Starting the Age of Human Transformation Through
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Seven Theses on the Future of Smart Glasses
Seven Theses on the Future of Smart Glasses A trend analysis of the future of smart glasses in retail “Kapitelnavn” | Seven Theses on the future of Smart Glasses | Synoptik-Fonden side 1 ISBN: 978-87-93300-07-1 This trend report was funded by the Synoptik Foundation and carried out by Brian Due. Published as: CIRCD reports of social interaction, 1(4), 1-34, Centre of Interaction Research and Communications Design, Uni- Executive summary This report shows that opticians and people with interests in the eyeglass business need to be ready to understand, assist with and even sell smart glasses within the next five to seven years. On the background of an analysis based on research, papers, news stories, interviews and surveys, seven theses about the technological devel- opment and nearby future of smart glasses are proposed. The report shows that: • Today’s smart glasses are similar to the first versions of smartphones. But technological development is exponential and smart glasses will soon be mainstream. However, not as widely adopted as smartphones. • Google Glass is an icebreaker product and other products are following in the slipstream. There are already many different smart glass products on the market and on a prototy- pe level. All the big IT companies and many startups are already producing and/or have patents for new products. • Early adopters will start using smart glasses in three years and the early majority in five to seven years. • In terms of use and design, smart glasses will be divided into two types: 1) glasses for industrial, health and fitness purposes that will have many functionalities and thus a more computerized and sporty design, and 2) glasses for the ordinary consumer that will look more like ordinary glasses with fashionable designs. -
Music's Augmented Future
thereport ISSUE 410 | 17 OCTOBER 2017 Music’s augmented future 1 ISSUE 410 17.10.17 COVERAR SPECIAL FEATURE PART 1 AR you experienced? he first thing to understand about Cycle report alongside technologies like Kingston; in the years since there have been particularly around its potential to become augmented reality (AR) technology microblogging, social networking platforms a steady stream of experiments around music truly mainstream. There are several reasons is that while it may be a hot trend of and 3D printing. and AR. You can read about some of them for this, starting with 2016’s big app craze: 2017, it’s certainly not a new trend. 2008 was also the year when Apple and later in this issue. Pokémon Go (pictured). TSci-fi author William Gibson was writing Google launched their first app stores for In the years after 2008, many of these While catching virtual beasties in real- about the idea of augmenting humans’ vision smartphones, with startups like Layar and campaigns have, with hindsight (and often world locations also seemed gimmicky at first with digital content in 1994, although arguably Metaio early to experiment with “browser” even at the time) seemed like gimmicks; – the mobile game raced to $500m of revenue head-up displays (HUDs) in aircraft were the apps that overlaid information onto the good for getting a few headlines when they and then $1bn. Even in April 2017, there were first example of AR decades before that. phone’s camera feed. launched, then quickly forgotten with no still 65m active players globally, and for many report AR as we understand it in 2017 has been By 2009, Music Ally was writing about AR obvious impact on sales or fan engagement. -
Alterecho: Loose Avatar-Streamer Coupling for Expressive Vtubing
AlterEcho: Loose Avatar-Streamer Coupling for Expressive VTubing Paper ID: 2117 Figure 1: AlterEcho VTuber avatar animation (top) and corresponding streamer video frames (bottom), which are not shown to the viewer, and are shown here for illustration purposes (bottom). The avatar’s coupling to the streamer is looser than in conventional motion capture, with the avatar making gestures that are identical (a), similar (b and c), or completely different (d) from those of the streamer. ABSTRACT YouTube and Twitch allow anyone with a webcam and an Internet VTubers are live streamers who embody computer animation virtual connection to become a streamer, sharing their life experiences and avatars. VTubing is a rapidly rising form of online entertainment in creative content while engaging with an online audience in real- East Asia, most notably in Japan and China, and it has been more time. More recently, advances in motion capture and computer recently introduced in the West. However, animating an expres- animation have empowered streamers to represent themselves with sive VTuber avatar remains a challenge due to budget and usability virtual avatars without revealing their real self. Virtual YouTubers, limitations of current solutions, i.e., high-fidelity motion capture is or VTubers, are streamers who embody a virtual avatar and role- expensive, while keyboard-based VTubing interfaces impose a cog- play a specially designed persona [28]. Originating from East Asia nitive burden on the streamer. This paper proposes a novel approach where the subcultures of anime and manga are prevalent, the VTu- for VTubing animation based on the key principle of loosening ber community has since rapidly grown and expanded, reaching a the coupling between the VTuber and their avatar, and it describes worldwide audience across cultural and language barriers. -
