Technology Empowers Design for Good
As social beings, we have come to accept and depend on interactive technologies signaling through screen surfaces. Craving relationship, we look to our phones to seek knowledge, entertainment, love, work updates, financial assurance, the weather and yes, even political and cosmic messaging. (Readers of Philip K. Dick’s Valis will get my meaning.) For developers of apps, “user interface” is sacred territory knowing that your application design can make or break customer relation.
It’s no surprise, then to find VR and AR as the new kids on the media blitz block, especially when you stop to think about how we handle our relation to “the screen.” Here I’m not thinking about UX design per se, but rather the art history and technologies of screen immersion that predate and set up the possibilities for UX design and a growing affection for VR and AR. Consider, for a moment, the role technology has played in taking us from Lascaux cave paintings to 15th century Italian Frescos, from DaVinci’s account of perspective to immersion recalibrated by Song Dynasty scroll painting. In each case, the space or field of rendering was defined by two dimensions X (vertical) and Y (horizontal), with the Z axis (depth) wholly inferred. Today, advancements in 3D software and hardware celebrate the Z axis, rendering depth of field from a first person perspective. The mobile VR you hold in your hand today, when coupled with Google’s Cardbox or Samsung’s Gear, encourages you to step through “the looking glass” and into your panoramic screen imagination.
Some of the most thrilling research and product development in the space of VR spatial design is taking place in game entertainment, architecture, engineering and construction (AEC) and in health / healing sectors. As we have highlighted in previous Inventio!Brains Chats, virtual technologies are inspiring a new generation of space designers, storytellers and coders to rethink the platform and delivery system of spatial rendering for industrial, medical, commercial use. Our colleagues at DeepStream VR and AppliedVR lead the way in showing how designers of imagined spatial worlds come together with data and clinical scientists to create new immersive screen experiences for mitigating chronic and severe pain.
We at RotoLab are committed to sharing our best insights into how immersive spatial environments made for screen worlds will be adapted for clinical, business and “edutainment” use. This includes sending you to other sites to learn more about developments in the emergent field of VR design. Below a summary of its impact on healthcare training, diagnostics and rehab: