational goals.
"Enchanted Objects and People:" Data Driven ARTish Shute
The document discusses the potential of augmented reality (AR) and ubiquitous computing. It touches on several topics including AR for education, AR games, how AR is maturing from simple overlays to integrating big data, location-based AR storytelling, issues of data privacy and control, and artistic/creative uses of AR including light painting and visualizing wireless signals. The document provides an overview of different applications and ongoing work in the fields of AR, ubiquitous computing, and their intersection.
What's your story? Designing a holistic customer experienceJoyce Hostyn
An experience always exists and always generates an impression, but seldom by design. Silo'd approaches result in fragmented experiences and dissatisfied customers. No wonder only 8% of customers report their experience with a given company was superior.
How can we craft a cross-silo content strategy designed to deliver a superior, holistic, customer experience across all customer touchpoints and all stages of the customer lifecycle?
The document discusses various topics related to virtual reality and computer games including types of games, narrative experiences in games, and debates around whether games can be considered a form of art. It provides examples and references various scholars who have studied immersion, narratology, and the relationship between games and artistic expression.
VisioNxt, Trend Insights and Forecasting agency, tries to map the Indian mindsets and changing landscape when it.
Youth Trend Directions are broad and uncovers specific mindset shifts that happen within the country. Millennial Maze talks about how the millennial generation navigates through the pandemic to still hold on to the "self".
Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy
Are there social and cultural issues raised by virtual, mixed and augmented reality technologies of particular interest to Digital Humanities researchers? I will also discuss related emerging and merging themes in serious game research and a relatively new concept, immersive literacy.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
Me-tube is watched by the trillions of Me-fans (the psychology of self-admiration is only human in the words of the ancient philosopher).
One would never suffer from "not being able to masturbate" to a me-tube's newest release of the most watched me-video (courtesy of the phone-service, hit-counter and the subscribers, comes with the monthly service, you pay for 24 old hours use and get eternal day where your me-usic (music) and me-video is given the free promotion to first billion subscribers.)
Mastering Digital Storytelling by Caren Libby.pdfCaren Libby
Digital storytelling is a method of sharing stories using digital technology such as images, videos, written text, oral narrations, and sound effects. It provides content creators with a creative platform to tell their stories. Learn more about the history and development of telling stories in our digital world.
Augmented Reality & Human Connection - Seminar 1J C
This document summarizes a seminar discussion on augmented reality and its effects on human interaction and communication. It provides background on the history and current applications of AR, such as in marketing, art museums, and social media. The discussion centers around whether AR enhances or detracts from true human connection by allowing for new forms of self-expression but potentially taking people out of the present moment. Students participate in a Snapchat activity and will fill out a questionnaire about their opinions on these issues.
the broken mirror: reality, identity and crisis in the digital ageMontecarlo -
A reflection about digital age and Transmedia Storytelling. A speech delivered to audiovisual professional public at ABC Guionistas - APAC event. 2015, May 2th.
Reanimating Cyberpunk in 21st Century Fashion_More Human than HumanKristina Gligorovska
This document discusses the influence of cyberpunk themes and aesthetics in 21st century fashion. It explores how fashion designers have incorporated elements of cyberpunk seen in works from the 1980s-90s, depicting modified bodies and blurring the lines between human and machine. Examples given include collections by McQueen, Pugh, Owens, and others featuring deconstructed suits alluding to cybernetic beings. The document argues cyberpunk continues to symbolize using technology to overcome bodily limits and shape new virtual bodies for an augmented reality.
Imageability today. Telling stories in images.
In the context of this conference, my talk will not be about the representation of the image, but about the imageability of digital images. I’m particularly interested in what actually takes place inside the image and how this affects the value of the image – so not what is the story of image but what is the story in images. Storytelling here is no longer telling stories in a narrative way, but rather storytelling as an abstracted form that creates shifts in agency, which I will argue is constructed by human-machine relationships. It is clear that today’s images are not made through light and chemical processes anymore, and while even those materials could be used and manipulated in various ways to show or hide certain things, what happens when more and more images are made by webcams, satellites, security cameras, traffic cops, eBay sellers, Google StreetView cars, and tourists on a quest for the exact same photograph? Or, as Trevor Paglan mentioned, when referring to machine-vision, what happens when “the overwhelming majority of images are now made by machines for other machines, with humans rarely in the loop” [Invisible Images (Your Pictures Are Looking at You), 2016].
