Issue 16 April 13, 2015 the New Black with Fredrik Ausinsch Article

Total Page:16

File Type:pdf, Size:1020Kb

Issue 16 April 13, 2015 the New Black with Fredrik Ausinsch Article Issue 16 April 13, 2015 The New Black with Fredrik Ausinsch Article A Startup’s Plans for a New Social Reality TED How equal do we want the world to be? Opportunities Ställverket Logo Competition + Braun Prize 2015 + Remus Technologies + Rotellando – Design Summer School Stay in the Loop Weekly TED Video Opportunities APD 1 Project 2: Strategic Design Dan Ariely: Kitchen Cleaning IDI How equal do we want the world to be? You’d be surprised… logo APD 2 Degree Project STÄLLVERKET Workshop Cleaning BA 2 The news of society’s growing inequality contest makes all of us uneasy. But why? Dan Ariely TD 1 Design Project 2: Strategic Design reveals some new, surprising research on what we think is fair, as far as how wealth is It’s time for Ställverket to update the old logo and we would like to ask for distributed over societies... then shows how your help TD 2 Degree Project it stacks up to the real stats. BRAUN PRIZE 2015: What is your Extra in the Ordinary? Use whatever media you want Open to students, professionals and enthusiasts. The 19th edition of the BraunPrize chal- and send your submission to IDI Design Communication [email protected] lenges creative minds to envision the extra in the ordinary. It can be something that changes or put it in the provided box the quality of your life or the world, simple or complex, big or small, physical or virtual… PS. There will be a prize for the winner! IxD 1 Project 2: Service Design We are looking for the solutions that are better by design and ideas that appear obvious and even extraordinary in hindsight. Our everyday is becoming an artifi cial environment of ar- chitecture and technology and while it seems that the quantity of products around us is con- stantly increasing, their level of quality, both in execution and thinking, is not. We surround IxD 2 Degree Project ourselves with things we don’t really value, instead of focusing on fewer but better solutions that contribute to our lives. With this in mind, the BraunPrize 2015 is looking for product ideas that are extraordinary. 31/08 - 06/09 2015 BA 1 Design Presentation 1 Application deadline April 30th Rotellando Learn more http://www.braunprize.org/en/ summer school Watch the talk here BA 2 Design Presentation 2 https://www.ted.com/talks/ Experience dan_ariely_how_equal_do_we_ Empathy want_the_world_to_be_you_d_be_ Design for all BA 3 Degree Project surprised?language=en Interactive exhibition design Follow Us Credits Design thinking design outside the classroom, tractor on the field, to create Remus Technologies: meaningful solutions. Are you a student with an innovative digital business idea? www.facebook.com/uid Thanks for your contributions. Future articles & photos can be sent to: Remus Technologies is an innovation company based in Umeå dedicated to developing inno- [email protected] vative products, services and companies. by Friday evenings. #lifeatuid Between February 20–April 20 we host our annual digital innovation call for students at We love hearing from you! Umeå University. The call involves the opportunity to compete for an innovation summer grant spanning June #lifeatuid to August, which includes SEK 20000 per month to further develop an innovative digital idea Editor Jessica Williams @wozzop or prototype. The innovation grant also includes a possible continuation in the form of a full- Graphic Designer Thuy Nguyen scale development project backed by venture capital. Contributions Johan Grönskog, Maria Göransdotter, Martijn van den Broeck vimeo.com/uid vimeo.com/ixdumea Application deadline April April 20, 2015 Find more information at www.remustechnologies.se vimeo.com/groups/apdumea ©2015 UID The week that was #lifeatuid UID Interview Bilgi Karan: Local Fredrik Ausinsch “Great School, great lecture” http://www.bilgikaran.com/ blog/2015/4/9/great-school-great- @deedeecarlson lecture Inspiring day at fröbytardag with Matthias MFA Transportation Design 1 and Isabel interviewing people exchanging seeds #lifeatuid Yesterday, I was in Umeå Institute of Design If I had any general observations from this work more than selling themselves as poten- for a lecture about UX and ID. I talked about experience, it would be that there is a new tial employees. the relationship between these fi elds and the generation of designers on their way who 10 words or less about yourself The New Black in DESIGN future of design in this context. care deeply about the impact their work I owe a big big thanks to Pernilla Sandberg Car junkie during daytime, superhero during Lets see at the Design Talks! As always, I was very impressed