Reality As A Knowledge Medium

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Reality as a Knowledge Medium

Fridolin Wild1,2)

1 )Oxford Brookes University2 )Open University, UK

A note on methodical order

Conversation is the root of all information exchange. Narratives convert tacit knowledge to explicit knowledge.

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No, all embodied experience!

Just language?

Narrate| Experience

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information sharing

sense making

The 4 Realms of Experience (Pine & Gilmore, 1998)

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Performance Augmentationwith wearables

sensor-sensory loop:super-real experience

010000100001000010001010001111110

The guestenacts experiences

The stagerproduces narratives

Affordances:which cultures ofuse to support?

Viewpoints:from what

perspective?Abstraction:what matters? what to pay

attention to?

Editing:how to enrich or

reduce?

Social Scope:for individuals,

teams, or more?

Sensing:which senses and

what sensors?

Grand Challenges?

(Fominykh, Wild, Smith, Alvarez, & Morozov, 2014)

Capture | Re-Enact

Research questions (p.14) RQ01. How to enrich the capture of activities and experiences by means of wearable sensors?

RQ02. How to experience more of the captured activities and experiences via AR and WT or a remote simulation?

RQ03. To what extent can the knowledge of an expert be captured as wearable experience?

RQ04. To what extent can a trainee experience the phenomenology of the expert through applying wearable experience?

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Wearable experienceExamples of narratives with the new new interface.

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Scenario Phase 1: capturing

expert experience Phase 2: wearing

expert experience by trainees

Phase 3: analysis and post processing

Example 1: Live Guidance

Example 2 + 3: Re-enactment

Sensors & SensesGlasses, wristbands, BCIs, smart objects, …

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Capturing (p.10, p18) Wearable ambient and biofeedback sensors Tracking human position and orientation of the person in space/environment Gaze direction Capture the narration and ambient sounds

videos of the vision area 360 video Audio

Gestures along with affect data and physiological data

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Re-enactment All gathered sensor data will be stored and synchronized as a single

experience recording. This tangible artifact will be available for trainees.

Second, the re-enactment of the captured experience will be achieved by augmenting trainee experience with contextualized expert data in real time.

For example, by 3D scanning the environment the system will know the position of both the expert and the trainee in space. Therefore, the relative position of the expert can be displayed for the trainee as an AR element. Data from other sensors will make the trainee aware of where the expert is looking, what the expert is seeing, what the expert is saying, how the expert is handling the tools with hands, and more. In such a manner, the trainee will be able to experience the presence of the expert while working on a task.

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Hardware + SDKs (p.19f)

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Dream, record, narrate, repeat.WEKIT.

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W E K I T p r o j e c t i s f u n d e d b y t h e E u r o p e a n C o m m i s s i o n = E U d i s c l a i m e r

h tt p : / / w e k i t . e u /

Ces’t tout.fridolin.wild@gmail.com

skype: fridolin.wildwhatsapp: +447751239881

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