Archive for the ‘augmented reality’ Tag
The rise of real-time
Filed under: Technology | Tags: augmented reality, computing, mobile browsing, social networking
Comments (1)
So, this isn’t massively insightful. But I’ve had a thought about a lot of the new technologies that are being adopted. There seems to be a constant move toward real-time computing. That is, there seems to be a massive growth computing techniques that are based on being used in real time.
By this, I’m defining real-time as you using the tool to accent your life at the moment of use. This, for me, differs from tools that you use to help make sense of a past event or help with a future one.
Some examples
Google Docs
They recently redid their collaborative writing tool to allow for 50 people to edit the document at the same time. That’s some serious real-time usage. Writing a document with a team doesn’t have to take place over days by bouncing docs back and forth through emails.
Facebook / Twitter
So these aren’t entirely real-time, but they do let you interact with your friends in close to it. At least, compared with more “traditional” forms of interacting — phone calls, face-to-face visits, or (gasp) written letters. Twitter more than Facebook in this case.
Smartphones
Even more than laptops and iPads, smartphones give you computing power that you use on-demand. Using Google Maps while walking/driving is real time (whereas using Google Maps beforehand is not). Throw in augmented reality and you’ve got some really cool real-time computing.
Compstat
So this one breaks away from the personal computing realm. Police departments (the big ones at least) are moving in force to compstat, also known as crime specific policing. This is where the departments maintain a near-real time map of crimes and deploy officers to the problem areas.
It’s incredibly successful, and the police managers just love it. Real time computing from an organizational perspective.
Yeah, not massively insightful. But I find it interesting that we’re moving away from using computers intermittently, or to prep for the future / understand the past. They’re moving toward a point where computing is fully embedded in our lives, and more specifically our constant stream of actions.
Virtual Reality Revisited: Social Media (part 3)
Filed under: Technology | Tags: Android OS, augmented reality, gaming, mobile browsing, social media, virtual reality
Leave a comment
This is part 3 in a series of posts that look to revisit the concept of virtual reality in a web 2.0 / social media / cloud computing Internet. Part 1 is here. And part 2 is here. In this particular post, I want to talk about the ways that social media play into the concept of virtual reality.
When I first started playing around with the idea for these posts, I had recently demoed Facebook and Twitter for my parents (my mom had just created an account). When I talked about how Facebook allowed you to make friends that you never actually met in real life, I described them as “virtual world” friends. My father took to the idea, but argued that they were an extension of the physical friends and didn’t entirely exist in the virtual world (since they were generally made through connections with physical friends). And that got me thinking about how the physical world had melded so well with the virtual.
All three of these features strike me as remarkably “virtual” when it comes to discussing reality. Having an identity that is distinct from the physical one is a hallmark trait of virtual realities. And developing relationships and communities that don’t exist in the physical world is another. But I’m really hard pressed to make any kind of argument that the virtual world of Facebook is disconnected from the physical world. Rather, my students exist in something of a blend between the two. One feeds the other. The virtual world of Facebook is made stronger because of the physical relationships. And the physical world is made stronger because of the virtual relationships. The line between virtual and physical is really blurred.
YouTube
Now, these are both videos of real people that gain virtual fame, but there are virtual “people” who do much the same. The Dancing Baby, a 3D animation, was popular back in the 1990s. And those who play World of Warcraft will be intimately familiar with Leeroy Jenkins, a virtual character who has spawned a gaming legend amongst the flesh and blood players.
So, if we’re trying to figure out the relationship between the virtual reality of YouTube and the physical reality of the people looking at computer screens, it’s very hard to make much of a division. Indeed, even the “blurred line” analogy is a bad one because of the interconnectedness of the two worlds. David after Dentist’s physical and virtual existences are so intimately tied that they’re nearly impossible to separate. Numa Numa made a resurgence online because of physical world pressure. The separation between virtual and physical realities is more than just blurred – it’s nearly gone.