by the might have on this world. So much so that and Marije de Haas for arranging the whole nighttime, that’s why I’m so morning tired. creativity oozing out from every inch of most of the questions posed after the lecture logistics and accommodating my last minute The New Black in RANDOMNESS the school and its students, as well as the were concentrated on how to deal with situ- requests, Thomas Degn for his amazing hos- Something most people don’t know When a Swede has bad news they simply say competence of the staff . I spent almost 3.5 ations that might potentially be unethical or pitality and constant stream of chocolate and about you “ah den är ju sur” meaning “oh that sucks” hours before and after the lecture, reviewing too profi t focused at the expense of the user coff ee appearing on my desk as well as the My last name has nothing to do with Ger- and when you agree, say “ah menar ju det” student portfolios. Amazing work and great or environment. timekeeping, Niklas Andersson for inviting many… now you know… and I use to be it’s like the German “genau” skills all over. The depth of the content and It was delightful also to see that many me over as a speaker and of course, all the pretty good at innebandy (fl oorball). the research, together with the topics cho- students in the portfolio review were more students for making my day. The New Black on the WEB sen, made every minute worthwhile. focused on getting relevant feedback on their An interesting fact from your country Google… type in whatever you want and If you go near the Stockholm archipelago you will fi nd it… awesome stuff ! Your imagi- you might spot a submarine. nation sets the limits. Testing Felix’s HAL9000 The New Black in TV/MOVIES Gold Rush on Discovery… really good! It’s about fi nding the glory hole… where the gold’s at. The New Black in BOOKS/MAGAZINES “Omgiven Av Idioter” (surrounded by idiots) Do you have any interesting websites, mov- honestly really interesting book about diff er- ies, or good reads that you’d like to share @anderselis @merkeloffi cial ent kinds of personalities and human with the rest of the school? Send them to: Wow such Friday!! #lifeatuid The view from my computer screen UMA Pub Deutscher Techno behaviours. [email protected] Article A Startup’s Plans for a New Social Reality AltspaceVR is building virtual hangouts that it hopes you’ll use to watch a movie with friends or play a game of life-size chess. Read article http://www.technologyreview.com/ news/536366/a-startups-plans-for-a- By Rachel Metz new-social-reality/ We know what social networks are like on AltspaceVR is among a growing number of on the phone. “That nonverbal part of com- puter mouse gave me some simple controls fade away and I got used to interacting with video games and films are thought of as the the Web and in apps, but what will they be companies trying to figure out what, exactly, munication is really lost in any other medium (I could inch forward, turn, and select things him this way. main applications for virtual reality, simply like in virtual reality? While Facebook, the we’ll do with these devices when they get other than being together, and that’s some- in virtual space—but couldn’t back up). communicating with others could turn out owner of Oculus VR, is surely pondering here. Facebook, which owns Oculus VR, said thing we feel can be replicated to a great We started out in a bright, sparse, wood- to be important. Communicating via avatars this behind the scenes, a startup called Alt- in March that virtual reality gaming will be extent in virtual reality,” Romo says. paneled room with tidal-wave paintings on could become more effective than by talking spaceVR is already offering a few clues about coming this year, while Philip Rosedale, the That nonverbal part the walls. Once I had figured out navigation via video chat or even face-to-face, he says, how we may connect with each other in a creator of the online virtual world Second So far, AltspaceVR has been testing out its a bit, Wooden took me to several more as software could help us do things like simulated world. Life, is building a virtual-reality universe virtual experience during weekend sessions of communication is spaces, like a Japanese garden-type space tailor our appearances and attentiveness to AltspaceVR is building social virtual environ- called High Fidelity (see “The Quest to Put with groups of users, holding events like a really lost in any other located on the edge of what appeared to be whomever we’re speaking with. To make ments, ranging from a Japanese-style garden More Reality in Virtual Reality”). House of Cardsmarathon night and a Super a calm lake. social interactions really effective in digital to an amphitheater to a dark, sleek lounge.
