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Virtual reality

  1. 1. By: Miffy Lu WHEN DIGITAL MEDIA VIRTUALIZES OUR LIFE WHAT IS REAL?
  2. 2. Digital Image A digital image contains a fixed number of rows and columns of pixels. And that thousands or millions of pixels form into graphic images we see on digital devices every day. [1] Digital Video Digital video is audio/ visual in a binary format. Information is presented as a sequences of digital data, rather than in a continuous signal as analog information is. [2]
  3. 3. The SOCIAL MEDIA *Global internet user spent average 118 minutes per day on social networking in 2016 according to Statista. [4] Social media are platforms that facilitate the creation and sharing of information, ideas, career interests and other forms of expression via virtual communities and networks.[3] *Especially that users frequently add images and videos to enrich their online profile.
  4. 4. *Worldwide, there are over 1.94 billion monthly active Facebook users for March 2017 (Facebook MAUs) which is an 18 percent increase year over year. *Five new profiles are created every second. *Photo uploads total 300 million per day. *Every 60 seconds on Facebook: 510,000 comments are posted, 293,000 statuses are updated, and 136,000 photos are uploaded. *Average time spent per Facebook visit is 20 minutes. VALUABLE FACEBOOK The TOP FIVE STATISTICS [4] UPDATED MAY, 2017
  5. 5. “Photography is a kind of virtual reality, and it helps if you can create the illusion of being in an interesting world.”[6] - Steven Pinker
  6. 6. *The act of checking social media is found to be stressful and is bad for mental health. 61% of people have said that social media makes them depressed, jealous or sad. [9] [10] PEER PRESSURE Not only social media users digitalized their everyday experience by posting photos and videos online, majority of them seem to be obsessed with showing off their lives, so the whole world will know they live a perfect, happy life. [7] [8]
  7. 7. We are living in a world of UNREALITY[11] A world that has become so reliant on models and counterfeits in which these imitations of reality have become more real than reality itself. Baudrilled’s notion of hyperreality refers to a statement that people have allowed themselves to be blinded from true reality where the world has been replaced instead with simulations of the real that are perceived by humans. And that the replacements have become more real than true reality itself. [11] For example, believing the life that has shown on Instagram is the actual life.
  8. 8. Are we becoming confused in a digital world by accident? Are we trying hard to get confused on purpose? Or
  9. 9. ARE THESE REAL? These living velociraptors are the effects of post-production. They are never alive. Yet with the support of modern technologies, actors are able to “interact” with these dreadful creatures.
  10. 10. The GREENSCREEN Through the magic of videos effects and technology, one can superimpose your subjects onto virtual backgrounds, place them over animated digital backdrops or transport them to a desert oasis. [12]
  11. 11. The MOVIE CULTURE Filmmakers make movies with rich characters who have superhuman capabilities and living perfect lives. Through the movie, the viewers can transport themselves into a fantasy. Scholars reflecting on special effects, especially in the period since digital media made their biggest impact on movie production and postproduction, have derived much of their inspiration from phenomenology. Between the annihilation of reality and the affirmation of the phenomena of human experience, the study of special effects, though nascent, is already beginning to alter our preconceptions of the nature and purpose of film. Taking a more culturally oriented approach, scholars stresses the interplay between themes and cultural trends. For example, the connections between special effects cinema, theme parks, and such phenomena as Las Vegas casino hotels and some forms of sports. [13]
  12. 12. Engineers make the impossible adventures possible. Filmmakers make the impossible adventures possible. We are able to experience the story together with a protagonist. We are able to experience the story as a protagonist.
  13. 13. Digital Experience is an evolving term that describes the experiences an individual may have with an organization at any digital touchpoint. Whether that be a website, mobile app, wearable device, or a smart watch. [14][15]
  14. 14. A: AUGMENTED REALITY Ex. POKEMON GO Augmented Reality (AR) places digital content on top of the physical world you see around you. AR works by adding 2D or 3D layered content on top of real world objects or locations, allowing the users to unlock additional information that mat be relevant, therefore turning the physical world around them into digital media. Right now the majority of AR is used on mobile devices, tablets and integrated into mobile apps. [16] For example, Pokemon GO
  15. 15. B: VIRTUAL REALITY Ex. PLAYSTATION 4 VR Headset Virtual Reality redefines user’s expectations of immersion in gaming with moments so intense your intuition takes over. It allows users to step into virtual worlds and experience entertainment in new and extraordinary ways. [16] Virtual Reality (VR) is a digital environment that shuts our the real world. VR is able to transpose the user; to bring us someplace else. Through closed visors or googles, VR blocks our the room and puts our presence elsewhere.
  16. 16. HOW MAINSTREAM IS VIRTUAL REALITY? Education: theBlu – Under Water Experience Entertainment: Wonderland’s VR Coaster History: VR Art Exhibition at the New Museum
  17. 17. Technology is proliferating throughout the art industry in an effort to further accessibility to galleries and museums. [17] Cornell said, “among the first to consider one’s mobile device as a platform not just to enhance the gallery experience but to experience art.” Take the British Museum’s online archive of 360- degree views of its collections, for example.
