Auflistung nach Schlagwort "extended reality"
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- ZeitschriftenartikelFiction meets fact: exploring human-machine convergence in today’s cinematographic culture(i-com: Vol. 23, No. 2, 2024) Endres, Christoph; Frieß, Frederic; Hermann, IsabellaThis article explores the theme of human-machine convergence as portrayed in modern science fiction movies and TV/streaming series and compares them to real-world advancements in robotics, artificial intelligence (AI), and virtual reality (VR). It examines how science fiction often depicts humanoid robots and AI with human-like emotions and intentions, contrasting with the actual technological challenges and ethical considerations in developing intelligent machines. The text discusses the evolution of humanoid robots from fictional portrayals to real-life examples like Boston Dynamics’ Atlas and Tesla’s Optimus. The paper also explores the reverse interaction, where humans become avatars in virtual worlds, and briefly discusses the ethical implications of simulating deceased individuals in digital form. Through this examination, the paper emphasizes the complexity of human-machine convergence and the importance of considering social, ethical, and emotional aspects in technological progress. It concludes by suggesting that while science fiction provides insights into societal fears and hopes regarding technology and thus into ethical and regulative necessities, the real trajectory of human-machine convergence cannot be predicted through film but will be determined by ongoing and after all incidental developments in the real world.
- ZeitschriftenartikelThere’s more than one metaverse(i-com: Vol. 21, No. 3, 2022) Buchholz, Florian; Oppermann, Leif; Prinz, WolfgangWill there only be one Metaverse in the future? Since October 2021, many virtual worlds suddenly called themselves “Metaverse”, but is that justified? What is the meaning behind the pervasive term Metaverse? How can it be approached from a pragmatic and research-oriented point of view, and maybe separated a bit from pure marketing? This paper tries to contextualise the term and thereby offer an orientation for readers from different industries. Based on a review of past and present activities, we will propose our own definition of the term Metaverse. This is applied to analyse different application scenarios before the paper continues with a general discussion. In a direct comparison, we will tabulate some worlds that already call themselves a Metaverse and check them against criteria from our own definition. In conclusion, we present relevant focal points for a potential future Metaverse resulting from this comparison.
- WorkshopbeitragWorkshop on Designing Accessible Extended Reality: An Opportunity for People with Disabilities and Disorders(Mensch und Computer 2023 - Workshopband, 2023) Engel, Christin; Schmalfuß-Schwarz, Jan; Gollasch, David; Branig, Meinhardt; Dirks, Susanne; Weber, GerhardExtended Reality (XR) technologies offer a wide range of innovative use cases and interaction concepts. On the one hand, they provide several possibilities to reduce barriers for people with specific physical or mental needs, e.g., through simulations, gamification, or training scenarios. Individuals with anxiety disorders, dementia, or autism spectrum disorder, for example, may also benefit. On the other hand, it is challenging to design accessible XR technologies for heterogeneous user groups. Therefore, the area of accessible XR as well as adaptation based on users' needs and contexts, is of high interest and has barely been researched yet. Participants of the workshop are encouraged to discuss both – the major challenges and opportunities in designing XR-based assistive technology for different target groups and scenarios, as well as the accessibility of XR technologies.
- ZeitschriftenartikelXR Art and Culture: Successful Collaborations in Interdisciplinary Development Processes(i-com: Vol. 21, No. 1, 2022) Stark, Maja; Thielen, Elisabeth; Holtmann, Christoph; Selmanagić, André; Droste, Michael; Barsht, LeonidIn this paper we present different approaches for interdisciplinary collaborations between art and culture professionals resp. cultural institutions and the interdisciplinary XR experts of our research group. We discuss lessons learned and best practices devised from multiple years of experience in interdisciplinary collaborations. Different project settings need different solutions: With our contribution, we hope to show exemplary ways for successful interdisciplinary collaborations at the intersection of culture and computer science – and to show the potential of such projects for the development of new ways and tools of collaboration.