39 research outputs found
Actes de la conférence BDA 2014 : Gestion de données - principes, technologies et applications
International audienceActes de la conférence BDA 2014 Conférence soutenue par l'Université Joseph Fourier, Grenoble INP, le CNRS et le laboratoire LIG. Site de la conférence : http://bda2014.imag.fr Actes en ligne : https://hal.inria.fr/BDA201
Using a disruption framework to analysis the feasibility of Virtual Reality in medical use
Virtual reality (VR) technology is considered as one of the next big things in the Internet eld. This technology can be applied in various elds. This thesis studies the feasibility of using VR technology in the medical eld, especially in the medical therapy area. This thesis also discusses the nature of disruptive innovation.
The analysis is based on a literature review of virtual reality and a framework called the disruption framework, which is devastated by an important terminology, disruptive innovation. The study uses trend charts and value networks to predict the feasibility of VR in medical therapy.
The result shows that the virtual reality technology can cause a disruption in the medical eld, it will a ect the existing value network into the medical eld
RABBOT - Exploring Shared Awareness in Virtual Reality
This thesis explores the possibilities of generating shared awareness in virtual reality (VR) experience between a head-mounted display (HMD) wearer and other observers in the same physical space by merging wearable technology, augmented reality, asymmetric game design and wireless communications in the internet of things (IoT). By employing the methodology of Research Through Design (RTD), this thesis project develops a series of prototypes to inform the outcome RABBOT -- featuring a modified VR head-mounted display and asymmetric mobile game experiences with an embedded communication system to create opportunities for shared awareness amongst players. Overall this thesis argues that an engaging VR experience need not focus exclusively on the HMD wearer but also include other audiences in the same physical space
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Playing with Virtual Reality: Early Adopters of Commercial Immersive Technology
This dissertation examines early adopters of mass-marketed Virtual Reality (VR), as well as other immersive technologies, and the playful processes by which they incorporate the devices into their lives within New York City. Starting in 2016, relatively inexpensive head-mounted displays (HMDs) began to be manufactured and distributed by leaders in the game and information technology industries. However, even before these releases, developers and content creators were testing the devices through âdevelopment kits.â These de facto early adopters, who are distinctly commercially-oriented, acted as a launching point for the dissertation to scrutinize how, why and in what ways digital technologies spread to the wider public.
Taking a multimethod approach that combines semi-structured interviews, two years of participant observation, media discourse analysis and autoethnography, the dissertation details a moment in the diffusion of an innovation and how publicity, social forces and industry influence adoption. This includes studying the media ecosystem which promotes and sustains VR, the role of New York City in framing opportunities and barriers for new users, and a description of meetups as important communities where devotees congregate.
With Game Studies as a backdrop for analysis, the dissertation posits that the blurry relationship between labor and play held by most enthusiasts sustains the process of VR adoption. Their âplayborâ colors not only the rhetoric and the focus of meetups, but also the activities, designs, and, most importantly, the financial and personal expenditures they put forth. Ultimately, play shapes the system of production by which adopters of commercial VR are introduced to the technology and, eventually, weave it into their lives. Situating play at the center of this system highlights that the assimilation of digital media is in part an embodied and irrational experience. It also suggests new models by which future innovations will spread to the public
The ethical implications of HCIâs turn to the cultural
We explore the ethical implications of HCIâs turn to the âculturalâ. This is motivated by an awareness of how cultural applications, in our case interactive performances, raise ethical issues that may challenge established research ethics processes. We review research ethics, HCIâs engagement with ethics and the ethics of theatrical performance. Following an approach grounded in Responsible Research Innovation, we present the findings from a workshop in which artists, curators, commissioners, and researchers explored ethical challenges revealed by four case studies. We identify six ethical challenges for HCIâs engagement with cultural applications: transgression, boundaries, consent, withdrawal, data, and integrity. We discuss two broader implications of these: managing tensions between multiple overlapping ethical frames; and the importance of managing ethical challenges during and after an experience as well as beforehand. Finally, we discuss how our findings extend previous discussions of Value Sensitive Design in HCI
Reimagining Disruptive Technologies: The User Experience of Netflix and Pokémon GO in Australia
The user experience of disruptive technologies is insufficiently understood by industry and academia as discourse is typically centered around the impact of new technologies on existing services, business models, and their respective industries. This thesis seeks to address this gap in knowledge and develops an original framework, the Disruption-Experience Model (D-E Model), for identifying and describing user experiences of technologies that have been perceived as disruptive. The D-E model involves three interlinking concepts: stabilisation, which is a sustaining experience whereby thoughts, feelings and practices are reinforced; destabilisation, which is a dysfunctional experience whereby thoughts, feelings and practices are undermined; and transformation, which is a novel experience whereby thoughts, feelings and practices are dramatically shifting. The methodology for the thesis draws on principles from ethnography, and 28 participants were recruited from the city of Wollongong in New South Wales, Australia for the investigation of two case studies: the subscription video-on-demand (SVOD) service Netflix and the augmented reality (AR) mobile gaming application PokĂ©mon GO (PoGO). By observing online discussions, talking to Netflix and PoGO users directly through interviews and participating in walk-alongs, I found that the user experience diverges from some of the established perceptions identified from the literature and public discourse. Netflix has been perceived as a dramatic disruption for the Australian television industry, but in terms of the user experience it was mostly a continuation of existing viewing practices, with internet piracy as the middle-man. PoGO was perceived as disruptive in different ways by different people, with game changing implications for the AR, marketing and mobile gaming industries. However, users were less interested in the innovative aspects of the game and more excited about experiencing PokĂ©mon in a new way and being part of a historical, cultural moment. This thesis provides nuance to conversations of disruptive technologies by including the point of view of the user, and the D-E Model can be useful for understanding experiences of other technologiesâor potential disruptionsâin the future
Immersive Journalism as Storytelling
"This book sets out cutting-edge new research and examines future prospects on 360-degree video, virtual reality (VR), and augmented reality (AR) in journalism, analyzing and discussing virtual world experiments from a range of perspectives.
Featuring contributions from a diverse range of scholars, Immersive Journalism as Storytelling highlights both the opportunities and the challenges presented by this form of storytelling. The book discusses how immersive journalism has the potential to reach new audiences, change the way stories are told, and provide more interactivity within the news industry. Aside from generating deeper emotional reactions and global perspectives, the book demonstrates how it can also diversify and upskill the news industry. Further contributions address the challenges, examining how immersive storytelling calls for reassessing issues of journalism ethics and truthfulness, transparency, privacy, manipulation, and surveillance, and questioning what it means to cover reality when a story is told in virtual reality. Chapters are grounded in empirical data such as content analyses and expert interviews, alongside insightful case studies that discuss Euronews, Nonny de la Peñaâs Project Syria, and The New York Timesâ NYTVR application.
This book is written for journalism teachers, educators, and students, as well as scholars, politicians, lawmakers, and citizens with an interest in emerging technologies for media practice.