  18. 18. A+B: MIXED REALITY Ex. Project- XRay Mixed Reality is the next big paradigm shift. Mix Reality works by scanning your physical environment and creating a 3D map of user’s surroundings, so the device will know exactly where and how to place digital content into that space, and allow user to interact with it using gestures. [16] Mixed Reality is a hybrid of both AR and VR.
  19. 19. “When I saw how real virtual reality can be, and that we can replace human vision with virtual vision, this can be the ultimate platform.” - Brendan Iribe
  20. 20. • Virtual world technologies redefine the idea of communication. it expands the communication in real life to anyone connected to the internet. PROs CONs VIRTUAL WORLD • Many different field can use Virtual World devices to train people in a way that would usually put them at risk. • Those who are not able to fully experience reality, such as disabled people, could explore the virtual world and still experience a full life. • Virtual World provides a chance to experience things that are impossible in real life as if you were actually there. Ex. Fighting zombies in a game [18] • Those who do not have access or cannot afford this technology will be left out. And could further separate social classes in Information Age based societies. • Communication using this technology would be susceptible to deception • Many people may become addicted to living in these virtual worlds, and as a result forget or neglect their responsibilities in real life. • Technologies is still developing and there are still many flaws to be worked to. • Some people have been known to have motion sickness due to using the technologies. [15]
  21. 21. CONCLUSION Social Media is a platform for users to digitalize and share their experiences. However, as a great amount of social media users are trying to make their life look perfect, the sharing platform has become an arena for users to show off and compete with each other. And yet users take the cover story seriously and believe the lives which are portrayed online are perfect and real. According to Baudrilled, we are now living in a world of unreality. It may seem like we are lost in modern world. Yet we are living in a world of unreality on purpose. That is, people are craving to live and experience fantasy as a protagonist, and that engineers are working on projects to make the dream happen. With the technologies such as AR, VR and MR. It is certain that the ideal virtual world is becoming possible year by year. However, as we are cheering on the improvements of technologies, we also have to pay attention on the cons of future digital devices. While technologies are able to enrich our experience, they are also able to deprive every piece of our life.
  22. 22. References [1] Rosenfeld, Azriel. “Picture Processing by Computer” New York: Academic Press, 1969. [2] Rouse, Margaret. “Digital Video” SearchMicroservices. 02 Feb. 2017. Web. 30 May 2017. [3] Turkle, Sherry. “The Documented Life.” New York Times, 16 Dec. 2013, p. A25(L). Academic OneFile. [4] Statista. “Daily Time Spent on Social Networking by Internet Users Worldwide from 2012 to 2016 (in minutes.)” Statista. 2017. Web. 30 May 2017. [5] Zephoria. “The Top 20 Valuable Facebook Statistics – Updated May 2017” Zephoria. 08 May. 2017. Web. 30 May 2017. [6] Darbyshire, D. “Don’t Judge a (Face)Book by its Cover” Computers in Human Behaviour. May. 2016. [7] konnikova, Maria. “How Facebook Makes Us Unhappy.” The New Yorker. 10 Sep. 2013. Web. 01 Jun. 2017. [8] Jade. The obsession of Creating a Picture Perfect Life on Social Media. EliteReaders. 02 March. 2017. Web. 30 May 2017. [9] Matrix, Sidneyeve. “Online Friends.”Module2. 08 May. 2017. Lecture. [10] MeQuilibrium. “How Your Device is Controlling You.” The Huffington Post. The HuffingtonPost.com, 04. 2013. Web. 12 May 2017 [11] J, Baudrillard. “Simulacra and Simulations: Selected Writing”. Standford: SUP. 1981. [12] Peter, Chuck.“How Does Green Screen Work” Videomaker. 25 Dec. 2013. Web. 30 May 2017. [13] Cubitt, Sean. “Special Effects – Theoretical Considerations” Film Reference. 2017. Web. 01 Jun. 2017. [14] Acquia. “Digital Experiences Run the Web.” Acquia Think Ahead. 2017. [15] Cole, Samantha. “How The Apple Watch Will Change Office Life.” First Company. 12 March. 2015. Web. 01 Jun. 2017. [16] Curtin, Keith. “Mixed Reality will be most important tech of 2017.” TNW Conference. 05 Feb. 2017. Web. 01 Jun. 2017. [17] Gottschalk, Molly. “New App Finally Makes Virtual Reality Artworks Accessible to the Public.” Artsy Editorial. 17 Jan. 2017. Web. 01 Jun. 2017. [18] Breon Kaweroa and Edward Omo-Nandiekwe. “Pros and Cons.” Weebly. 27 Jun. 2014. Web. 01 Jun. 2017. Course Reading Additional Research

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