Recommended publications
  • View the Manual
    Base game Manual V0.4 Environment Remove any objects in the playing area that you might touch or hit while playing with your body. Please also make sure that lamps or fans are not in the playing area. If you are at the edge of the playing area, do not make any big movements, otherwise you could touch the walls with your body or hands/controllers. It is best to stand. Step movements are not necessary during the game. You can move and rotate completely with the controllers. Technical requirements To play the game, you need Virtual Reality headset (VR headset). Without VR glasses, the game will not run. A (free) Steam account is also required. Also installed must be the VR software "SteamVR" (when using HTC VIVE or the Valve Index) or the additional software "Windows Mixed Reality for SteamVR" for the use of Windows Mixed Reality glasses on Steam with "SteamVR". Before the first launch, a room measuring should also have been done in SteamVR (when using the HTC VIVE or the Valve Index). When using Windows Mixed Reality glasses, there is an option to change the position of the floor from the height. The controllers of the VR headset should also be connected to the VR system and be charged. The game Container You start the game in the container and go to the selected construction site through the door. Later, you can start different locations here depending on the existing DLC. You can now set options to one of the boards by moving the switch accordingly.
    [Show full text]
  • Samsung Announces New Windows-Based Virtual-Reality Headset at Microsoft Event 4 October 2017, by Matt Day, the Seattle Times
    Samsung announces new Windows-based virtual-reality headset at Microsoft event 4 October 2017, by Matt Day, The Seattle Times Samsung is joining Microsoft's virtual reality push, Microsoft also said that it had acquired AltspaceVR, announcing an immersive headset that pairs with a California virtual reality software startup that was Windows computers. building social and communications tools until it ran into funding problems earlier this year. The Korean electronics giant unveiled its Samsung HMD Odyssey at a Microsoft event in San ©2017 The Seattle Times Francisco recently. It will sell for $499. Distributed by Tribune Content Agency, LLC. The device joins Windows-based immersive headsets built by Lenovo, HP, Acer and Dell, and aimed for release later this year. Microsoft is among the companies seeking a slice of the emerging market for modern head-mounted devices. High-end headsets, like Facebook-owned Oculus's Rift and the HTC Vive, require powerful Windows PCs to run. Others, including the Samsung Gear VR and Google's Daydream, are aimed at the wider audience of people who use smartphones. Microsoft's vision, for now, is tied to the PC, and specifically new features in the Windows operating system designed to make it easier to build and display immersive environments. The company also has its own hardware, but that hasn't been on display recently. Microsoft's HoloLens was a trailblazer when it was unveiled in 2015. The headset, whose visor shows computer-generated images projected onto objects in the wearer's environment without obscuring the view of the real world completely, was subsequently offered for sale to developers and businesses.
