Posts Tagged: framing


Posts Tagged ‘framing’

Nov 22 2010

Framing – AR

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Besides gaming, how could AR be utilized in more every day situations? Would something like was shown in the flash article help people explain concepts during business meetings?

How could we use AR for educational purposes? For specifically, for children that are unable to go to school or take field trips because they are hospitalized for long periods of time.

Is AR the next big thing, or are people satisfied with using avatars in programs like Second Life. It seems like some people like to hide behind their avatars so will this really become popular in the gaming world?

Nov 21 2010

Augmented Reality

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Augmented reality is AWESOME from what I’ve seen and read. While it’s in the early stages, the possibilities of what it will bring are pretty huge. That being said, I’ve got a few questions about where it may go:

1. With augmented reality giving the user a chance to use motion to control virtual items, how could it be used in the medical field? Will it be good for training? Could we end up in a place where medical education ends up being like the game “Operation” but with augmented reality?

2. What are some practical ways augmented reality could be used in the working world?

3. Is Augmented Reality the first step in the direction towards a real-life “Avatar”? Why or why not?

Nov 21 2010

Framing Questions: Week 13

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1. The Wikipedia entry on augmented reality mentioned ways in which it is being incorporated into sports entertainment, advertising and even education. What are some of the more specific ways that augmented reality is (or can be) incorporated into education?

2. Augmented reality is listed as a method of enhancing collaborative efforts. Has this been applied to business conferences, non-profits, or other professional organizations?

3. One of the projected obstacles to the success of augmented reality is the high cost factor. What are potential ways to combat the current high cost, and are these realistic goals for the near future? Or is augmented reality likely to fuel a technological divide?

Nov 21 2010

Framing Week 13

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1. What are some ways we can use augmented reality to provide some sort of public service to society?

2. How do virtual reality and augmented reality differ? What features are taken from virtual reality and which came first?

3. What are some ways that we, as designers, can incorporate AR into the different media that we create?

Nov 21 2010

Framing Questions for Augmented Reality

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Week 13: Augmented Reality

Wikipedia: Augmented Reality

1.  What are the differences between augmented reality and mediated reality?  Do humans tend to gravitate more toward realistic environments or situations rather than those that are clearly digital or virtual?

2.  In the future, will augmented reality lead to more scientific breakthroughs or will we continue to need actual reality to prove scientific research?

3.  Augmented reality is currently used in TV sport game coverage and marketing efforts.  Is augmented reality best suited for media and commercial tendencies?

4.  The main hardware components for augmented reality are: display, tracking, input devices, and computer.  What is it about modern smartphones that makes them prospective platforms for augmented reality?

Augmented reality using a webcam and Flash

1.  What are the advancements in augmented reality that surpass the capabilities of virtual reality?

2.  Is there still a use for virtual reality or has it been replaced?

Nov 15 2010

Framing Week 12

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1. Will virtual worlds become even more advanced in the future? Will they incorporate social networking and will we be able to create our own avatars that look like us and have all of our information?

2. Could virtual worlds be a new way of advertising for companies with product placement? (i.e. Second Life)

3. Could there be privacy concerns, along with ethical concerns, with virtual worlds?

Nov 14 2010

Week 12 Framing: Virtual Worlds

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1. There is often criticism and backlash toward people who spend a great deal of time on sites like WoW or Second Life. But what positive things have emerged out of such virtual worlds? Are there social benefits to experimenting in the online world?

2. The Papagiannidis and Bourlakis article discusses the ways in which virtual world members can customize their retail transactions to meet their specific needs. Is it possible that there will come a time when we expect this in the “real world” as a result of what is available in the online world?

3. Should we be concerned with the people that participate in illegal activities like pedophilia and violence in online realms? Does that mean they are more likely to do those things in real life?

Nov 14 2010

Framing Week 12

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We’ve heard so much about the progression of virtual worlds and people becoming so addicted to them that they quit their jobs and spend all their waking hours in these worlds.  We even learned about how Korea has rehabilitation camps for these things.  Will there ever be restrictions in virtual worlds?

For my research project, I studied cyber-churches.  In these websites people practice their religion in a virtual world, specifically a virtual church.  Since churches have already entered the virtual world, what’s next?  Will people be able to get legit college degrees from virtual colleges? Will their professors be avatars?  Virtual doctors for diagnostics? Virtual lawyers?

