An emerging generation of artists is turning to digital technologies to fundamentally transform theater. At the same time, by collaborating with technologists, they are also reshaping the nature of human interaction with computers. Working at the cutting edge of live performance, these artists are increasingly employing digital technologies to create distinctive forms of interactive, distributed, and often deeply subjective the- atrical performance. Although early examples are diverse in their detail, they share important underlying characteristics, in that they establish complex relationships between multiple physical and virtual spaces; employ networking to create distributed structures that flexibly interconnect many local settings to create a global “stage”; integrate live performance by actors and audiences with digital media and the kinds of rule-based structures that are found in computer games; and establish rich temporal structures in which the artistic experience is interwoven with ongoing everyday activi- ties. We refer to these experiences as mixed reality performances, a term that is intended to expresses both their mixing of the real and virtual as well as their combination of live performance and interactivity.
I would personally call Keiichi Matsuda a NEW AGE artist. He has a very distinctive style of works which break the barrier between the real and the virtual.
He creates mixed realities which marry technology, media, and architecture, focusing on UX/UI and interior and retail design.
He employs a variety of platforms, including video, installations and interactive media utilizing technology to create new perspectives and challenge our approach to social systems.
Mixed reality is a popular technique in the human-computer interaction for combining virtual and the real world elements.
“Mixed Reality refers to the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time”
Adriana de Souza e Silva
Hyper-Reality presents a provocative and kaleidoscopic new vision of the future, where physical and virtual realities have merged, and the city is saturated in media. Keiichi Matsuda
Hyper-Reality is a concept film by Keiichi Matsuda. It presents a provocative and kaleidoscopic new vision of the future, where physical and virtual realities have merged, and the city is saturated in media.
Hyper-reality is a state in which one cannot differentiate between the real and virtual
Should there be a way to explicitly tell the difference?Can we legally accept a hyperreality as daily reality? If violence in videogames is already under much scrutiny, how will the enhanced experience hyperreality provides be taken by the public?
Is it possible to accept a reality that is dynamic and personalised?
How much is too much? How much can be crammed until we experience sensory overload? Can it be turned off?
What point is there to cultural flair when everything can be overridden by a customizable template?
A glimpse of the future through an augmented reality headset | Meron Gribetz
What if technology could connect us more deeply with our surroundings instead of distracting us from the real world? With the Meta 2, an augmented reality headset that makes it possible for users to see, grab and move holograms just like physical objects, Meron Gribetz hopes to extend our senses through a more natural machine. Join Gribetz as he takes the TED stage to demonstrate the reality-shifting Meta 2 for the first time.
(Featuring Q&A with TED Curator Chris Anderson)
Can we recognise our alternative digital identity as a substitute of the real biological one?
Can we fake the natural environment such as being surrounded by trees?
Many websites (Facebook, Google, etc) record and collect non-identifiable usage data as part of a personalised marketing scheme
Your have your personal digital “you” – that shares the same habits, interests, favorite foods, etc.
Cell attempts to convey a sense of this online aura by dynamically tethering randomly generated keywords to the person via motion tracking.
Introduction: Designing Mixed Reality, MIT Press, https://mitpress.mit.edu/sites/default/files/titles/content/9780262015769_sch_0001.pdf
Matsuda K, Hyper-reality, 2016. http://hyper-reality.co
Wang, Xiangyu, Wang, Xiangyu, Intelligent Systems, Control and Automation: Science and Engineering, 1010 : Mixed Reality and Human-Robot Interaction, Springer, February 2011.
Silva A S , Digital Cityscapes: merging digital and urban playspaces, New York, Peter Lang Publishing, 2009.