Virtual Celebrities and Consumers: a Blended Reality
Virtual Celebrities and Consumers: A Blended Reality How virtual celebrities are consumed in the East and West Author: Thuy Duong Hoang (115821) Yidan Su (115392) Supervisor: Claus Springborg Master’s Thesis, MSocSc Management of Creative Business Processes Copenhagen Business School Date of submission: May 15, 2019 Pages: 117 (31.960 words, 202.544 characters) excl. front page, bibliography and appendix Abstract The goal of this study is to research how virtual celebrities are consumed in the East and West. The digital revolution has led to a surge in circulation of information. This has contributed to the transformation of human attention from an innate information gathering tool to a profitable resource, paving the way for the economy of attention. Therefore, it is significant for marketers and companies to understand how to attract attention. As celebrities enjoy large amounts of attention, they have been widely used in endorsement campaigns. Yet, their human flaws can still lead to scandals. Therefore, we argue that virtual celebrities can be used as an alternative. They are a new type of celebrity, who are able to perform ‘real life’ activities and earn money. Examples from the East include the virtual singer Hatsune Miku and the virtual YouTuber Kizuna AI, while the West is represented by the virtual band Gorillaz, or virtual model Lil Miquela, among others. A descriptive approach is used to describe the preferences of Eastern and Western consumers in context of virtual celebrities. Our research philosophy consists of objectivism and positivism. Applying a deductive research strategy, we draw hypotheses from literature, which will be tested using quantitative methods. -
The Question of Algorithmic Personhood and Being
Article The Question of Algorithmic Personhood and Being (Or: On the Tenuous Nature of Human Status and Humanity Tests in Virtual Spaces—Why All Souls Are ‘Necessarily’ Equal When Considered as Energy) Tyler Lance Jaynes Alden March Bioethics Institute, Albany Medical College, Albany, NY 12208, USA; [email protected] Abstract: What separates the unique nature of human consciousness and that of an entity that can only perceive the world via strict logic-based structures? Rather than assume that there is some potential way in which logic-only existence is non-feasible, our species would be better served by assuming that such sentient existence is feasible. Under this assumption, artificial intelligence systems (AIS), which are creations that run solely upon logic to process data, even with self-learning architectures, should therefore not face the opposition they have to gaining some legal duties and protections insofar as they are sophisticated enough to display consciousness akin to humans. Should our species enable AIS to gain a digital body to inhabit (if we have not already done so), it is more pressing than ever that solid arguments be made as to how humanity can accept AIS as being cognizant of the same degree as we ourselves claim to be. By accepting the notion that AIS can and will be able to fool our senses into believing in their claim to possessing a will or ego, we may yet Citation: Jaynes, T.L. The Question have a chance to address them as equals before some unforgivable travesty occurs betwixt ourselves of Algorithmic Personhood and Being and these super-computing beings. -
Natsuiro Matsuri Irl Reddit
Natsuiro Matsuri Irl Reddit This is a reupload from TC195 Orignal stream This video I originally heard about from u/Level1Pixel on reddit. Halloween Matsuri - Tier 5. Natsuiro Matsuri YouTube Twitter Yozora Mel YouTube Twitter. Meaning, pronunciation Natsuiro Matsuri Real Identity Natsuiro Matsuri Voice Actor Matsuri Hololive Irl Natsuiro Matsuri Irl Reddit Toorisugita kaze kara kanjiru. Or drag this bookmarklet: reddit stream to your toolbar and click it when viewing any reddit thread. Miễn phí download về máy. Hololive - Unhand her, Natsuiro Matsuri. All female hololive members as of January 1st, 2021. CONGRATULATIONS to KUREIJI OLLIE of Hololive for reaching 100k SUBSCRIBERS during her debut stream! Welcome to Reddit, the front page of the internet. Natsuiro Matsuri - All You Need Are Band-aids. Tải dễ dàng và nhanh chóng ♥. Instrumental. bmw e46 transmission fault code 59 pdfsdocuments2 pdf&id=d41d8cd98f00b204e9800998ecf8427e book review, free download. Our fun all-in-one server economy, store & games platform is designed to help you forge a stronger, longer term relationship with your community members. Natsuiro Matsuri Hololive. Synthesia Video Tutorial: soon. Tải dễ dàng và nhanh chóng ♥. Hoshikawa basically kept everything and didn't reciprocate and then made fun of the situation in front of her on stream. Karakteristik dari Natsuiro Matsuri diasosiasikan dengan cewek enerjik dan tomboi, dan tidak jarang Ia melakukan aksi-aksi ekstrim sebagai challenge. 動画の概要 Matsuri Channel 夏色まつり. Subaru, Okayu, Korone, Noel, Flare, Kanata, Luna, Suisei, Matsuri, Aki, Roboco, Fubuki, Mio, Ayame. For dmca and removal message us on Reddit, and we'll remove once we've verified identities. natsuiro matsuri irl reddit, It's really bizarre to me that even with "idols" like Coco and Matsuri and Marine being the chaotic forces they are, Hololive still tries to portray themselves as your standard squeaky clean idol company with pure innocent 17-year-old never-been-kissed virgin. -
