Thursday 18 April 2013

Week 6 (Augmented)


Data is everywhere, inclusive of the smallest movements or habits we have to the encompassing the world and even the universe. The only problem is collecting such vast amounts of data and presenting them in simpler understandable graphics; and with the rise of technology, most of which is focused on this issue, we have seen an explosion of data sets and infographics in our everyday life. This has become so prevalent in our everyday life, with graphs and graphics becoming an essential tool in presenting information, it has become commonplace and taken for granted, sometimes even overlooked. 

These tools, however, are very useful in that they help us understand the ridiculous amounts of data that are produced and recorded every minute. It helps us both understand and thus produce our own perspective of what can be seen as a recorded version of reality. The most obvious instance of this is virtual reality programs such as the ones discussed in my previous blog post (the IDEO Labs video and the virtual hand experiment) as well as in slightly more obscure uses like data of human movements and habits which are used in virtual gaming worlds as well as personalised advertising and a host of other examples involved with creating patterns and inferences based on recorded data.

The examples given in Gary Wolf’s article “The Data-Driven Life” (while on the more extreme end of the spectrum) really exemplify the modern use of recording and using data in everyday life to better understand our habits. This is where media comes in, with personalised profiles being cross referenced with internet history, companies like Google and Facebook have quite easily been able to produce search results and advertising tailored to each and every one of our wants and needs (although the computer often gets it wrong). While this may seem an invasion of privacy, it has also produced incredibly good results with companies like Dunhumby Ltd which use data to predict when and how people will shop, reporting a massive rise in profits. 

There are, however, still a number of instances where data has perhaps been overused, resulting in irrelevant or arbitrary data being presented. A more personal example (and one of my pet peeves) is in sport commentating (mainly in American sport) where ridiculously overglorified stats that have no meaning or bearing are used to create completely baseless inferences. These examples are becoming happening a lot less now, it seems as a result of developing technology and experience with data; I guess it remains to be seen whether we can properly filter the huge amounts of information we can now record and how far this data can impede in our lives. 

Main References: 

Edwards, Paul N. (2010) ‘Introduction’ in A Vast Machine: Computer Models, Climate Data, and the Politics of Global Warming Cambridge, MA: MIT Press: xiii-xvii

Rogers, Simon (2011) ‘Data journalism at the Guardian: what is it and how do we do it?’, The Guardian, Datablog, available at  < http://www.guardian.co.uk/news/datablog/2011/jul/28/data-journalism >

Quilty-Harper, Conrad (2010) ’10 ways data is changing how we live’, The Telegraph, available at, < http://www.telegraph.co.uk/technology/7963311/10-ways-data-is-changing-how-we-live.html >

Wolf, Gary (2010) ‘The Data-Driven Life’, The New York Times, available at < http://www.nytimes.com/2010/05/02/magazine/02self-measurement-t.html >

Friday 12 April 2013

Week 5 (Meta Communication/Experience)

My first memory of virtual reality came from the arcade where my older brother stuck his head into a machine and started to move as if in his own world, which he was. However seven year old me had no clue what was happening and so just stood there and watched as he moved left and right responding to prompts unseen by the "real" world.

As virtual reality technology has improved, from books to movies to graphic work and art, so too has my interest in it, with a whole host of fantasy and online games creating new imagined worlds. It is quite interesting to think about these virtual "realities" and their impact on the world. One example that immediately comes to mind is an online game called "second life", very similar to 'the sims' however, much more in depth and immersive. Countless people have invested ridiculous amounts of time and money into this game, treating it as a higher priority than the 'real'; it had become their 'reality'. When looking at this example, I find myself leaning much further towards a technological determinist view where technology has literally taken over our lives.

This view was furthered when watching a number of the videos in the lecture where the virtual or augmented reality technology had completely ingrained itself into the subjects mind like in the Virtual Hand Illusion in which subjects felt as if the virtual hand was actually theirs. This video, along with the IDEO Labs 3D Immersion Technology video really hit me with the realisation that while the human body can adapt to perceptual changes quite quickly, it seems the mind can be very easily tricked; reality as I know it may not be 'real' but my perception of real.

On a more entertaining (and less existential) note, augmented reality has become the next big thing in the gaming world with consoles like the Wii and Xbox Kinect focusing on real world action translating to virtual reaction. This is slowly picking up in the mobile gaming world too, with games like Ingress which requires you to physically move to areas displayed on your mobile phone GPS to allow you to do actions in the game. There are also a number of features of augmented reality, like projection mapping, which have taken off in the art world. These conceptual artworks attempt to frame our senses and perception of the world we live in and attempt to make us question the way in which we view what reality is compared to the real.

Main References

Anon. (n.d.) ‘Augmented Reality’, Wikipedia Available online at < http://en.wikipedia.org/wiki/Augmented_reality > 

Havens, John (2013) ‘The Impending Social Consequences of Augmented Reality’, Mashable, Available online at <http://mashable.com/2013/02/08/augmented-reality-future/ >

Luttik, Dane (2012) ‘Augmented Reality—Projection Mapping’. Available online at < http://vimeo.com/43385747 >

Mendes, Jeremy & Allison, Leanne (2012) Bear 71 Available online at <http://bear71.nfb.ca/#/bear71 >