Week 5: ‘Photosynth’

Reflection 

The TED Talk was extremely exciting for the future of collective memory and 3Dimensional Memory Mapping. The concepts that Aguera y Arcas presented about the Seadragon software and multispatial resolution mapping is interesting and highly usable. I’d love the see the direction ‘Photosynth’ takes – the ability to reconstruct images in a 3dimensional manner using collected data/memories from people is INCREDIBLE! 

It would take some time but the ability for software to grow and develop with its users and through user interaction is the future of digital imaging. He referred to this concept as ‘cross-modal’ and ‘cross-user social experience’. The main problem that they may run into is the fact that the software is dependent on the number of users and collected data. If the data is insufficient, they will be unable to reconstruct these incredibly accurate spatial analyses. 

Trends

What I noticed from taking a quick dive in the publications by the 4 various authors is an ongoing trend of 3Dimensional Visualization methodologies using various technologies that were developed over time.

If we take a look at Blaise Aguera y Arcas these particular trends were:

1.) Interfaces/Spatial Imaging
2.) User-Generated/Collective Memory
3.) Assisted Searches 

Richard Szeliski

1.) 3Dimensional 
2.)Image Based
3.)Photo/Video

Noah Snavely

1.)Movement/Depth
2.)3D/2D Construction/Reconstruction
3.)Scene/Location

Steve Seitz

1.)3Dimensional Spaces
2.)Images
3.)Cameras/Perspectives 

From a brief search, the people working on the project are all quite adept at digital imaging and mapping in a 3Dimensional perspective. The future of ‘Photosynth’ is bright (at least I’m hoping it is)!

Week 4: Reflections & Images (BLT)

Part 1: AR/VR Reflections 

Facebook Presentation Summary 

I ended up watching the summary and there were a few highlights that I found to be quite interesting! 

Handtracking: I think that the new handtracking feature on the Quest is a breakthrough for the community. All of the AR/VR experiences that I’ve had the opportunity of trying have been greatly influenced or limited by the hand controllers and cords. The idea of removing controllers completely and giving the user free reign and ( generally more freedom) in the way they utilize the AR/VR space/environment is an amazing feat. It gives users a more intimate experience and is one step closer to the fully immersive journey that most people want when using AR/VR Devices. It can also change the way creatives approach design tools like “Quill” – and I’m looking forward to how handtracking will cause AR/VR applications to evolve.

  • Oculus Link
    • Gaming PC and USBC cable = run all the rift content on the quest
    • Your quest is a rift now too
    • Passthrough+ (can see things)

Social Networking on Oculus & Facebook Horizon: This to me was an expected new feature. It was only a matter of time before social media became integrated within the AR/VR space. There is already a debate about how social media can be a toxic environment for people, especially young adults, and it’s interesting to see how this will affect AR/VR world. I greatly value and appreciate the ability to connect with other communities from a distance but social media chatrooms, events, posts, and infrastructures via Facebook may not be the most healthy/conducive way of integrating AR/VR in social media. 

  • Oculus TV
    • New hub for all media on the platform
    • Prime video, immersive experiences, 360 videos, etc.

Media Studio: The media studio tool is an exciting one for creators and entrepreneurs looking to expand within the AR/VR space. I like the concept of a repository/monitoring system for new applications to be developed within this environment. I love the idea of applications that help creators create. The immersion and performance analytics functions are all the more enticing for people to develop new experiences and the media studio is making it easier and more accessible. 

  • New Input – CTRL LABS team
    • Creating a wristband that picks up electrical impulses sent through your nervous system and turns them into digital signals used as input in VR/AR
    • Non-invasive – no implants
    • Sensations of interaction w/ digital objects via thinking

Computer Vision/Machine Perception: This new development was perhaps the most intriguing and ready to launch. The concept of merging reality and virtual spaces and objects is something that I’ve always been curious about. This new feature was something that bridges the gap between real-life and AR/VR. It is also something that I see being implemented to various businesses, offices, and careers. Topics like social teleportation, facial reconstruction, along with a codec avatar were all conducive to mixing reality and real-life, connecting those who are at great distances. Again this feature is something that I find to have tremendous use in the future, highly accessible/digestible, and one that many people might be willing to adopt and implement in their daily lifestlyes. 

Part 2:

Designing for Emotions 

This to me stood out in particular for a plethora of varying reasons. It was stated in the video that some of the most highly rated and most powerful AR/VR experiences utilize/correspond with human emotion (ex: Notes on Blindness). The presentation expresses the idea that our emotions are perceived through various lenses and sensorial inputs within the body/the world that we are in, causing a trigger of strong emotional reactions within audiences. Emotions are a powerful method of designing AR/VR experiences by providing “sensory-rich worlds” that give us a very literal and direct way to feeling somethings. The presentations then continue to describe (4) methods in which designing for emotion can be a powerful tool (Memorability, Presence, Motivation, and Expanding Audience). One of the main things that stood out primarily is how emotions can dictate the user’s “journey” with Highs, Lows, and Climax’s giving it depth, vulnerability, and relatability. Emotions can be used as a method of organization for AR/VR developers to create better stories and applications that their audience can resonate with. 

