Tag: Image-Consumption

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Image Consumption

People, Use Your Drone to Map El Niño!

How to monitor the effects of El Niño? The Nature Conservancy wants to take advantage of the massive image production that can be collected using smartphones and drones. From this month they are asking tech enthusiasts to capture the flooding and coastal erosion caused by El Niño. The idea is that crowd-sourced, geotagged images of storm surges and flooded beaches will give scientists a brief window into what the future holds as sea levels rise for global warming.

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Information Decoration

Smog: an Augmented Reality?

A few days ago, these images of iconic buildings in Beijing as they look with and without intense smog have been posted on Weibo, one of China’s most popular social media platforms. Interestingly, these images speak the visual language of augmented reality apps, in which an additional layer of information is projected on top of the perceptible environment as seen through the lens of a camera, usually on a hand-held device. But in this particular case, an interesting reversal seems to take place.

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Image Consumption

Virtual Reality Can Intensify Emotions

Virtual reality games are often on the spot for being responsible for alienation and health issues. Recently, researchers in Finland discovered that people’s reactions to 3D images of facial expressions are more emotional than the responses to classic 2D images, such as photographs, illustrations or videos.

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Intimate Technology

Instageneration: Kids Named after App Filters

In this technological era we have different models and customs. We used to be inspired by literature, nature and cultural traditions to name our children, but now this trend is shifting. According to the website babycenter.com among he most popular names of 2015 we can find Instagram filters. The most popular is Lux (75%), followed by Ludwig (42%), Juno (30%), and so on. This is the first time that technology breaks as an inspiration for names.

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Society of Simulations

“The End”: a Virtual Opera Singer, Millions of Fans and the Meaning of Death

Sixteen-year-old Japanese singer Hatsune Miku grew in short time to a worldwide popstar. With her colourful appearance she counts millions of followers on social media, she collaborated with Pharrell Williams, opened Lady Gaga’s concerts and even appeared in car commercials. She was in the Netherlands last summer to perform in her very own opera The End. More precisely: the hard-disk containing her was.

Because she is not made of flesh and bones, she is an entirely digital hologram with a computer-generated voice. Nevertheless, the huge concerts of Miku that take place in the biggest stadiums of Japan are often sold out in the blink of an eye. Hundreds of thousands of ecstatic fans love her dance moves, her dress designed by Louis Vuitton, her characteristic blue hair and, above all, the sound of her voice.

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Society of Simulations

Solutions to Virtual Reality’s Big Problem

Virtual reality glasses come with a big limitation: motion sickness. The human eye just wasn’t built to look at screens this way, you see yourself riding a virtual roller coaster while your body doesn’t feel the movement. This mental discrepancy not only affect the believability of the VR-experience, it also leaves you nauseous, dizzy and suffering from headaches.

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Digital-Presence

Analogue vs Digital: Digital Mediated Experience

Can you resist the feeling of your smartphone in your pocket at a concert? Nowadays we collectively tend to record concerts and upload them on YouTube. The always-available camera in our pockets compels us to shoot photos and videos every minute a day. Are we afraid to miss a second, so that we can watch it afterwards? Or are we just preserving our memories? Sure you look cool on your social networks after posting a video of a nice band!

From the Analogue vs Digital Memory Game