Y4 PROJECT – 01

– My interests

 

This proposal is, “Can future tangible content such as virtual reality be used as a form of art?”, “How to use reaction data such as mind and emotion about human nature in art to provide viewers with a unique experience? ” It started with the question. These questions include personal opinions that want to inform the future in which individual data is transformed into immersive content using the five senses of the viewer, rather than the interaction on the two-dimensional screen.

And in the era of the 4th Industrial Revolution, the application of immersive content technology such as virtual reality to the art field is essential, and the theme was based on the realization that interest and interest in human nature and the importance of nature can be increased.

In addition, personal interests were reflected in the project. I am personally interested in the development of technology. As Samsung celebrates 2020 years, they will refer to this decade as ‘the era of experience’ until 2030.

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“The new 10 years will go to the ‘age of experience’, the emergence of ‘life partners’ devices that understand users, and Samsung’s innovation will help create a better world. Accordingly, what does the era of experience mean in art in design?

In the age of experience, customized technology that meets individual needs will be the main focus. This means that each device will understand its own individual users, the boundary between the real world and digital space will be blurred, and the way people communicate with cities and communities will change.

When the era of experience arrives, we will connect with cutting-edge technology in an optimized form for each individual. Instead of users learning how to use more complex and versatile features, devices will work for themselves. Imagine your device as a smart life partner who will respond and help you respond immediately to what you are trying to do.

However, the meeting of art, science and technology has not happened recently, it was existed from past. Since the beginning of modern science experiments in the 15th and 16th centuries, painters have been interested in science. The works of Filippo Brunelleschi and Masaccio, Leonardo da Vinci, Albrecht Dürer, Pieter Bruegel the Elder, and Arnold Schönberg This is an example. As Da Vinci used human anatomy knowledge to describe the human body in a more overwhelming and accurate way. Modern artists have also created new forms of art and other ways of expressing creativity, based on a new understanding of the biology of perception and the biology of emotion and empathy.

I think that since 2020, the area of ​​art expression will beyond the two-dimensional screen based, and will appear as a three-dimensional or fully-immersive content that the user can arbitrarily adjust and interact with. This mean is the story that the viewer’s experience is shifting from the “appreciate-interpretation-feeling ” process to they can participate themselves to the internal content of the art works.

We need to understand what the audience or consumers want in order to understand the future more clearly. Today’s society is rapidly changing due to urbanization, population changes, and especially technological advances. This change brings together opportunities to create new values for consumers and society. Consumers want more. It’s not just about material things, it’s about wanting a variety of experiences, one that allows new technologies to add more meaning to life.

 

Experience Economy and Age of Experience

 

– Experience Economy

“After 25 years of the world wide web birth, the information age is over and we are entering the era of experience.” This sentence which seems to reflect our current appearance is from the Tech Crunch website. (The information Age is over, welcome to the Experience Age)

In the age of information, communication started with information. It is the age of information to share the “me” created through writing, photos, and videos. However, as we enter the era of experience, we share the “experience with each other”. It can be said that sharing all the moments in real time is an age of experience.

As the new generation exerts a strong influence on consumption trends, it has become a difficult time for companies to survive simply by selling things. For these generations, it is more important to do what kind of experience they are getting continuously than to use them right away. The company where provide an engaging experience is becoming a famous. The era of empirical economy has arrived.

In particular, the importance of experience in consumption is growing on social media and streaming video platforms. This is because you have to try other people’s experiences and share what others don’t. The Internet is a showcase of experience for the younger generation. Providing a good experience is essential to keep the younger generations who get feeling insecure to be behind the fashion.

As we change into the era of experience, the standard of good content will be ‘what kind of experience and how effectively it is delivered’. Efforts are needed to provide digital services in line with the age of future experiences.

 

– Age of Experience

 

There is a space where you can see and experience the trends and technologies of the experience economy and experience era with your own eyes. That is ‘CES 2020’. ‘CES’ is a technology conference held by thousands of global conglomerates and startups held in Las Vegas every January. Companies will come out with technologies and products that will lead the future, making them open to the audience and making them experience.

The slogan of this year is ‘AI in everyday life’. The core technologies of this CES2020 are ‘Artificial Intelligence’ and ‘Next Generation Transportation using V2-X’, ‘IOT (Change from Internet of Thing to Intelligence of Thing)’, and the new next generation communication standard ‘5G’ and ‘Robot Technology’.

The overall aspect of the CES focused on ‘personalization of experience’. The future development of artificial intelligence technology collects and analyzes individual data to provide an optimized experience for each individual.

There are many new technologies introduced to us. But in this CES 2020, I would like to introduce only the areas that personalization of data and areas of virtual reality and mixed reality that I want to work with in the 4th year project.

 

1. Intelligence of Things

IOT is changing from the ‘Internet of Things’ to the ‘Intelligence of Things’. ‘Intelligence of Things’ will help us by learning users emotions and life pattern data by themselves, and having their own intelligence.