    [Show full text]
  • VR Headset Comparison
    VR Headset Comparison All data correct as of 1st May 2019 Enterprise Resolution per Tethered or Rendering Special Name Cost ($)* Available DOF Refresh Rate FOV Position Tracking Support Eye Wireless Resource Features Announced Works with Google Subject to Mobile phone 5.00 Yes 3 60 90 None Wireless any mobile No Cardboard mobile device required phone HP Reverb 599.00 Yes 6 2160x2160 90 114 Inside-out camera Tethered PC WMR support Yes Tethered Additional (*wireless HTC VIVE 499.00 Yes 6 1080x1200 90 110 Lighthouse V1 PC tracker No adapter support available) HTC VIVE PC or mobile ? No 6 ? ? ? Inside-out camera Wireless - No Cosmos phone HTC VIVE Mobile phone 799.00 Yes 6 1440x1600 75 110 Inside-out camera Wireless - Yes Focus Plus chipset Tethered Additional HTC VIVE (*wireless tracker 1,099.00 Yes 6 1440x1600 90 110 Lighthouse V1 and V2 PC Yes Pro adapter support, dual available) cameras Tethered All features HTC VIVE (*wireless of VIVE Pro ? No 6 1440x1600 90 110 Lighthouse V1 and V2 PC Yes Pro Eye adapter plus eye available) tracking Lenovo Mirage Mobile phone 399.00 Yes 3 1280x1440 75 110 Inside-out camera Wireless - No Solo chipset Mobile phone Oculus Go 199.00 Yes 3 1280x1440 72 110 None Wireless - Yes chipset Mobile phone Oculus Quest 399.00 No 6 1440x1600 72 110 Inside-out camera Wireless - Yes chipset Oculus Rift 399.00 Yes 6 1080x1200 90 110 Outside-in cameras Tethered PC - Yes Oculus Rift S 399.00 No 6 1280x1440 90 110 Inside-out cameras Tethered PC - No Pimax 4K 699.00 Yes 6 1920x2160 60 110 Lighthouse Tethered PC - No Upscaled
    [Show full text]
  • Virtual Reality Headsets
    VIRTUAL REALITY HEADSETS LILY CHIANG VR HISTORY • Many companies (Virtuality, Sega, Atari, Sony) jumped on the VR hype in the 1990s; but commercialization flopped because both hardware and software failed to deliver on the promised VR vision. • Any use of the VR devices in the 2000s was limited to the military, aviation, and medical industry for simulation and training. • VR hype resurged after Oculus successful KickStarter campaign; subsequently acquired by Facebook for $2.4 bn. • Investments rushed into the VR industry as major tech firms such as Google, Samsung, and Microsoft and prominent VC firms bet big on the VR revolution. LIST OF VIRTUAL REALITY HEADSET FIRMS Company Name Entered Exited Disposition Company Name Entered Exited Disposition Company Name Entered Exited Disposition LEEP Optics 1979 1998 Bankrupt Meta Altergaze 2014 Ongoing VPL Research 1984 1990 Bankrupt SpaceGlasses 2012 Ongoing Archos VR 2014 Ongoing Division Group Sulon Cortex 2012 Ongoing AirVr 2014 Ongoing LTD 1989 1999 Acquired Epson Moverio Sega VR 1991 1994 Bankrupt BT-200 2012 Ongoing 360Specs 2014 Ongoing Virtuality 1991 1997 Acquired i2i iPal 2012 Ongoing Microsoft VictorMaxx 1992 1998 Bankrupt Star VR 2013 Ongoing Hololens Systems 2015 Ongoing Durovis Dive 2013 Ongoing Razr OSVR 2015 Ongoing Atari Jaguar VR 1993 1996 Discontinued Vrizzmo 2013 Ongoing Virtual I-O 1993 1997 Bankrupt Cmoar 2015 Ongoing CastAR 2013 Ongoing eMagin 1993 Ongoing Dior Eyes VR 2015 Ongoing VRAse 2013 Ongoing Virtual Boy 1994 1995 Discontinued Yay3d VR 2013 Ongoing Impression Pi
    [Show full text]
  • Hp Mixed Reality Headset System Requirements
    Hp Mixed Reality Headset System Requirements Pachydermatous Meir ionizes enlargedly. Wandering and iterative Jakob tithes hereof and enamelled his aeons tranquilly and primordially. Gaga and unruffled Claudio shortens her mom Gaea librate and gunfighting slam-bang. Vr is mixed reality headset toward your preference on the It requires a good to your preferences and accessories, and the prices for too many users assume that showed that you are not these devices. Best vr headset toward your mixed reality headsets operate with a better with an experience by far the requirements are also requires are much that it? Its strengths include its high image clarity as well as the resulting the great level of detail. CPU, GPU, and memory are the most critical components. How tart the tech compares? Dive into place the company offers and reality system. Oculus Go and PSVR. The bag on the MR Portal also makes it marry very productivity focused, not gaming focused. Use voice commands to laugh stuff easier in mixed reality. Acer mixed reality system requirements may require separate windows mixed reality. Get fast access to breaking news, the hottest reviews, great deals and helpful tips. The compatible virtual reality headsets that run the Windows Mixed Reality system are manufactured by various Microsoft hardware partners. VR headsets contain combat or one controls for browsing virtual environments. Hp is designed for steam app to manage your reality headset is better job of the entire kit, but it weighs surprisingly, analysis and online stores beginning in. Some AR headsets are available on the market today, with more rumored to be coming in the future.
