In the coming 30 years, anything that is not intensily interacting will be considered broken.


09-Interacting (1:14) (44 views)



"De nadruk op ervaringen is de nieuwe waarde in de wereld."

Dit hoofdstuk gaat vooral over Virtual (virtueel) en Augmented (Vermeerderde) Reality. Hierin zitten relatief veel voorbeelden uit de praktijk en ietwat minder bespiegelingen. In het voorjaar gaf hij tijdens het (muziek)festival SXSW een lezing van bijna één uur. Daarin ging hij dieper op drie van 'zijn' twaalf trends in. Hij sprak daar uitvoerig over interacting. Youtube: Kevin Kelly | 12 Inevitable Tech Forces That Will Shape Our Future | SXSW Interactive 2016   

Volledig ondergedompeld in een andere wereld, maar wel in een stoel
Virtual Reality (VT) is a fake world that feels absolutely authentic. You can experience a hint of VR when you watch a movie in 3-D on a jumbo (gigantisch) IMAX screen in surround sound. At moments you’ll be fully immersed (ondergedompeld) in a different world, which is what virtual reality aims for. But this movie experience is not full VR, because while your imagination travels yo another place in a theatre, your body doesn’t. It feels like you are in a chair. Indeed, in a theater you must remain sitting in the same spot looking straight ahead passively in order for the immersive magic to work. (p. 211)

Drie ontwikkelingslijnen
In the coming decades we’ll keep expanding what we interact with. The expansion follows three thrusts (lijnen)

1. More senses (zintuigen)
We will keep adding new sensors and senses to the things we make. Of course, everything will get eyes (vision is almost free), and hearing, but one by one we can add superhuman senses such as GPS locating sensing, heat detection, X-ray vision, diverse molecular sensitivity, or smell. These permit our creations to respond to us, to interact with us, and to adapt themselves to our uses. Interactivity, by definition, is two way, so this sensing elevates (verheft) our interactions with technology.

2. More intimacy (intimiteit, vertrouwelijkheid)
The zone of interaction will continue to march closer to us. Technology will get closer to us than a watch and pocket phone. Interacting will be more intimate. It will always be on, everywhere. Intimate technology is a wide-open frontier. We think technology has saturated (verzadigd) our private spaces, but we will look back in 20 years and realize it was still far away in 2016.

Kevin Kelly heeft het niet over Pokémon Go, maar bedoelt het wel3. More immersion (“onderdompeling”)
Maximum interaction demands that we leap (springen) into the technology itself. That’s what VR allows us to do. Computation so close that we are inside it. From within a technological created world, we interact with each other in new ways (virtual reality) or interact with the physical world in a new way (augmented reality). Technology becomes a second skin (p. 226)

Twee tegengestelde eigenschappen
VR technology offers more benefits to users. The strong presence generated by VR amplifies two paradoxically opposed traits (eigenschappen). It enhances (versterkt) realness, so we might regard a fake world as real - the goal of many games and movies. And it encourages (moedigt aan) unrealness, fakery to the nth degree. For instance, is is easy to tweek (geweld aan doen) the physcis (natuurkunde) in VR to, say, remove gravity (zwaartekracht) or friction, or to model fictional environments simulating alien planets - say, an underwater civilization. We can also alter (veranderen) our avatars to become other genders (geslachten), other colors, or other species (wezens). (p. 234)

Onze identiteiten zijn veel fluïder dan we denken
That’s becoming a problem. It’s very difficult to determine (bepalen) how real someone online is. Outward appearances (verschijningen) are easily manipulated. Someone may present himself as a lobster (kreeft), but in reality he is a dreadlocked computer engineer. Formerly you could check their friends to ascertain realness (om hun echtheid vast te stellen). If a person online did not have any friends on social networks, they probably weren’t who they claimed to be. But now hackers/criminals/rebels can create puppet accounts, with imaginary friends and imaginary friends of friends, working for bogus companies (nep-bedrijven) with bogus (fake) Wikipedia entries. The most valuable asset (waardevolle pluspunt) that Facebook owns is not its software plaftorm but the fact that it controls the “true name” identity of a billion people, which are verified (worden geverifieerd) from references of the true identities of friends and colleagues. That monopoly of a persistent (blijvende) identity is the real engine of Facebook’s remarkable success. And it is fragile (kwetsbaar). (p. 235)

Iets dat niet interacteert is 'dood'
Degrees of interactions are rising, and will continue to increase. Yet simple noninteractive (niet interactieve) things, such as a wooden-handled hammer (een hamer met een houten steel), will endure (zullen blijven bestaan). Still, anything that can interact, including a smart hammer, will become more valuable in our interactive society. But high interactivity comes at a cost. Interacting demands skills (vaardigheden), coordination, experience, and education. Embedded into our technology and cultivated in ourselves. All the more so because we have only begun to invent novel ways (nieuwe manieren) to interact. The future of technology resides (berust), in large part, in the discovery (ontdekking) of new interactions. In the coming 30 years, anything that is not intensily interacting will be considered broken. (p. 236)

Twaalf technologische krachten die onze toekomst zullen vormen
01. Becoming (worden) - 02. Cognifying (slimmeren) - 03. Flowing (stromen) - 04. Screening (kijken) - 05. Accessing (toegangen) - 06. Sharing (delen) - 07. Filtering (filteren) - 08. Remixing (remixen) - 10. Tracking (tracken) - 11. Questioning (vragen) - 12. Beginning (beginnen)  

(maandag 8 augustus 2016)
Hans van Duijnhoven

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