- Ex Machine: When Turing Meets the Bechdel Test — The Bechdel Test is useful for more than examining gender representation. It can be our Turing Test for creating believable alien or artificial life forms. If you look at our filmic or cultural representations of the other or alien, then you have to be struck by the singular nature of them all. From Frankenstein to Big Hero 6, do they have any reality without the central human characters? No, they are alone. Even Alien is alone. At least in Frankenstein, it is the utter aloneness of the new form that is the whole story. Films that have pushed the envelope are few. And doing a quick mental check, one was left feeling empathy for the ‘others’ in only a couple, like Westworld, BladeRunner, and Planet of the Apes, and the books of writers like Brin and Cherryh.
- Women in Business: The Path to Leadership (PDF) — Grant Thornton International Business Report on women in senior roles, operational and governance. Ends with some sound recommendations (via Rowan Simpson).
- Adventures in Messaging Queues — extremely readable tale of developing a custom piece of distributed infrastructure.
- Valve’s SteamVR — What these two experiences shared was an overpowering sense of intimacy with the virtual space. This is brought home again and again in the demos, and its impact is profound. The smallness of the space you can move around – 15 feet square – is almost a virtue in this respect, because it focuses you on your immediate surroundings in a way the vast majority of video games don’t, and which has much more in common with real life.
A chat with Tony Parisi on where we are with VR, where we need to go, and why we're going to get there this time.
Consumer virtual reality (VR) is in the midst of a dizzying and exhilarating upswing. A new breed of systems, pioneered by Oculus and centered on head-worn displays with breakthrough quality, are minting believers — whether investors, developers, journalists, or early-adopting consumers. Major new hardware announcements and releases are occurring on a regular basis, game studios and production houses big and small are tossing their hats into the ring, and ambitious startups are getting funded to stake out many different application domains. Is it a boom, a bubble, or the birth of a new computing platform?
Underneath this fundamental quandary, there are many basic questions that remain unresolved: Which hardware and software platforms will dominate? What input and touch feedback technologies will prove themselves? What are the design and artistic principles in this medium? What role will standards play, who will develop them, and when? The list goes on.
For many of these questions, we’ll need to wait a bit longer for answers to emerge; like smartphones in 2007, we can only speculate about, say, the user interface conventions that will emerge as designers grapple with this new paradigm. But on other issues, there is some wisdom to be gleaned. After all, VR has been around for a long time, and there are some poor souls who have been working in the mines all along. Read more…