    [Show full text]
  • HTC VIVE Pro Secure 99HASK000-00 Graphics: NVIDIA® Geforce® GTX 970 Or AMD Radeon™ R9 290 Equivalent Or Better
    Secure Professional-Grade VR Professional-grade VR designed for sensitive environments that require Authority To Operate (ATO). The system also features top-tier graphics, premium audio, and SteamVR™ room-scale tracking. VIVE® Pro Secure™ can go where others cannot. It’s a secure setup for serious results. Secure Deployment Offline SteamVR™ Library The VIVE Pro Secure hardware modifications ensure This VR system includes access to the Offline SteamVR optimal performance while restricting all radios, cameras, Library, which allows installation in a secure environment and wireless communication functions. where the machine is not connected to the internet. Even if a machine is connected to the internet, the installer will not send or receive any data online. Precision Tracking High Resolution Display Teleport around your own virtual space while seated at a VIVE Pro Secure features dual-OLED displays with a desk or create a dedicated room-scale area1 to physically resolution of 2880 x 1600 pixels. This makes graphics, walk around. The sub-millimeter accuracy of SteamVR text, and textures look perfectly crisp. It provides the Tracking provides the best experience possible. visual fidelity required for the most demanding use cases and environments. Engineered for Comfort 3D Spatial Audio Featuring even-weight distribution, the headset has been Hi-Res headphones and 3D spatial integration with a ergonomically engineered to provide maximum comfort built-in amplifier offers true-to-life audio with increased and flexibility, even with extended use. It adjusts easily to volume and resonance. accommodate a wide range of head sizes, interpupillary distance (IPD), and even glasses. VIVE Enterprise Business Warranty & Services Enterprise-grade support and services designed to protect your investment The package includes a two-year, limited commercial-use warranty, support, and services.
    [Show full text]
  • New Realities Risks in the Virtual World 2
    Emerging Risk Report 2018 Technology New realities Risks in the virtual world 2 Lloyd’s disclaimer About the author This report has been co-produced by Lloyd's and Amelia Kallman is a leading London futurist, speaker, Amelia Kallman for general information purposes only. and author. As an innovation and technology While care has been taken in gathering the data and communicator, Amelia regularly writes, consults, and preparing the report Lloyd's does not make any speaks on the impact of new technologies on the future representations or warranties as to its accuracy or of business and our lives. She is an expert on the completeness and expressly excludes to the maximum emerging risks of The New Realities (VR-AR-MR), and extent permitted by law all those that might otherwise also specialises in the future of retail. be implied. Coming from a theatrical background, Amelia started Lloyd's accepts no responsibility or liability for any loss her tech career by chance in 2013 at a creative or damage of any nature occasioned to any person as a technology agency where she worked her way up to result of acting or refraining from acting as a result of, or become their Global Head of Innovation. She opened, in reliance on, any statement, fact, figure or expression operated and curated innovation lounges in both of opinion or belief contained in this report. This report London and Dubai, working with start-ups and corporate does not constitute advice of any kind. clients to develop connections and future-proof strategies. Today she continues to discover and bring © Lloyd’s 2018 attention to cutting-edge start-ups, regularly curating All rights reserved events for WIRED UK.
