Virtual reality (VR) is a term that applies to computer-simulated environments that can simulate physical presence in places in the real world, as well as in imaginary worlds. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced, haptic systems now include tactile information, generally known as force feedback, in medical and gaming applications.

Augmented reality (AR) is a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality. By contrast, virtual reality replaces the real world with a simulated one.

Mark Pesce

Mark Pesce and Stelarc will talk about their experiences with VR/AR, what is possible now, where it may lead to in the future and the social impacts.
Topics to be discussed:

  • Augmented Reality and Virtual Reality today
  • Google Glass and other projects that will likely expand upon consumer applications for Augmented and Virtual Reality
  • Successfully Navigating Mix Reality – AR/VR in the Next Billion Seconds, near term, medium term and long term
  • Stelarc

  • Digital Assistants or Symbionts – Layers of Meta-data and Intelligence to help guide decision making
  • VR/AR in Art, fashion, and self expression
  • The Participatory Panopticon – Many perspectives on reality through the senses of many agents
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