Iza Szostak, Florent Maurin, Auriea Harvey & Michaël Samyn (Tale of Tales), moderator: Sandra Frydrysiak
We’re still used to the image of the passive, motionless consumer of digital culture: staring at the television screen, computer monitor or smartphone, safely tucked into an armchair or couch. But the reality is different. Increasingly, rather than freezing us in place, digital culture forces us to move. Consoles with motion controllers show gamers that sometimes it’s worth getting off the couch. Using GPS, mobile AR applications coax their users into long walks. The use of gyroscopes in mobile devices means their owners, rather than just looking at the screen, are in constant motion. In many VR environments, to move around and act, you have to use the movements of your own body. Movement has become an inseparable part of many branches of digital culture – and simultaneously many of the technological solutions that use it have been much less successful than expected. During the panel we talk about how to intelligently engage the movements of the user’s body in digital culture; how to design interesting, innovative solutions in this area – and how to avoid the fate of those projects that didn’t make it.
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