    [Show full text]
  • Augmented Reality, Virtual Reality, & Health
    University of Massachusetts Medical School eScholarship@UMMS National Network of Libraries of Medicine New National Network of Libraries of Medicine New England Region (NNLM NER) Repository England Region 2017-3 Augmented Reality, Virtual Reality, & Health Allison K. Herrera University of Massachusetts Medical School Et al. Let us know how access to this document benefits ou.y Follow this and additional works at: https://escholarship.umassmed.edu/ner Part of the Health Information Technology Commons, Library and Information Science Commons, and the Public Health Commons Repository Citation Herrera AK, Mathews FZ, Gugliucci MR, Bustillos C. (2017). Augmented Reality, Virtual Reality, & Health. National Network of Libraries of Medicine New England Region (NNLM NER) Repository. https://doi.org/ 10.13028/1pwx-hc92. Retrieved from https://escholarship.umassmed.edu/ner/42 Creative Commons License This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 4.0 License. This material is brought to you by eScholarship@UMMS. It has been accepted for inclusion in National Network of Libraries of Medicine New England Region (NNLM NER) Repository by an authorized administrator of eScholarship@UMMS. For more information, please contact [email protected]. Augmented Reality, Virtual Reality, & Health Zeb Mathews University of Tennessee Corina Bustillos Texas Tech University Allison Herrera University of Massachusetts Medical School Marilyn Gugliucci University of New England Outline Learning Objectives Introduction & Overview Objectives: • Explore AR & VR technologies and Augmented Reality & Health their impact on health sciences, Virtual Reality & Health with examples of projects & research Technology Funding Opportunities • Know how to apply for funding for your own AR/VR health project University of New England • Learn about one VR project funded VR Project by the NNLM Augmented Reality and Virtual Reality (AR/VR) & Health What is AR and VR? F.
    [Show full text]
  • Effects of Controller-Based Locomotion on Player
    Effects of Controller-based Locomotion on Player Experience in a Virtual Reality Exploration Game Julian Frommel, Sven Sonntag, Michael Weber Institute of Media Informatics, Ulm University James-Franck Ring Ulm, Germany {firstname.lastname}@uni-ulm.de ABSTRACT 1 INTRODUCTION Entertainment and in particular gaming is currently consid- With the recent release of several consumer grade VR HMDs, ered one of the main application scenarios for virtual reality there has been growing interest in the design and development (VR). The majority of current games rely on any form of loco- of VR games. As a result, player experience research has been motion through the virtual environment while some techniques increasingly concerned with interaction in VR gaming. Games can lead to simulator sickness. Game developers are currently in general as well as VR games frequently require that the implementing a wide variety of locomotion techniques to cope player can move from one position to another. While providing with simulator sickness (e.g. teleportation). In this work we such an interaction is easy in non-VR games it can be quite implemented and evaluated four different controller-based challenging for VR games. Although locomotion is possible locomotion methods that are popular in current VR games for roomscale VR systems like the HTC Vive [12] the available (free teleport, fixpoint teleport, touchpad-based, automatic). space is too limited for the requirements of a lot of games. We conducted a user study (n = 24) in which participants Therefore, game developers employ many different approaches explored a virtual zoo with these four different controller-based to provide locomotion for players.
    [Show full text]
  • (VR): a Case Study of the HTC Vive Pro Eye's Usability
    healthcare Article Eye-Tracking for Clinical Ophthalmology with Virtual Reality (VR): A Case Study of the HTC Vive Pro Eye’s Usability Alexandra Sipatchin 1,*, Siegfried Wahl 1,2 and Katharina Rifai 1,2 1 Institute for Ophthalmic Research, University of Tübingen, 72076 Tübingen, Germany; [email protected] (S.W.); [email protected] (K.R.) 2 Carl Zeiss Vision International GmbH, 73430 Aalen, Germany * Correspondence: [email protected] Abstract: Background: A case study is proposed to empirically test and discuss the eye-tracking status-quo hardware capabilities and limitations of an off-the-shelf virtual reality (VR) headset with embedded eye-tracking for at-home ready-to-go online usability in ophthalmology applications. Methods: The eye-tracking status-quo data quality of the HTC Vive Pro Eye is investigated with novel testing specific to objective online VR perimetry. Testing was done across a wide visual field of the head-mounted-display’s (HMD) screen and in two different moving conditions. A new automatic and low-cost Raspberry Pi system is introduced for VR temporal precision testing for assessing the usability of the HTC Vive Pro Eye as an online assistance tool for visual loss. Results: The target position on the screen and head movement evidenced limitations of the eye-tracker capabilities as a perimetry assessment tool. Temporal precision testing showed the system’s latency of 58.1 milliseconds (ms), evidencing its good potential usage as a ready-to-go online assistance tool for visual loss. Conclusions: The test of the eye-tracking data quality provides novel analysis useful for testing upcoming VR headsets with embedded eye-tracking and opens discussion regarding expanding future introduction of these HMDs into patients’ homes for low-vision clinical usability.
