Extended realities (XR) refers to the combination of virtual reality (VR), augmented reality (AR), and mixed reality (MR) technologies that create immersive digital experiences for users. Immersive experience design is the process of designing these experiences in a way that fully engages the user and creates a seamless and believable experience.
XR technology is rapidly advancing, and it has the potential to revolutionize various industries, including entertainment, gaming, education, healthcare, and more. For example, VR and AR can be used in education to create interactive and engaging simulations for students to learn from, while MR can be used in healthcare to help surgeons visualize and practice complex surgeries before performing them on patients.
Immersive experience design is an essential part of creating effective XR experiences. Designers must consider factors such as user interface, interaction design, spatial audio, and visual design to create a seamless and believable environment for the user. The goal is to create an experience that feels as real as possible, allowing users to suspend their disbelief and fully immerse themselves in the virtual world. As XR technology continues to improve, the demand for skilled immersive experience designers is expected to grow. These designers must have a deep understanding of the technology, as well as expertise in areas such as storytelling, game design, and user experience design.
Overall, the fields of extended realities and immersive experience design are exciting and rapidly evolving. As technology continues to advance, we can expect to see even more innovative and immersive experiences that will transform the way we learn, work, and interact with each other.
Thursday, December 1
DSC 598 Immersive Experience Design Course at the MIX center ASU
Media Exposing Limited Time (MELT) is a large-scale immersive art experience that invites participants to explore the theme of climate change by combining interactive projections, web-based interfaces, and Augmented Reality experiences.
Bringing Industrial Heritage to Light
Ana Herruzo (PI), Diego Canno-Lasso, and Sorob Louie
A Methodology for Illustrating Southern European Utilitarian Design over the Last Three Centuries Through the Digitalization of Assets and the Creation of an Open Public Virtual 3D Library. There are over 4,000 cast iron molds for blowing glass at The Real Fábrica de Cristales (The Royal Glass Factory and Museum), in Segovia, Spain. These molds have been used since 1770 in an artisanal way, to blow utilitarian glass objects, and have been gathered from different parts of Spain and France making this collection a unique historical resource of European lifestyles. There are no drawings or documentation indicating the objects that each mold can produce, therefore this collection is considered a "blind collection." Digitalization of this vast collection has been attempted, but the methods used were too time-consuming for the Factory's limited resources. This paper showcases a real-time technology procedure for digitizing and archiving historic cast-iron molds and the resulting objects that they can produce. The digitization process begins with calibration and extracting geometries of the mold's negative space, continues with cataloging, and finishes with the 3D modeling and imaging uploaded to the cloud. As a result of the engineering efforts for real-time scanning, rendering, and cloud archival, the overall mold archival process is reduced to 5 minutes per mold, making it feasible and a reality to document such an extensive collection. The public access and exposure of this archive will benefit the community by understanding their past and attracting designers, artists, and researchers to use the digital library either for investigation or the creation and design of new glass objects, ultimately contributing to the creation of new heritage.
FEAR Freezing biometric assessment
A MEDIAted Extended Reality Experience for the Biometric Assessment of Fear Responses. The use of extended realities such as virtual reality (VR) and immersive media in scientific research is growing rapidly, offering unique and powerful capabilities that can enhance research in many disciplines, including psychology, neuroscience, medicine, and engineering. VR can be used to create simulated environments that allow researchers to study human behavior and brain function in ways that would be difficult or impossible in the real world. As practitioners operating at the intersection of art and technology, it is vital to demonstrate how emerging computational media can contribute to the advancement of scientific research. To this end, we propose a collaboration with the Champalimaud Research Center in Lisbon, Portugal, to design and develop extended reality experiences that will instigate fear and introduce the variable of freezing as a defensive behavior as part of the experience. These studies aim to assess biometric responses, including cardiac activity and eye movement patterns in humans, when responding to fear through freeze as a defensive behavior. Recently, fruit fly research identified cardiac activity as a potential predictor of freezing, and the researchers now seek to validate these findings in humans. Furthermore, there is a link between subtle deviations in freezing behavior and the risk for threat-related maladaptive behavior, including the development of post-traumatic stress disorder (PTSD) in humans. Using XR experiences in scientific trials will allow us to contribute to the current literature on VR experiences in fear assessment, which mainly focuses on patterns of fight and flight and not on freezing behaviors. In summary, this proposal aims to explore the use of XR experiences in scientific research trials to better understand the human response to fear and freezing behavior, which could have implications for a range of disciplines, including psychology, medicine, and neuroscience.