In this new ecology of images, the actual taking of a photograph –if that is still the case– is merely one step in a long chain of abstractions in which the image is manipulated, recontextualized, sometimes in combinations with other images, at times these processes happen in unpredictable or irreverent ways. In other words, where does the image begin and end? While there is an over-abundance of photos and images around today, I will highlight 3 different positions that I think are crucial when discussing these specific aspects of contemporary images, and show how they relate to storytelling. This is an abstracted sense of storytelling taking place below the surface, while different narratives start to emerge. First, the digital as a tool in which traditional models of institutional cultural authority and disciplinary expertise still rule, here a digital image emphasizes but also questions the power of the original image through different modes of circulation; Secondly, the effect of optimization or automatic evaluation of image content in semi-automated algorithms; and related to that 3. The construction of value through machine vision [obscure algorithmic processes].
This document discusses technical, tangible, and social aspects of computing and games. It quotes game design legend Masaya Matsuura saying that one day we will look back with embarrassment at how virtual experiences were trapped behind screens. It then modifies Matsuura's quote to replace "games" with "computing" to discuss how tangible computing experiences could change our understanding of the word "computing". It also includes photos from various Flickr users to illustrate tangible computing concepts.
Goes with the slides https://www.slideshare.net/LoriLanday/ready-for-the-metaverse-immersive-and-interactive-experiences-in-virtual-worlds-game-audio-boston-92562619
this is a presentation about research i've been doing on using contemporary toys as a topic for investigation in the art classroom. topics for discussion, as well as activities, and a background on the moment is included. PLEASE DO NOT COPY WITHOUT PERMISSION.
From Baby Boomers to Generation Z: Interactivity in Light of GenerationsAnne Boysen
This document discusses generational trends and defines several generations including Millennials, Generation Z, and the generation after Generation Z. It outlines some of the defining events and characteristics of each generation, such as their relationship to technology, parenting styles, trust in institutions, and how they are shaped by events like the rise of social media. The document also explores how each new generation favors more participatory and networked behaviors compared to prior generations.
The document discusses how storytelling is changing as screens have become integrated into our lives. It notes that interactive storytelling is still in its infancy but will develop further. Reality is becoming multilayered, incorporating both the physical world and virtual experiences. Stories are moving from screens into the real world in enriched story worlds that exist 24/7. This allows stories to have a positive impact and make the world a better place. Examples mentioned include experiences that incorporate user-generated data, flashmobs, geolocated treasure hunts, and more. The future of storytelling lies in finding emotional hooks to engage audiences.
The document discusses a technical, tangible, and social game called "Picture the Impossible" created by the RIT Lab for Social Computing and the Rochester Democrat & Chronicle. The game encouraged community members to learn about their city by exploring local arts, food, history, and charities through challenges and socialization. Despite challenges in coordinating partnerships and funding, the game engaged over 2,000 players who contributed photos, recipes, historical facts, and used the game's location-based aspects on a weekly basis with no budget. The document demonstrates how the game brought a community together through a virtual experience that promoted real-world social and educational goals.
"Enchanted Objects and People:" Data Driven ARTish Shute
The document discusses the potential of augmented reality (AR) and ubiquitous computing. It touches on several topics including AR for education, AR games, how AR is maturing from simple overlays to integrating big data, location-based AR storytelling, issues of data privacy and control, and artistic/creative uses of AR including light painting and visualizing wireless signals. The document provides an overview of different applications and ongoing work in the fields of AR, ubiquitous computing, and their intersection.
What's your story? Designing a holistic customer experienceJoyce Hostyn
An experience always exists and always generates an impression, but seldom by design. Silo'd approaches result in fragmented experiences and dissatisfied customers. No wonder only 8% of customers report their experience with a given company was superior.
How can we craft a cross-silo content strategy designed to deliver a superior, holistic, customer experience across all customer touchpoints and all stages of the customer lifecycle?
The document discusses various topics related to virtual reality and computer games including types of games, narrative experiences in games, and debates around whether games can be considered a form of art. It provides examples and references various scholars who have studied immersion, narratology, and the relationship between games and artistic expression.
VisioNxt, Trend Insights and Forecasting agency, tries to map the Indian mindsets and changing landscape when it.
Youth Trend Directions are broad and uncovers specific mindset shifts that happen within the country. Millennial Maze talks about how the millennial generation navigates through the pandemic to still hold on to the "self".
Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy
Are there social and cultural issues raised by virtual, mixed and augmented reality technologies of particular interest to Digital Humanities researchers? I will also discuss related emerging and merging themes in serious game research and a relatively new concept, immersive literacy.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
2. This is the year of VR, isn’t it? Images of people in VR headsets
3. Novelty - Images of Cracker Jack toy surprise inside packages.
When the NYTimes is sending out Google Cardboard as the cracker jack surprise in every subscription - they are
taking advantage of novelty.
4. Empathy Machine - Images of hearts made out of printed gears
Chris Milk suggested in his 2015 Ted talk that VR could be the “...ultimate empathy
machine.” But is that enough for museums?
5. sorry
Apology - image of a word balloon that says “sorry”
What does it mean when a teenager apologizes to a Holocaust survivor that isn’t in the room?
6. Presence - Slide shows various You Are Here signs
The idea of presence - feeling like you are there - is central to the development of VR over the last 20 years.
7. Immersion: Pictures of people, animals, and food under water
One thing needed to feel presence is immersion - fooling the senses into thinking they are somewhere they are
not.
8. Engagement: Pictures of people getting engaged, rings, a small “engaged” latch
Another element of presence is engagement - being engaged with the content as well as having the experience respond realistically to our actions.
9. Questions: This page intentionally left blank
There are so many questions that we (as a field) should be asking about this technology that I can’t even start to
list them - ethics, sexism, accessibility, etc.
10. Present in a Museum: Museum Visitor photograph by hazelnutmea via instagram
Museums, with their experience in creating built environments that put visitors into meaning physical and social
spaces, should be all over figuring out the possibilities of presence in VR. Virtual environments don’t have to look
like Museum but what if they think like museums?
Photo: hazelnutmea
11. Amber
Alexander Mitrofanov
Mario Klingerman
Tom Magliery
Roo Reynolds
Nicolas Nova
Mike Linksvayer
Marta
Leo Reynolds
Jeremy Price
James Allenspach
Erica Minton
Amir Syed
Amanda Watson
welcome_images
Image via Flikr CC:
Tom French
Christian Rudman
Cai Martin JG
Amber Case
blue bus
David Jones
IAMMUTOO
ListersGroup
Samsung Newsroom
Overdaforest
nora gottardi
Mika Suvanto
katiecooperx
Frank Strong
diver_meg
Sharon Pazner
netl
John Biehler
David Hayward
chris_cecil
Andrew Dent
Alpha Chen
abuakel
Bruce_Denis
Timmy GUNZ
shuttershy(jesmc)
Robert Occialini
Lawrence Dolton
James Britton
Bill Shaner
arby reed
_zand
FlickWithMeika FlickWithMeika
Argus
Leo Reynolds
switchhook
Henk Koster
Editor's Notes
Presence: An Introduction ((Or an attempt at a grand-unification for AR, VR, Holograms, Sound Installations, Visiting a Museum, and, yes, even Penguins))
Michael Haley Goldman
Museums and the Web 2016 (MWXX)
Los Angeles, CA
This is the year of VR, isn’t it? Images of people in VR headsets
Novelty - Images of Cracker Jack toy surprise inside packages.
When the NYTimes is sending out Google Cardboard as the cracker jack surprise in every subscription - they are taking advantage of novelty.
Empathy Machine - Images of hearts made out of printed gears
Chris Milk suggested in his 2015 Ted talk that VR could be the “...ultimate empathy machine.” But is that enough for museums?
Apology - image of a word balloon that says “sorry”
What does it mean when a teenager apologizes to a Holocaust survivor that isn’t in the room?
Presence - Slide shows various You Are Here signs
The idea of presence - feeling like you are there - is central to the development of VR over the last 20 years.
Immersion: Pictures of people, animals, and food under water
One thing needed to feel presence is immersion - fooling the senses into thinking they are somewhere they are not.
Engagement: Pictures of people getting engaged, rings, a small “engaged” latch
Another element of presence is engagement - being engaged with the content as well as having the experience respond realistically to our actions.
Questions: This page intentionally left blank
There are so many questions that we (as a field) should be asking about this technology that I can’t even start to list them - ethics, sexism, accessibility, etc.
Present in a Museum: Museum Visitor photograph by hazelnutmea via instagram
Museums, with their experience in creating built environments that put visitors into meaning physical and social spaces, should be all over figuring out the possibilities of presence in VR. Virtual environments don’t have to look like Museum but what if they think like museums?