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I'm Martin Redigolo, I browse a lot, I scroll a lot & share with you design, tech & business innovation stuff. Enjoy this issue & have a nice day.
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Do virtual worlds create real problems?

Virtual reality or Augmented reality. It was in 2001 when I first heard these terms. Headsets bigger than motorbike helmets or 3x3m cubes with low-resolution projection were necessary to simulate little defined objects or bulky environments.

Today, we’ve got HD audio/video VR glasses like Oculus that fit in our pockets and uncountable sensors that enrich our experience through biometrical tracking. I’ve previously written about that “Internet of Humans & Things” idea where humans become the environment and the environment more human. But besides new, fantastic media worlds we can enjoy, unknown side-effects might show up on the horizon. Just have a look at the 7min short film UNCANNY VALLEY*. 

“My job is to provide psychological assistance in VR dependent neighbourhoods”

says the social worker taking care of people living in an abandoned building they haven’t left for years because "life offline” seems boring to them. Too slow, where nothing happens, depressing. 

Yes, it's just a short movie with impressive visual effects, but could we face this kind of problem soon? Obviously it’s hard to know today what will happen tomorrow, but VR tech seems to be here to stay. That seems to be the reason why Nokia just reinvented its business launching the VR cam Ozo. Nanobots will soon flow through our veins and transport information directly into our brains (no need to learn a language anymore, just eat it). And maybe, the first group of people that will enjoy all of this in their most realistic way will be “The Founders”, the name the post 2000 generation (not the millennials) gave themselves.

Be real. Stay real. And enjoy this issue of ▅▅ stuff.

Sharing is caring: share on Twitter Like The Uncanny Valley: Can virtual worlds create real problems? on Facebook

*The uncanny valley is a hypothesis in the field of aesthetics which holds that when features look and move almost, but not exactly, like natural beings, it causes a response of revulsion among some observers. Source: Wikipedia
▅▅ virtual stuff - Psychological assistants for VR addicts
▅▅ business stuff - Nokia's rebirth in VR
▅▅ society stuff - “The Founders”, a new target for brands
▅▅ tech stuff - Rhei, liquid time for the future
▅▅ robot stuff - By 2030, nanobots will run our brains


▅▅ stuff is curated by

 

Martin Redigolo. @martinredigolo

Fun is my personal driver and I believe that
Business Innovation is being shaped by Design & Technology.

I speak at conferences & teach at universities
in strategy, tech, startup & innovation.

Drop me a line to connect...


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