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As an assistant professor I lead weeklong workshops at various design, architecture, and business schools, guiding students through the creative process from ideation to running prototype ready to be pitched to different stakeholders. The course covers a range of content from ideation techniques and rating, business- model prototyping, competitor analysis and differentiation, paper prototyping to lean design techniques and Pecha Kucha-style presentations.
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Axel_Quack_RFH_Interfaces_From_Meatspace_To_Social_Virtual_Realities.key
INTERFACESFROM MEATSPACE TO SOCIAL VIRTUAL REALITY
CF. URBAN DICTIONARY
Meatspace noun. a term, originating from cyberpunk fiction and culture, referring to the real (that is, not virtual) world, the world of flesh and blood. somewhat tongue-in-cheek. the opposite of cyberspace.
HISTORICAL PROGENITORS CYBERNETICS
3
NORBERT WIENER1949
WIKIPEDIA
Wiener defined cybernetics in 1948 as the scientific study of control and communication in the animal and the machine. The word cybernetics comes from the Greek word (kyvernitik , government), i.e. all that are pertinent to (kyvern), the latter meaning to steer, navigate or govern, hence (kyvrnisis, government) is the government while (kyverntis) is the governor or the captain.
WIKIPEDIA
Wiener defined cybernetics in 1948 as the scientific study of control and communication in the animal and the machine. The word cybernetics comes from the Greek word (kyvernitik , government), i.e. all that are pertinent to (kyvern), the latter meaning to steer, navigate or govern, hence (kyvrnisis, government) is the government while (kyverntis) is the governor or the captain.
Contemporary cybernetics began as an interdisciplinary study connecting the fields of control systems, electrical network theory, mechanical engineering, logic modeling, evolutionary biology, neuroscience, anthropology, and psychology in the 1940s, often attributed to the Macy Conferences. During the second half of the 20th century cybernetics evolved in ways that distinguish first-order cybernetics (about observed systems) from second-order cybernetics (about observing systems)WIKIPEDIA
Contemporary cybernetics began as an interdisciplinary study connecting the fields of control systems, electrical network theory, mechanical engineering, logic modeling, evolutionary biology, neuroscience, anthropology, and psychology in the 1940s, often attributed to the Macy Conferences. During the second half of the 20th century cybernetics evolved in ways that distinguish first-order cybernetics (about observed systems) from second-order cybernetics (about observing systems)WIKIPEDIA
1953MACY CONFERENCE
1953
HISTORICAL PROGENITORS CYBERSPACE & ITS INFLUENCE
10
DEFINITION & INFLUENCES
Cyberspace is a term created by William Gibson in his fantasy novel Neuromancer to describe the world of computers, and the society that gathers around them. Gibsons fantasy of a world of connected computers has moved into a present reality in the form of the Internet. In cyberspace people are met electronically, without a face or body. As Gibson mentioned some of his influences were excerpts from Burroughs Naked Lunch, which first made no sense to him at all or as he said like reading messages from Mars.
DEFINITION & INFLUENCES
Cyberspace is a term created by William Gibson in his fantasy novel Neuromancer to describe the world of computers, and the society that gathers around them. Gibsons fantasy of a world of connected computers has moved into a present reality in the form of the Internet. In cyberspace people are met electronically, without a face or body. As Gibson mentioned some of his influences were excerpts from Burroughs Naked Lunch, which first made no sense to him at all or as he said like reading messages from Mars.
WILLIAM S. BURROUGHS1914, 1997 *
TIMOTHY LEARY1920, 1996 *
PAT CADIGAN (MINDPLAYERS)
"One morning in 1979, I was getting ready for work and Gary Numans Cars came on the radio. Afterwards, the
DJ said, Theres some cyberpunk for you. He was making a joke; in 1979, the punk movement was in full flower but
the chaotic noise of punk music was starting to evolve into electronic noise."
THE EARLY 80S
The popularity of the film Bladerunner and William Gibsons novel Neuromancer accelerated the term cyberpunk. Authors like Cadigan, Bruce Sterling and Rudy Rucker were only a few of the pioneers which created worlds where humans and computers merge.
