In the chapter entitled ‘DH-XR: Extended Reality’s Relevance to the Digital Humanities,’ Professor Erik Champion of the University of South Australia and Dr Hafizur Rahaman of Curtin University explore the use of digital technology in the dissemination of cultural heritage. They cover 3D models, virtual/extended reality, and game design and discusses issues and challenges involved in these technologies. They also introduce immersive (digital) literary as a relevant learning skill for cultural heritage in this digital age.
Today I attended an event on how industry see and use the Metaverse. The chief scientist’s talk on the Metaverse as an interconnected virtual environment where social and economic elements mirror reality (is that the WEF definition?) ..across devices isn’t quite my definition.
So many questionable issues here, so many lost opportunities, where do I start?!
Time to write something!
For example, if everything just mirrors reality, where is the innovation? Is the reality the realistic simulation or the simulation as an illusion convincing people, that they are “in” reality? And does the mirror affector impact on reality?
Here is a better definition by the South Australia Microsoft CTO but what exactly does “collective” mean?
“…metaverse is a collective virtual shared space, created by the convergence of virtually enhanced physical and digital reality. It is persistent, providing enhanced immersive experiences, as well as device independent” from Gartner..
Gartner defines a metaverse as a collective virtual shared space, created by the convergence of virtually enhanced physical and digital reality. It is persistent, providing enhanced immersive experiences, as well as device independent and accessible through any type of device, from tablets to head-mounted displays.
On their website are the “raw recordings.” I understand all the speakers will now be invited to the Northern Heritage Network. Picture of the opening speaker, the President of Iceland, Guðni Th. Jóhannesson, with organiser Skuli Björn Gunnarsson, at the University of Iceland in Reykjavik.
In this essay, I review key concepts in Baudrillard’s Simulacra and Simulation (Baudrillard, 1994), their relation to the Matrix film series, and their importance in terms of hacking, especially regards to Virtual Reality (VR)…
Ok, it is a very short abstract but 3,500 words of very condensed text. Probably should expand it back to 5,000 and seek publication. It reviews Baudrillard’s famous book in the light of the move from VR to XR, and the rise in computational creativity, cybercrime and hacking. With references to the Matrix trilogy and the film Possible Worlds.
Part 7 of the ASEAN Australia Smart Cities Webinar Series on “Promoting Smart Tourism Recovery via Virtual Reality” slide presentations and the webinar recording are now available on the ADB Knowledge Events page.
The event was held March 2, 2021. My Cultural Tourism XR slides are also available on slideshare.net
Has anyone written on gaps (in power, features, or connection, etc.) between offsite (desktop virtual environments (VEs), and headset VEs) and mobile device-based AR/MR that augments the experience onsite?
Seems to me the offsite desktop environments (and headset VR) experiences are often silos while the onsite/mobile (phone or tablet) AR/MR experiences are typically limited, break down easily, and don’t fully leverage connectivity potential.
I have seen papers on either platform, of course, but not papers explaining why we are missing great potential synergy between the two: offside VR/VE and onsite XR (MR AR).