5/22/2012
SpaceX launch as a new era for spaceflight.
5/22/2015
Project Elysium proposes creating immortal avatars of deceased loved ones for VR viewing, perhaps using data sources gleaned from the Internet. But text is not necessarily speech. Very few writers can write as they speak, and using miscellaneous prose is not likely to provide any realism for an avatar. As regards McLuhan, the "message" of the Internet is that it is hypertextual, and when parts go missing, the meaning is distorted.Cinematography and audio editing for VR will have to contend with eye-ear POVs. Depth perception will need to match both visually and aurally to make places seem real. For example, changing focal lengths will completely put the audio out of phase with the visual cues. Zooming in will bring a subject closer while the sound source doesn't change position. That might be an interesting facet of the medium that plays with perception and cognition. It will open a whole range of spatial possibilities. This is why we should not make things too real in film: the uncanny valley is always going to be there to some degree, and we might as well exploit that potential to set boundaries between actors and avatars. (Like in the film Ex Machina: Ava would have been more interesting as an avatar rather than appearing as another actor.)
5/22/2016
The thing about the internet is that is sucks the life out of physical spaces, empty storefronts, eventually ghost towns full of zombies walking around with VR Goggles on.
Idea: The Gallery Bus, but the bus is windowless, playing videos of what is inside and outside of the buildings.
SpaceX launch as a new era for spaceflight.
5/22/2015
Project Elysium proposes creating immortal avatars of deceased loved ones for VR viewing, perhaps using data sources gleaned from the Internet. But text is not necessarily speech. Very few writers can write as they speak, and using miscellaneous prose is not likely to provide any realism for an avatar. As regards McLuhan, the "message" of the Internet is that it is hypertextual, and when parts go missing, the meaning is distorted.Cinematography and audio editing for VR will have to contend with eye-ear POVs. Depth perception will need to match both visually and aurally to make places seem real. For example, changing focal lengths will completely put the audio out of phase with the visual cues. Zooming in will bring a subject closer while the sound source doesn't change position. That might be an interesting facet of the medium that plays with perception and cognition. It will open a whole range of spatial possibilities. This is why we should not make things too real in film: the uncanny valley is always going to be there to some degree, and we might as well exploit that potential to set boundaries between actors and avatars. (Like in the film Ex Machina: Ava would have been more interesting as an avatar rather than appearing as another actor.)
5/22/2016
The thing about the internet is that is sucks the life out of physical spaces, empty storefronts, eventually ghost towns full of zombies walking around with VR Goggles on.
Idea: The Gallery Bus, but the bus is windowless, playing videos of what is inside and outside of the buildings.