2015.10.25 NATC International Symposium at the Tokyo Univ. of Art Campus (Yokohama, Basha Michi).
With Jasia Reichardt, curator of the 1968 ICA exhibition "Cybernetic Serendipity".
2015.10.25 NATC International Symposium at the Tokyo Univ. of Art Campus (Yokohama, Basha Michi).
With Jasia Reichardt, curator of the 1968 ICA exhibition "Cybernetic Serendipity".
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.
...A SIMPLE CHART WE USE TO BRAINSTORM THE USE OF HUMAN/COMPUTER INTERFACES WITH THE PERFORMING BODY. THIS INVOLVES THE CONFLUENCE OF THE 'NOOSPHERE' WITH THE HUMAN BODY IN ART AND TECHNOLOGY....A DOSE OF HISTORY AND NARRATOLOGY.
Rafael Brown (Digital Myths): Social VR: Creating Social PresenceAugmentedWorldExpo
A talk from the Consumer Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Rafael Brown (Digital Myths): Social VR: Creating Social Presence
As VR emerges onto the scene, the new trend is SocialVR. As a phenomena, SocialVR has emerged to combat the early tendency of VR to isolate the user. In an age where devices are Digital, Online, Connected & Shared, and where all VR/AR/MR devices will be online all the time. SocialVR and social growth across VR, AR and MR, is about creating Social Presence. We will explore the components that make up Social VR, and explore the path from Presence to Social Presence.
http://AugmentedWorldExpo.com
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.
A short presentation for EastSide Virtual Reality Meet-up Group, to relay the importance of Empathy in our daily lives, relationships and, work/family and what is currently being used in the XR space and what does the future hold?
City Games: Up and Down and Sideways on the Ladder of AbstractionSebastian Deterding
Like games and everyday life, games and cities have been intersecting in two primary ways: modelling the city in an abstract view from above, with planning games and urban simulations, and transforming people's everyday urban experiences and behaviors with playful interventions on the ground. Neither one, this talk argues, has been particularly successful in creating lasting improvements in citizen's well being. To accomplish this, we need to take game design seriously and look sideways at the messy middle between map and territory, the processes in which one is translated into the other (or not). My keynote at ISAGA 2017 in Delft, NL, July 10, 2017.
Wuxia the Fox Educational Design project showcase - Ottawa Prime Time 2017calmr.io
In 2005 I had a complex dream about 2060 ... It was a dream about the ecological future and how to make sure kids would be more contemplative, calmer, enjoying reading paper books in 2060 and finding more meaningful usages to the technologies surrounding them instrad of getting distracted by them.
Keynote on the cognitive demand of the multimodal media object of videogames. Presented at "DigiLitEY Training School 2016", in the Institute of Education, University of Minho. 7 june 2016.
The metaphors of virtual worlds: How people make sense of a virtual world via...Dominican University
How do people make sense of a novel situation, such as engaging with a media product you've never used before? If that media product is a virtual world, then it appears people will make a bridge between the virtual and the physical -- by using metaphors to compare their experiences in the virtual world to those from the physical world.
Keynote for the Third International Conference on ICT in Education - ticEDUCA2014, at the Institute of Education of the University of Lisbon, on 15 November 2014.
Tish Shute, Director AR/VR, Corporate Technology Strategy, Huawei
A talk from Inspire Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
XR is intelligent and interactive connecting real humans and physical objects with digital agents and entities. VR/AR will evolve into XR to become the future interface for Cloud Computing, IoT, Big Data, Prediction, Self-driving cars, Personalized Medicine, Robots, Drones, Cryptocurrency, Smart Cities, and AI. Social VR and AR will connect people in new and powerful ways but XR will connect the intelligence of people to the intelligence of machines in a space shared and understood by both. This talk will look at this new and intimate relationship between humans and intelligent agents.
http://AugmentedWorldExpo.com
Presentatie door Egbert Gramsbergen. Deze presentatie beschrijft hoe de SAXON XSLT disseminator van Fedora gebruikt kan worden om de resource index te bevragen.
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.
...A SIMPLE CHART WE USE TO BRAINSTORM THE USE OF HUMAN/COMPUTER INTERFACES WITH THE PERFORMING BODY. THIS INVOLVES THE CONFLUENCE OF THE 'NOOSPHERE' WITH THE HUMAN BODY IN ART AND TECHNOLOGY....A DOSE OF HISTORY AND NARRATOLOGY.
Rafael Brown (Digital Myths): Social VR: Creating Social PresenceAugmentedWorldExpo
A talk from the Consumer Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Rafael Brown (Digital Myths): Social VR: Creating Social Presence
As VR emerges onto the scene, the new trend is SocialVR. As a phenomena, SocialVR has emerged to combat the early tendency of VR to isolate the user. In an age where devices are Digital, Online, Connected & Shared, and where all VR/AR/MR devices will be online all the time. SocialVR and social growth across VR, AR and MR, is about creating Social Presence. We will explore the components that make up Social VR, and explore the path from Presence to Social Presence.
http://AugmentedWorldExpo.com
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.
