TY - GEN
T1 - Virtual reality
T2 - 1st International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage, EARTH 2018
AU - Ch’ng, Eugene
N1 - Publisher Copyright:
© Springer Nature Switzerland AG 2019.
PY - 2019
Y1 - 2019
N2 - Much of our understanding of our world is via images, images which we see with our eyes and those which are formed in our minds as a consequence, and all these occur through our bodily actions within the context and the spaces in which we move and act. In the present, we manipulate information via gestural actions, accessing objects through screens of various sizes pervading our lives, which contributes to our action on and the understanding of our worlds. In the academia too and increasingly within the data-science oriented industry, interactive visualisation used within research and corporations has become part of the process rather than the product. It seems that the greater part of our existence has been saturated with digital representations and that we have been herded into digital worlds, although incompletely. Now that Virtual Reality is ready, the means to a fuller immersion and experience in terms of spatial-temporal awareness, self-awareness, and embodied action has become accessible, we need to ask what the phenomenological implications in our interpretation and experience of culture and heritage are? And how will this transform the way we conduct our research? This communication explores our transition from the real into the virtual, and presents perspectives from various projects at the NVIDIA Joint-Lab on Mixed Reality.
AB - Much of our understanding of our world is via images, images which we see with our eyes and those which are formed in our minds as a consequence, and all these occur through our bodily actions within the context and the spaces in which we move and act. In the present, we manipulate information via gestural actions, accessing objects through screens of various sizes pervading our lives, which contributes to our action on and the understanding of our worlds. In the academia too and increasingly within the data-science oriented industry, interactive visualisation used within research and corporations has become part of the process rather than the product. It seems that the greater part of our existence has been saturated with digital representations and that we have been herded into digital worlds, although incompletely. Now that Virtual Reality is ready, the means to a fuller immersion and experience in terms of spatial-temporal awareness, self-awareness, and embodied action has become accessible, we need to ask what the phenomenological implications in our interpretation and experience of culture and heritage are? And how will this transform the way we conduct our research? This communication explores our transition from the real into the virtual, and presents perspectives from various projects at the NVIDIA Joint-Lab on Mixed Reality.
UR - http://www.scopus.com/inward/record.url?scp=85064643204&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-12240-9_2
DO - 10.1007/978-3-030-12240-9_2
M3 - Conference contribution
AN - SCOPUS:85064643204
SN - 9783030122393
T3 - Advances in Intelligent Systems and Computing
SP - 13
EP - 18
BT - Proceedings of the 1st International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage - EARTH 2018
A2 - Luigini, Alessandro
PB - Springer Verlag
Y2 - 5 July 2018 through 6 July 2018
ER -