Supercharging Your Creativity with VR

The presentation had a tremendous focus on applications that allow creatives to be more creative – aka Quill. The basis of the presentation was documentation of how various industries within the art world are able to use VR to best supplement their own work. There was a point made in the presentation on how skills that were once foreign to some creatives were now possible via VR (2d sketch artists are now able to see their work/create art in a 3-Dimensional fashion). It makes creation easier. Artists in various concentrations utilize the program to elevate their work or become cross-industry artforms(film, storytelling, digital modeling, animation,  illustrators, painters, etc.) VR enables a new type of workflow where contributions by usually time-sensitive jobs (post-production) can now be seen/done in a different order within the pipeline or expand upon it.

Part 3: Images of Shanghai 

My thought process behind these photos was split in (2) ways: One of which was to take various images around Shanghai, photoshop them to remove any “human contact” and layer them to create a pristine “natural” environment. Another way was to find areas that were still pristine to some degree and make minimal changes. 

Original: 

    

Edited: 

   

Pristine: (Taken between the border of Shanghai and Zhejiang Province)

    

Week 3 (Catalogue Review) BLT

1.) Quill – Oculus Rift 
 
This is one of my favorite AR/VR experiences thus far! I thoroughly enjoyed using Quill (again) – I had the opportunity to use it for a short period both at a conference and in class. I love the concept of giving artists/creators tools to create more art and the ability to visualize/animate designs in realtime was an incredible feat! My favorite part of the application was the ability to visualize ideas instantly and how it gives the creator a better sense of space. However, similar to other applications like Quill (Adobe Photoshop, Illustrator, Etc.), there is a steep learning curve. It would take several tries to learn how to expedite the process and be able to use the product in a real-time/efficient manner. Otherwise, I would use Quill again and hopefully get better at it. In the near future, I hope to create a VR/AR application that will allow creators to “create” art or something new with my own VR/AR world. 
Image result for quill oculus
 
2.) Notes on Blindess – Samsung Gear VR
 
Notes on Blindness is also a very interesting and enjoyable experience. I’m very interested in film and creative storytelling, so the idea of a short film/narrative in a VR/AR format was very intriguing. The visuals were a stunning experience, I loved the visual imagery created by the lights and it really “played” with my senses. The audio was a huge part of the film and I thought that it was really well done. My one critique is that in some scenes Notes on Blindness was a bit dim (I get that its about blindness) but for such an ironic piece, I felt myself wanting more light in some situations just so that I could read the text or get an idea of the space they are trying to portray a bit better. Maybe that’s what the creators wanted us to feel??? Otherwise, I enjoyed this VR/AR experience as well, and I could also see myself doing something similar for a future project – creative/digital storytelling via a VR/AR format. 
Image result for notes on blindness
 
3.)  Star Chart – Oculus
 
The Star Chart on Oculus was beautifully done, but probably one of my least favorite experiences. Some key elements that I appreciated were the fact that the night sky alters based on the user’s location. So technically, had I tried the application in various locations – the night sky visuals would change as well. I think this feature is an ingenious one, but my biggest critique is that the progress for the user is quite finite. Granted there are countless stars in the sky, the application only shows first-tier and second-tier stars/galaxies. Once the user has “explored” enough the interface becomes a bit monotonous. Star Chart is a great resource for space and astrology fanatics, but in terms of user experience and development, it leaves the user with more to be desired. 
Image result for star chart oculus
 
Reflection: 
I genuinely enjoyed my first experiences with a variety of AR/VR applications – if I were to create my own, I would probably do something a bit more user and consumer-centric potentially through digital storytelling, a lifestyle based app, or even on that follows current trends. A prime example that I would do is an iteration of my least favorite experience, Star Chart. Currently, there is a tremendous millennial and Gen Z focus on horoscopes and astrology, and I would incorporate all the great facets of Star Chart and make it more user-friendly and story-driven – connecting them more with other “players” rather than a singular user experience. My iteration would give daily updates, horoscope predictions, and interactivity in a more dynamic sense. 
 

Week 1 & 2 *REPOST*

*Originally Posted on https://wp.nyu.edu/bentablada/ * 

 
Agree
 
5. Virtual Schools will democratize high quality education to the world 
  • I’m a full supporter of free high quality education for those who either can’t afford it or are unable to access it. I hope that VR/AR will make accessibility easier for those in need, but I don’t fully believe that it is a complete solution or better than in person interactions with a teacher/professor.
 
Disagree
 
7. VR can erase race and gender inequality gaps
  •     I don’t agree with this statement because even if a person can “recreate” their appearance or take on a different persona, there is still a person behind the avatar that is pretending/masquerading as someone they are not. The problem of race/gender inequality is not solved, and this statement simply masks it without addressing the root of the problem. 

Catalog (VR TITLES) 

  1. Quill – Oculus 
  2. Hallelujah – Google Daydream 
  3. Star Chart – Oculus 
  4. Notes on Blindness – Samsung Gear VR 

Article Review: 

  • The article notes on the ‘mirrorworld’ – an interesting concept that articulates how AR/VR can be implemented/drastically change our lives. As a person that has never used AR/VR devices prior to calss 2, the experience gave me a better understanding of the concepts that article presented. It would be interesting to see how companies will monetize this new “mirrorworld” as technological advances continue to make a headway in implementing AR/VR into our daily routines.