THE 1990S
Back in the 80s the term cyber was more or less related to the underground. Though in the 1990s more and more people got internet access so that an utopian vision changed towards a household consumer item. This led to the creation of terms like cyber-bull, cybercommunity, cybergeek, cyberlaw, cyberstalker as well as cybersex and cyberwar. Shortly everything turned cyber out of a sudden.
VIRTUAL REALITYLAYERS OF REALITY
26
REAL ENVIRONMENT (MEATSPACE)
AUGMENTED REALITY (AR)
AUGMENTED VIRTUALITY (AV)
VIRTUAL REALITY (VR)> > >
!LAYERS OF (VIRTUAL) WORLDS
CF. KZERO
REAL ENVIRONMENT (MEATSPACE)
AUGMENTED REALITY (AR)
AUGMENTED VIRTUALITY (AV)
VIRTUAL REALITY (VR)> > >
!LAYERS OF (VIRTUAL) WORLDS
SPATIAL REAL WORLD MIXED REALITY IMMERSIVE VIRTUAL WORLD
CF. KZERO
FIRST WAVE
A real-time multi-user virtual environment that can not be altered by the user Probably social networking before social networks Target group are mainly Kids, Tween and Teen (KT&T) Primarily 2.5D accessed via web-browser. Examples are Club Pengiun, Moshi Monsters, Wizard 101, Neopets, Habbo
but also Branded Virtual Worlds like Monkey Quest or Playstation Home.
CF. KZERO
SECOND WAVE
A Virtual World that allows the user to create/modify their environment (Come and play in my world.)
Mix of 2.5D and 3D accessed via web browser and tablet with mix of third and first person view.
Examples are Second Life, IMVU, Stardoll, Minecraft, Roblox etc.
CF. KZERO
PHILIP ROSEDALE
MARKUS PERSSONNOTCH
DEFINITION OF MIRROR WORLDS
A Mirror World is a virtual world based on a real-life place a digital re-creation of an existing landmark, building, region or even an entire country. They offer a utalitarian software model of real human environments and their workings.
GAME OF THRONESREBUILT IN MINECRAFT
GOOGLE EARTH
JOHANNESBURG STADION REBUILT IN GOOGLE EARTH
INTERCONNECTING VIRTUAL WORLDS
The current virtual worlds find themselves in a situation akin to that of BBS systems in the 1980s and 1990s vis--vis the Internet. There are indeed similarities between Web browsing and virtual world navigation. Though what is still missing is a standardized protocol submitted to standard committees such as IETC, W3C etc.. The shown examples play with the possibilities of interconnection.
IBM PATENT (2008)
ME TEACHING IN SECOND LIFE (2006)
PRESENTATION INTEGRATED INTO THE VIRTUAL WORLD
EXAMPLE FOR A MIRRORWORLD
WEKNOW PLANNING WOW RAIDS IN SECOND LIFE
THIRD WAVE
A virtual world experienced in virtual reality. Three main applications:
Social Virtual Reality (a key reason for the Facebook acquisition of Oculus VR).
User Generated Spaces (UGS). Branded Virtual Reality.
CF. KZERO
KEY DRIVER PRESENCE
How real it feels to the user. The more real it feels the more time a user will spend in-world
Does it feel they are in the environment or controlling remotely. Presence creates an emotive and experiential bond.
CF. KZERO
KEY DRIVER SELF-EXPRESSION
How a user is able to express themselves in the virtual environment. UGC created by the user for the user and/or other users. Synchronous communication with other users. Self-Expression creates a sense of ownership and curation.
CF. KZERO
SOCIAL VIRTUAL REALITY
Simply means all the attributes and features of Virtual Worlds as we know them today, with the added element of presence.
The ability to experience a real-time multi-user virtual environment with other people. This is the next evolution of social networking, moving from asynchronous interaction
to fully synchronous. Chat rooms with the user actually inside the room. A key reason for the Facebook acquisition of Oculus VR. Oculus CEO Brendan Iribe: This is going to be an MMO where we want to put 1 billion
people in VR.
CF. KZERO
USER GENERATED SPACES
Taking the popularity of UGC Virtual Worlds such as Second Life and Minecraft and creating virtual reality equivalents.
The ability for users to create their own virtual surroundings and objects, then interact with them alone or with friends.
This will be a category driven initially by tweens and teens.
CF. KZERO
MAIL@AXELQUACK.DE WWW.AXELQUACK.DE
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