7 research outputs found

    The World as an Interface: Exploring the Ethical Challenges of the Emerging Metaverse

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    Mixed reality is emerging as the next phase of personal computing. Once Apple Glass is released augmented and mixed reality will go mainstream and the impact on our behaviour will be as dramatic as when the iPhone was released. In parallel, what used to be 2D webpages are becoming 3D worlds, collectively forming a meta universe of virtual or mixed reality domains -the ‘Metaverse’. Mixed reality is precisely where the best affordances of the digital and analogue worlds should work together to create entirely new interactive learning, social and economic opportunities. In this paper we reflect on how the physical world will itself become an interface making reality even more machine-readable, click-able, and searchable. We further propose how society will need to ensure that the appropriate boundary management is in place to allow us as co-creators of the metaverse to protect our ethical rights of privacy, integrity, and autonomy

    Transitioning from Transmedia to Transreality Storyboarding to Improve the Co-Creation of the Experience Space

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    Transmedia storytelling is a digital based marketing approach in present day consumer markets. Typically applied to spanning or segueing stories or experiences across media such as film, books, comics and video-games to reach broader target audiences, often triggering a narrative, into which customers can participate and co-create the narrative. Common aims at customer engagement have been through shared stories on present day social media. However, for the creative-consumer, sharing on social media falls short of fully immersive storytelling ecology. Creatives (traditional designers and consumers) would benefit through tools and processes for incrementally expanding dimensions, mediums, fidelity, and shared interactions and senses across multiple media and interactive realities. This paper presents use cases of Transreality Storyboarding Framework (TSF), a design framework that affords creation of experience spaces for consumer-product engagement. Further, we propose a TSF app, to allow non-expert designers/everyday-consumers to contribute to storytelling, participation and production of product experience spaces

    Augmented Unreality: Synesthetic Artworks & Audio-Visual Hallucinations

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    During ‘altered states of consciousness’ (ASCs), such as those produced by psychedelic drugs, an individual may experience substantial changes to mood, thoughts and perception, and have subjective experiences of visual or auditory hallucinations. In Hobson’s (2003, 44–46) discussion of his AIM (Activation, Input, Modulation) model of consciousness he distinguishes the imagery of dreams and hallucinations as ‘internal’ sensory inputs, in contrast with the ‘external’ inputs that are received via the senses from the surrounding environment during normal waking consciousness. For the purposes of this chapter, external inputs correspond with physical ‘reality,’ while the internal inputs generated by the brain during dreams or hallucinations shall be considered as ‘unreality.’ Reproduced by permission of Oxford University Pres

    Augmented Unreality: Synesthetic Artworks & Audio-Visual Hallucinations

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    Context Engineering Experience Framework

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