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Samsung Electronics’ ‘Ballie’, which received a lot of people’s attention at the CES 2020, is not a product aimed to the public. It is a realization of a pet-like robot that can read my feelings. In other words, it was produced with a focus on personalization.

As things have the power to think for themselves, “Ballie,” which serves as a companion for personal life, can be seen as an example of the direction of robot research pursuing human-centered innovation. This “Ballie” can be seen as the first step into a personal home robot.

 

2. Future relation between Me-Home-City

In the future, it is expected that the urban public domain will be transformed into a form of consumer experience tailored to individual lives. The relationship between ‘Me and Home and City (Me-Home-City)’ is changing. When the three are well balanced, we will be able to expect a higher standard of living.

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Toyita- Woven city

At Home-LG’s Plant Grower-Plants can be grown for personal preference and used for cooking.

In the city-Smart mobility-Self-driving car based on shared platform and modern flight taxi ‘S-A1’, ‘V2-X’.

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3. 8K display

Popularization of 8K display – It is expected that the current 8K display market will grow from this year from SAMSUNG and LG. 8K (7680×4320) provides 4 times more vivid image quality than the existing 4k (3840×2160).

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In VR, theoretically, if you can experience virtual reality with 8K per eyeball, you can get a resolution similar to that of reality. Currently, there is a ‘Fimax VR’ headset with a total quality of 5K. In the near future, if the spread of small 8K displays and the production cost of 4K displays go down in the near future, it could be applied to virtual reality devices.

This is because the resolution of the virtual reality device at a price point that is currently accessible to the public and the general consumer, is slightly higher than QHD (2560×1440). Because of this, the pixels are still visible when wearing a virtual reality device to create a mosquito net-like plaid, which limits the more immersive experience.

 

4. Evolution of AR/VR – emergence streaming service and XR innovation

What is indispensable thing at the CES 2020 is the fast growth of the “5G” market and the emergence of streaming services. Streaming service is a technique that downloads and plays files such as video and sound-animation from the Internet on the hard drive and plays them in real time without downloading. It was named “streaming” because the transmitted data was processed as if it were flowing like water. As the Internet develops, it is an increasingly important technology. As “5G” began to be available in some countries in earnest from last year, high-quality or low-latency streaming games are being provided.

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This streaming service can be easily applied to virtual reality. The cloud game streaming service is a kind of cloud service, and means a service that stores a game on a server and immediately streams it to a terminal requiring game use. Depending on the streaming method, it can be divided into ‘video streaming’ based cloud games and ‘file streaming (pixel streaming)’ based cloud games.

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The structure of the cloud game is as follows. First, the game is run on a remote cloud server with the connection of the gamer, and the output audio / video data is captured. The data is transmitted as network packets through an encoding process through a codec, and is received and played by the terminals of the client and gamer. And the game operation signal is input through the input device connected to the terminal, and it is transmitted to the server again. The input signal of the gamer transmitted to the server is processed as the input of the game driven by the server, and the operation of the gamer is reflected in the actual game.

In addition, you can receive and use performance from a cloud server, not just streaming a game. The cloud game service can be implemented by receiving high-level computation or graphics from the network of the cloud server main PC even if the specifications of the virtual reality device itself and the PC are insufficient. This is because the cloud game service puts the computer resources necessary to run the game, such as graphics cards, memory, and processors, on the cloud server, and performs all calculations related to the calculation on the server.

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There are two ways to operate virtual reality devices currently on the market. The first method is a wired cable that connects directly to a computer (desktop PC) graphics card and receives data, and the second method is a wireless product equipped with a built-in battery and a mobile processor that used in a flagship smartphone. Both products have disadvantages. The first method has cable that makes you feel interrupted when you have an immersive experience. The second method has the advantage of wireless, but it is difficult to implement a high quality of graphics due to the limited performance of the mobile processor. In addition, there is a time limitation to the built-in battery life.

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Panasonic VR Glasses

Personally, from the perspective of owning and using both products, I believe that the development of wireless virtual reality devices will be the mainstream in the future. Why I thought like that is the limitation of the limited built-in processor can be supplemented by using the cloud game streaming service on the aforementioned 5G network. In the case of battery life, I think that short-range wireless charging technology will be added to virtual reality devices, or battery capacity and charging technology development can be solved naturally.

 

– First intention

 

In terms of my interests and perspectives above, the core of this project will be ‘Me’ and ‘Personal Data’ and ‘Virtual Reality’ that a device that embodies this space into reality.

Also, I think that mixed reality, such as virtual reality, can reconsider our perception of our space in many ways. About the ownership of place and publicization of space and the boundary between virtual and reality.

And I think that the reinterpretation of this space can be used to create and experience a utopian space that fits the individual’s ideals for humans. In the past, these ideal spaces were limited to arts such as text and painting. I think that the change of space and possession according to appearance of virtual reality would be a device that can show everyone that about ideal and utopian space.

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