The Art of Crowddreaming
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  • Crowddreaming
  • The Stigmergic Paradigm
    • The First Crisis of the Analytical Paradigm
    • The Digital Challenges and the Second Crisis of the Analytical Paradigm
      • The Digital Representation of Reality
      • The Conceptual Challenge of Space
      • The Conceptual Challenge of Time
      • The Conceptual Challenge of Speed
  • A Working Hypothesis for a new Paradigm
  • The Stigmergic Paradigm and the "Digital Monument" conceptual framework
  • Building a Digital Monument
    • The Art of Crowddreaming
      • From the Big Dilemma to the Intent
      • From the Intent to the Story
      • From the Story to the Production
      • Production Examples
  • Overlaying Digital and Objectual Dimension
    • Spatial Computing and the Virtual Continuum
    • Why to use Augmented Reality for a Digital Monument
    • Why not to use Augmented Reality for a Digital Monument
  • Tutorial
    • From Insight to Intent
    • From Intent to Story
    • From Story to Production
  • A Good Practice
    • The Crowddreaming Challenge
    • Brief History of the Challenge
    • The Challenge as a Crowddreaming Effort
    • Keys to Success
    • Risk Factors
    • A Transfer Model
      • The Public Call
      • Addressing training Needs
      • Content Development
      • Evaluation
      • Deployment of Europa Square
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  1. Overlaying Digital and Objectual Dimension

Spatial Computing and the Virtual Continuum

The term Spatial Computing defines the discipline that allows digital material constructs to be linked to places in space or to objectual material constructs.

Augmented Reality is a component of the so-called "Virtual Continuum", which ranges from Objectual Reality to Virtual Reality, via Augmented Reality and Augmented Virtuality.

Objectual Reality is a context where we interact exclusively with objects with mass. It is what we are used to call - erroneously - Reality or Physical Reality or Tangible Reality.

Augmented Reality is a context where the interaction with objectual material constructs prevails, but digital material constructs are linked to them. For example, a poster image or a magazine that, framed with a smartphone, reveals a video, an image gallery or other type of digital content.

Augmented Virtuality is a digital environment visible through a dedicated headset, which isolates the user from direct sensory contact with the objectual dimension. However, sensor systems allow the headset to detect the presence of objectual constructs and modify the immersive digital experience accordingly. An immediate example are warnings to avoid hitting an object, while walking to move within the parallel world represented inside the headset.

Finally, Virtual Reality is a completely digital immersive environment with which the user interacts through dedicated headsets, being completely blind to the dimension of the objectual material constructs. The processes within this virtual environment can be totally invented by the programmer or be reproductions of processes belonging to objectual constructs, as for example in the immersive visit to scientific reconstructions of archaeological sites.

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Last updated 5 years ago

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