Smart Glasses Design Exploring User Perception of Wearable Computing
SMART GLASSES DESIGN EXPLORING USER PERCEPTION OF WEARABLE COMPUTING Master Thesis University of Lapland Faculty of Art and Design Department of Industrial Design Spring 2016 Vahab Pour Roudsari Farnaz 0371195 Abstract University of Lapland Faculty of Art and Design Title: Smart Glasses Design-Exploring user perception of wearable computing Author: Vahab Pour Roudsari Farnaz Degree Program: Industrial Design Type: Master Thesis Pages: 95 Year: 2016 As technology is growing rapidly and integrating itself to all aspects of people’s life, designers and developers try to provide a more pleasant experience of technology to people. One of the technology trends which aims to make life easier is wearable computing. Wearables aim to assist people to be in control of their life by augmenting the real life with extra information constantly and ubiquitously. One of the growing trends of wearable computing is Head Mounted Displays (HMD), as the head is a great gateway to receive audio, visual and haptic information. Also due to the Google Glass project, wearables in form of glasses gained much more attention during last years. However, because of the early stages of the technology adaptation, there is still much to explore on social acceptancy, key use cases and design directions of glasses as a type of wearable computing. This thesis has two stages. In the first stage, the aim is to explore the different use cases of a wearable eye tracker concept in different context and study the user’s perception of such a device. To accomplish this objective a user study with (n=12) participants were conducted using the experience sampling methods (ESM) and employing a mock-up of a smart-glasses as a design probe. -
The Spectacles Opportunity
Snap Inc. The Spectacles Opportunity CENTRAL QUESTION What is Snap’s position in the wearables and augmented reality space? Question: What is Snap’s position in the wearables and augmented reality space? Snap may have started as a photo disappearing app in the convergence of wearables and augmented reality (AR). It’s 2011, but the company now has the potential to reinvent how clear the wearables and AR markets are gaining momentum as people use the camera. Now a public company, Snap must quell evidenced by the growth in wearable offerings and AR Wall Street’s demands while also competing against established development kits released recently. As the market and tech mature social media giants for revenue. The market expects nothing short over the years, Snap is strategically positioned to bring AR of flawless execution from 6-year-old Snap Inc. spectacles to the mass consumer market. Despite short-term stress, Snap’s position is envious. Its core With the release of seemingly unambitious Spectacles, Snap product, Snapchat, enjoys high engagement with a young, has ingeniously dipped into wearables without upsetting lucrative demographic that evades advertisers through traditional consumers. Spectacles offer little beyond Snapchat’s core usage. avenues like television. More importantly, despite competitors’ However, as Snapchat begins to introduce and become associated willingness to copy offerings, Snapchat is unique in its offerings to with AR, the gradual convergence of Snapchat’s AR offerings onto both users and advertisers. Snapchat’s competitive advantage is Spectacles will open up the possibility of mainstream adoption. not only its high quantity of engagement but also the quality of Snap’s product development shows it is swiftly striving engagement afforded by the camera. -
More Kawaii Than a Real-Person Live Streamer
More Kawaii than a Real-Person Live Streamer: Understanding How the Otaku Community Engages with and Perceives Virtual YouTubers Zhicong Lu Chenxinran Shen Jiannan Li City University of Hong Kong University of Toronto University of Toronto Kowloon, Hong Kong Toronto, ON, Canada Toronto, ON, Canada [email protected] [email protected] [email protected] Hong Shen Daniel Wigdor Carnegie Mellon University University of Toronto Pittsburgh, PA, USA Toronto, ON, Canada [email protected] [email protected] Figure 1: Screenshots of VTuber live streaming: (a) Kanae co-streaming with VTuber Kuzuha using their 3D avatars; (b) VTuber W伊Roi streaming by themselves; (c) Multiple VTubers co-streaming together using their 2D avatars. ABSTRACT CCS CONCEPTS Live streaming has become increasingly popular, with most stream- • Human-centered computing → Human computer interac- ers presenting their real-life appearance. However, Virtual YouTu- tion (HCI); Empirical studies in HCI. bers (VTubers), virtual 2D or 3D avatars that are voiced by humans, are emerging as live streamers and attracting a growing viewership KEYWORDS in East Asia. Although prior research has found that many viewers virtual idols, live streaming, social media, user engagement, virtual seek real-life interpersonal interactions with real-person streamers, YouTuber it is currently unknown what makes VTuber live streams engaging or how they are perceived differently than real-person streamers. ACM Reference Format: We conducted an interview study to understand how viewers en- Zhicong Lu, Chenxinran Shen, Jiannan Li, Hong Shen, and Daniel Wigdor. gage with VTubers and perceive the identities of the voice actors 2021. More Kawaii than a Real-Person Live Streamer: Understanding How the Otaku Community Engages with and Perceives Virtual YouTubers. -