One of the articles stressed the importance of knowing how to use virtual realities.  Since these mediums are growing and gaining popularity, will this information be taught in schools one day?

Nov 14 2010

Framing Questions: Week 12

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In the introduction of “Why Virtual Worlds Can Matter,” the authors write that virtual worlds present a social space that can allow participants to engage in coordinated actions. Going beyond the realm of games, in theory, it seems like professional entities could benefit greatly from functioning within a virtual world- interaction could occur without location limitations, group work would be highly collaborative and creative ideas could be easily shared and built upon. In one of my undergraduate classes, we even discussed how some large corporations are dipping into virtual worlds like Second Life to conduct business meetings. But if this tool is indeed beneficial, as the article suggests, why haven’t more professionals turned to virtual worlds to enhance their business practices? Are virtual worlds still mostly limited to gamers who utilize it for strictly entertainment purposes? The article concludes that, “What is happening in the games of today is, we believe, a fair predictor of what will be happening in the workplaces and societies of tomorrow.” Is this due to the psychological impact that virtual worlds have on participants, as participants are encouraged to deeply engage with their peers in order to achieve a desired end result?

Nov 14 2010

Framing Questions for Virtual Societies

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Week 12: Virtual Societies

Why Virtual Worlds Can Matter
– Thomas and Brown

1.  Thomas and Brown explain while all games provide players with a context for experiential learning, only a few create a context for learning that is primarily social in nature.  Of those that do create this social context, only a handful have the special property to allowing the players who engage in the space to actually create and change and evolve the world they inhabit.  Therefore, since higher learning is a result of the games that allow for player impact on the world, shouldn’t more games of this nature be encouraged rather than deemed as a time-waster?

2.  The article states the visual component of virtual worlds has redefined the landscape of online interaction away from text and toward a more complex visual medium that provides a sense of place.  Should the internet as a whole take on more of this “virtual place” component through avatars to promote social interaction as though in the real world?  In other words, should all sites (search engines, news pages, e-commerce) require a users presence through an avatar.

3.  The function of games has always been to separate play from “ordinary life.”  However, in recent years we have seen many people feel more comfortable in virtual “game” worlds than our real world.  Games today have many qualities of the physical world such as economies, social institutions, reputation, governance, etc.  Should the notion of “separate play from ordinary life” be scrapped as our digital world evolves into a blend of reality and virtual?  Is it possible that our way of life may not support separate platforms in the future?

Ethical Issues in Second Life
– Botterbusch and Talab

1.  There is been endless debate concerning copyright in relation to our digital world.  Have we reached a point in human existence that requires a change in laws thanks to the digital technology now surrounding our lives?  The past 100 years has seen more growth than any other time in history and our way of life today is vastly different than centuries before.  Therefore, a change in traditional laws may be in order to fit our time.

2.  As stated by Botterbusch and Talab, more than one author has noted that ethical issues in Second Life seem to be detached from the fear of consequences in the “real world” (such as illegal file sharing, spamming, multiple identities, illicit materials, etc).  Is this behavior being carried over to the real world by younger generations that seem to carry a disregard for online regulations?  Are games such as Second Life a bad influence and teaching disregard for regulations?

3.  Are the actions of avatars an indication of how that person will react in reality?  Or have people learned to distinguish between real world and virtual world behaviors or personalities?

Staging the new retail drama: At a metaverse near you!
– Papagiannidis and Bourlakis

1.  We all find advertising distracting and annoying, unless it happens to be one of the few ads relating to our likes.  Is it ethically wrong for advertisers to have information about your personal shopping habits in order to better filter ads that are more suited to your likes?  Would the more focused ads be positive (showing the consumer all the choices they have for products they would truly consider) or would it become negative (by overwhelming the consumer and not providing variety to items they may have never considered before)?

2.  There are many cases where avatars do not represent the actual person in real life.  Therefore, would the shopping habits of consumers in virtual worlds be a reflection of what those same consumers would purchase in the actual world?  Can marketers enter virtual worlds with the same focus as real life?

3.  Would shopping in virtual shopping world deem more profitable than simple e-commerce sites we see today?  Virtual worlds bring forth the social elements that people people enjoy about a shopping experience.