Simulation Contextual Statement.pdf

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    Studio IV: Contextual Statement

    The augmentation of technology into physical media is a concept that has already

    been achieved multiple times. How long, however, until new technology is used to

    augment the old digitally? Stepping on the ship of those pioneering the concept, I

    saw the static pages that many people use every day for online shopping and chose

    that angle as a place to experiment with the concept of digital augmentation. The

    purpose of this research was to examine how an audience interacts with an

    animated/simulated environment over a static one and to gauge their reaction and

    engagement to each environment in order to increase audience interest in the

    subject matter.

    Simulation is a technique (not a technology) to replace and amplify real

    experiences with guided ones, often immersive in nature, that evoke or replicate

    substantial aspects of the real world in a fully interactive fashion.(2010, Lateef)

    The trend of current and future technologies are moving towards moving images

    and simulations as a way to convey ideas and to make testing and surveying

    products easier.

    One of the ways the old static environment is being replaced is with the fairly new

    concept of simulated environments. Simulated enviroments provide audience

    interaction in a way completely unique to itself. Allowing a user to enter, interact

    with and change a virtual environment to their liking will open up an entirely new

    angle on digital experiences. There is a lot of potential using simulated

    environments; complicated concepts could be expressed easily with visual

    expression and user interaction. Some concepts are already being explored

    Computer simulated experiments have gained increasing attention from

    marketing researchers interested in studying dynamic buying behaviour.

    (Campo, Gijsbrechts, Guerra, 1998).

    "For the past thirty years, people have predicted that technology will transform

    the shopping experience," Burke says. "And for thirty years, we have been

    disappointed. The limitations of personal computers and communication

    technologies made shopping at home harder than shopping in the physical store--the systems were too slow, too unreliable, and too hard to use. Now the

    technology has evolved to the point where it can deliver significant benefits to

    consumers." (Englert, 2012). The concept of a simulated shopping center isnt

    that new, but I couldnt find a singleactual implementation into a real store

    online. A very similar concept was a virtual demo created by company Keytree

    (Prigg, 2012) using motion sensors in order to reproduce the shopping

    experience without leaving the house. This is an interesting idea, but it did not

    come into fruition because (in my opinion) it was trying to run before it could

    walk; meaning first a successful virtual simulation has to be created and

    maintained before elements such as motion sensors and virtual-reality helmets

    can be implemented.

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    The simulation I ended up with was made using a Unity engine, which is an

    easily accessible platform that acceptably shows the concept of a simulated

    shopping environment. It is designed to engage the user and interact with them

    while they shop. The main goal was to alleviate the frustration that often couples

    shopping, both online and physical. The simulated environment is easier to

    interact with for those who are not technically savvy and is also a more

    informative way to purchase products. One of the benefits a user can get with the

    simulation is a large amount of information is available instantaneously to them.

    They can see dietary information, product reviews, and accurate descriptions of

    the product without having to hunt the information down.

    I designed the simulation to be completely different from a typical store. It

    contains essential products and displays, but instead of being confined a large

    building the user is outside in a field. The idea is to make the simulation less

    restrictive than its physical counterpart, if the user feels better when using the

    simulation than the mundane static format. There are only two different scenes at

    this point in the simulation, each designed and lit in a way that enforces a

    relaxed feeling to the simulation. I considered having music playing as well, but I

    decided that would have been too distracting when people are trying to consider

    purchases.

    While I do have a working prototype, it is nowhere near completed. It has the

    foundation, but there are many possibilities for augmentation. The room for

    exploration and expansion with the concept of simulated technologies is great, I

    have little doubt about the future expansion of simulations for many different

    areas.

    Matteo Giommarelli

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