Virtual Youtuber Kizuna AI
Virtual Youtuber Kizuna AI: Co-creating human-non-human interaction and celebrity-audience relationship Author: Xin Zhou MSc in Media and Communication Supervisor: Deniz Neriman Duru Examiner: Tobias Linné May 2020 Abstract As an easy entry into public attention, YouTube is encouraging individuals to become petty producers under the name of YouTuber, upload self-generated media texts, accumulate following and popularity before finally finding their way to the professional media world. While YouTuber used to refer to human presence, the virtual YouTuber trend starting in 2016 extends this way of becoming famous to the realm of virtual characters and avatars. Similarly, top virtual YouTubers follow their famous human counterparts to have transmedia presence and solid fan bases. As a new combination of human and machine, virtual YouTubers are bringing novel experiences to audiences and pushing the boundary between the real and the imagined. This thesis aims to study virtual YouTuber Kizuna AI as a specific and emerging type of internet celebrity containing disputing definitions, meanings and values to her producing company, voice models and audiences on Chinese video platform bilibili.com. By conducting semiological analysis and qualitative text analysis, the thesis displays the producers’ efforts in constructing Kizuna AI as an adorable and exotic self-claimed AI YouTuber with distinctive visual features from Japanese culture and connotations of both human and non-human qualities. It unveils the dynamics within Kizuna AI’s audience group where they have non-unified definitions over Kizuna AI, and engage Affectively, cognitively, morally with Kizuna AI with different intensities and proximities, and further demonstrates Kizuna AI’s whole form as a digital commodity involving interrelated issues of economic logics, labour relations, capital and socio-cultural values. -
The Snap Inc. Investor Newsletter, in Which We Share Recent News and Updates About Our Products
Hi Everyone, Happy New Year! Welcome to the Snap Inc. investor newsletter, in which we share recent news and updates about our products. We hope you find this helpful. Please reach out with any questions. Thanks, - Snap Inc. Investor Relations On February 23rd at 9am PT, Snap will be hosting our first ever virtual investor day to walk you through our product, business, community and opportunity for the future. We invite you to join us. Please sign up here to receive additional updates. We’re pleased to welcome Liz Jenkins to our Board of Directors, where she will serve on the audit committee. Please see here for more info. Last month, we hosted Lens Fest to celebrate our talented AR community and creators. If you missed the three-day virtual event, you can watch a short video highlighting the announcements here . For Business Blog: For Business Blog: Snapchat's Most Inspiring AR Why Retail Banks Should Take a Campaigns of 2020 Second Look at Gen Z Press Blog: Press Blog: Introducing Bitmoji Paint Snap Wraps on its Global AR Creator Celebration, Lens Fest Press Blog: For Business Blog: Your Bitmoji Can Now Rep Holiday Shopping 2020: Snapchatters Classic Denim Styles from Seek Deals Around the Globe Levi’s® Monetization ● The New York Times: Does the Shoe Fit? Try It On In Augmented Reality ● Adweek: Snapchat Salutes Brands for Creative Use of AR in 2020 ● Campaign: Gucci, Adidas, Lego and more: Snapchat picks its favourite UK campaigns of 2020 ● Ad Age: Do 6 Second Ads Work? A new study says they do, at least on video sites where longer -
Social Networks Forecast 2019
SOCIAL NETWORKS FORECAST 2019 Hootsuite’s annual predictions for social networks SOCIAL NETWORKS FORECAST 2019 In last year’s Social Media Trends report, we predicted that 2018 would see social networks focusing on emerging trends including mobile video, livestreaming, AI-powered improvements to social ad platforms, and visual search and product discovery. This year sees the major social networks building on these big bets with new formats, technologies, and ways of engaging. They’re incorporating augmented and virtual reality experiences into mobile video, using artificial intelligence to deliver more personalized content and advertising, and integrating shopping experiences seamlessly into visual search and product discovery. They’re also responding to increasing public demand for improved security and transparency, updating their safety policies and exploring ways to help users rediscover the authentic, personal connections that brought them to social media in the first place. Read on for our forecast of what’s next for each of the major social networks, along with examples of best-in-class brands that are getting results with the latest social media strategies and technologies. The Social Networks Forecast 2019 is based on a survey of more than 3,000 Hootsuite business users, from large enterprises to small agencies, conducted in Q3 2018 for our annual Social Media Trends report. We’ve supplemented these results with insights from primary interviews with dozens of industry specialists, as well as published reports and data from Edelman,