A short presentation for EastSide Virtual Reality Meet-up Group, to relay the importance of Empathy in our daily lives, relationships and, work/family and what is currently being used in the XR space and what does the future hold?
City Games: Up and Down and Sideways on the Ladder of AbstractionSebastian Deterding
Like games and everyday life, games and cities have been intersecting in two primary ways: modelling the city in an abstract view from above, with planning games and urban simulations, and transforming people's everyday urban experiences and behaviors with playful interventions on the ground. Neither one, this talk argues, has been particularly successful in creating lasting improvements in citizen's well being. To accomplish this, we need to take game design seriously and look sideways at the messy middle between map and territory, the processes in which one is translated into the other (or not). My keynote at ISAGA 2017 in Delft, NL, July 10, 2017.
Wuxia the Fox Educational Design project showcase - Ottawa Prime Time 2017calmr.io
In 2005 I had a complex dream about 2060 ... It was a dream about the ecological future and how to make sure kids would be more contemplative, calmer, enjoying reading paper books in 2060 and finding more meaningful usages to the technologies surrounding them instrad of getting distracted by them.
Keynote on the cognitive demand of the multimodal media object of videogames. Presented at "DigiLitEY Training School 2016", in the Institute of Education, University of Minho. 7 june 2016.
The metaphors of virtual worlds: How people make sense of a virtual world via...Dominican University
How do people make sense of a novel situation, such as engaging with a media product you've never used before? If that media product is a virtual world, then it appears people will make a bridge between the virtual and the physical -- by using metaphors to compare their experiences in the virtual world to those from the physical world.
Keynote for the Third International Conference on ICT in Education - ticEDUCA2014, at the Institute of Education of the University of Lisbon, on 15 November 2014.
Tish Shute, Director AR/VR, Corporate Technology Strategy, Huawei
A talk from Inspire Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
XR is intelligent and interactive connecting real humans and physical objects with digital agents and entities. VR/AR will evolve into XR to become the future interface for Cloud Computing, IoT, Big Data, Prediction, Self-driving cars, Personalized Medicine, Robots, Drones, Cryptocurrency, Smart Cities, and AI. Social VR and AR will connect people in new and powerful ways but XR will connect the intelligence of people to the intelligence of machines in a space shared and understood by both. This talk will look at this new and intimate relationship between humans and intelligent agents.
http://AugmentedWorldExpo.com
Presentatie door Egbert Gramsbergen. Deze presentatie beschrijft hoe de SAXON XSLT disseminator van Fedora gebruikt kan worden om de resource index te bevragen.
Kaplan & Haenlein - The fairyland of second life - virtual social worlds and ...ESCP Exchange
Virtual social worlds, such as the Internet site Second Life, have acquired a high degree of popularity in the popular and business press. In this article we address the increasing importance of virtual social worlds, and discuss how companies can make use of their potential. We first present how virtual social worlds evolved historically, how they fit into the postmodern paradigm of our time, and how they differ from other social media, such as content communities (e.g., YouTube), social networking sites and blogs (e.g., Facebook), collaborative projects (e.g., Wikipedia), and virtual game worlds (e.g., World of Warcraft).We subsequently present how firms can make use of virtual social worlds in the areas of advertising/communication, virtual product sales (v-Commerce), marketing research, human resources, and internal process management. We also highlight the points companies should pay particular attention to in their activities, the 5Cs of success in virtual social worlds, and the future evolutions that we expect to shape this sector over the next 5—10 years: a trend toward standardization and interoperability, improvements in software usability, increasing interconnection between reality and virtual worlds, establishment of law and order, and the transformation of virtual social worlds to business hubs of the future
XR for Alternative Future Scenarios: Exploring the Potential of XR in Foresig...Rogelio E. Cardona-Rivera
Invited talk at Westminster University, MACOL 606: Envisioning Futures. This talk explores how VR can be used to help create immersive scenarios as part of simulation processes in Forecast Thinking. I argue for VR as a technique for creating Alternative Future Scenarios.
Today we find ourselves confronted by an overwhelming frequency of radical transformation and information overload. Extracting meaning from this paradigm and accordingly, addressing opportunities and challenges arising through ubiquitous connection and socialisation, has become the conversation of our time. The Third Place Manifesto addresses this change with a view to 'rediscovering' context within persistently disruptive and emergent social ecosystems.
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
This is an assignment I had for a communications course, the topic I chose was virtual communities and the online world. It was a really interesting topic to research and present a report on.
Presentation for the Digital Communication and Culture program of the University of Sydney, based on Henry Jenkins\' (http://www.henryjenkins.org/) work.
37. Supersized – working at a new scale Superimposed – managing a hybrid scenario with both real and virtual elements Supercomputing – massively parallel efforts Superheroic – pursuing goals defined by the good the evolution of everyday superheroes: