week 3: Technology Disruption and Mixed Reality

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https://app.themindlab.com/media/29850/view

Minecraft/Gallopoli - deep learning but how do we measure and report on that?

Augmented Reality- downloaded colar {ar colouring 3d} but, as well as not being in English, what I could seemed quite commercial. I thought my 3 year old grandson might like it BUT I am very reluctant to put a technology between him and the experience of reading. Yes, it can add to the experience just as a film of a book can but I think engaging the imagination is more vital. This app seems quite PASSIVE.

Virtual worlds, virtual environments

Applications to Theatre
Movie/ Cinema

"-With two doctoral students, Sana Boudhraâ and Davide Pierini, he wanted to measure the virtual reality experience and compared VR headsets with an immersive projection system using a concave-spherical screen, developed by his research team and called Hybrid Virtual Environment 3D (Hyve-3D). He immersed 20 subjects of various ages in both types of virtual environments and noted their reactions and behaviour. "Ultimately, the people much preferred the virtual reality without headsets, because they could interact with other viewers and share their impressions in real time. They appreciated the social aspect of the experience," said the researcher, who published his findings in the ACM Digital Library on October 28, the same day he presented his study at the 28e Conférence francophone sur l'interaction homme-machine, held in Fribourg, Switzerland.
While viewers using VR headsets must continuously look around to explore the scene, which often hinders the storytelling and the cinema experience, Hyve-3D viewers miss none of the action and have the same immersive feeling. Moreover, VR headsets restrict users to an individual experience, in which a big part of the non-verbal communication (i.e., facial expressions, gestures, and postures) is precluded, notes the article's abstract." 


Actors and Avatars. An interesting article.



" all of our VR/Theatre experiments, we have always carefully examined how the new technologies we employ enhance or impair the spontaneity and energy of the live performance.  To this end we have usually opted for real-time virtual reality technologies over pre-recorded animations.  VR provides the spontaneity required of live theatre and even allows for the same elements of risk inherent in traditional theatre.  It many ways scenic elements created through VR and controlled by backstage operators are even more “live” than traditional wood and canvas scenery that sits, unchanging throughout the play.  However, one element that cannot be provided by current VR technology is that of “presence” or actually occupying the dramatic space with the actors and audience." 
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Wearable displays "are the future", certainly from the realms of scifi- glasses/ headsets/contact lenses: entertainment value; practical educational apps, useful for those who by reason of age or incapacity cannot experience the reality. Tricking your senses. I am aware of research that says watching someone doing an action helps your brain learn how to do that action as well as doing it but  think sensory and emotional participation must be part of that learning.

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