    [Show full text]
  • Virtual Reality for Telecommuting
    Virtual Reality for Telecommuting Yaying Zhang Abstract Microsoft Vancouver The COVID-19 outbreak resulted in a large scale [email protected] prevention action of quarantine, which made many Figure 1: Floating emojis in people and companies unable to conduct normal work AltspaceVR [1]. Brennan Jones activities for weeks. This triggered vast discussions in Department of Computer the improvement of telecommuting technologies. Science Although telecommuting is beneficial, it is currently not University of Calgary widely accepted, especially in traditional industries like [email protected] farming, retail, and manufacturing. One reason is that it cannot completely replace the experience of working locally yet. One key requirement is for technologies to provide a “feeling of presence,” so that remote users feel as if they are there with colleagues, and to be able to manipulate machines remotely as easy as (or better than) when they are on-site. This is a major challenge Figure 2: In AltspaceVR [1] 101 Events, a host teaches the that virtual reality (VR) can play a role in solving. This audience how to use AltspaceVR’s paper discusses current VR technologies for connecting functionalities with slides and humans to humans and humans to things in microphone speech. telecommuting, as well as the gaps and potential directions VR practitioners can work toward addressing. Introduction In late 2019 and early 2020, a novel coronavirus outbreak, COVID-19, struck Wuhan, China around Lunar New Year, when hundreds of millions of people were travelling for family gatherings. Infections rose Copyright is held by the author/owner(s). sharply from tens to hundreds to thousands.
    [Show full text]
  • Hate in Social VR New Challenges Ahead for the Next Generation of Social Media
    Hate in Social VR New Challenges Ahead for the Next Generation of Social Media Sections 1 Introduction: ADL and New Technologies 5 Cautionary Tales: Hate, Bias, and Harassment in Video Games, Social Media, and the Tech 2 Hopes and Fears for the Future of Social Virtual Industry Reality 6 Sexism, Racism, and Anti-Semitism in Social VR 3 Social VR: Industry Overview and Technological Today Affordances 7 What Comes Next for Social VR? 4 Hopeful Futures: Equity, Justice, and VR 8 Bibliography 9 Appendix: Codes of Conduct and Content Reporting and Moderation in Social VR 1 / 65 INTRODUCTION: ADL AND NEW TECHNOLOGIES The timeless mission of the Anti-Defamation League (ADL) is to stop the defamation of the Jewish people and secure justice and fair treatment to all. The mission of ADL’s Center for Technology and Society is to ask the question “How do we secure justice and fair treatment for all in a digital environment?” Since 1985, when it published its report on “Electronic Bulletin Boards of Hate,” ADL has been at the forefront of evaluating how new technologies can be used for good and misused to promote hate and harassment in society. At the same time, ADL has worked with technology companies to show them how they can address these issues and work to make the communities their products foster more respectful and inclusive. We continue this work today alongside Silicon Valley giants such as Facebook, Twitter, Google, Microsoft, Reddit, and others. This report represents a forward-looking review of the hopes and issues raised by the newest ecosystem of community fostering technology products: social virtual reality, or social VR.
    [Show full text]