Wail, Blog Post #5
This post is from Wail:
In an article published Arielle Pardes titled SORRY, POWERPOINT: THE SLIDE DECK OF THE FUTURE WILL BE IN AR Parades begins the article by talking about Peter Arvai, the creator of Prezi. Pardes shares that Prezi was created because the founder was tired of sitting through stale presentations switching over from slide to slide in an extremely dry manner. Peter was most likely referring to a presentation given on Microsoft power point. (Para 1)
In my opinion, I found it fascinating that even though Prezi is more visually pleasing then powerpoint there is still a majority of “presentation-givers” using the powerpoint platform. I feel like the reason for this resistance to switching over to Prezi is mainly because most consumers are less likely to try something different once they’ve become accustomed to a product, in this case, Microsoft Office PowerPoint. (Para 4)
In response to this resistance of consumer making the switch from Powerpoint to Prezi, the people at Prezi decided to incorporate AR into the Prezi application in order to set themselves apart from the competition.
I believe this was a good move on Prezi part because if you want consumers to consider an alternative to the product they are already using they must first be given the incentive to change. Which in the case is the AR feature that Prezi plans on incorporating into its application? Pardes touched on some key reasons for a business to incorporate new tech trends into there business models to continue growth. The next article we will be looking at is just as interesting.
An article published by Kris Graft titled How neuroscience can pave the way for VR’s future. The article follows the thoughts and opinions of Noah Falstein a veteran of game development, working at companies including Williams Electronics and LucasArts, and most recently was the chief game designer at Google. He now runs his own design consultancy company, The Conspiracy. (para 4)
Feldstein believes that the future of virtual reality depends not only on understanding the technology but understanding the fundamental underpinnings of the human being. (para 1)
From a marketing standpoint, I agree with Falstein In order for a consumer to adopt a new product they must first be aware of the product then after that they must be persuaded to buy it by informing the consumer if its benefits.
when it comes to VR are systems the consumer experience varies from consumer to consumer by that I mean motion sickness is a very common side effect among many people when trying on a VR system. The graft is aware of this problem and briefly talks about how he can they’re working on decreasing this side effect among VR users by blurring or eliminating peripheral vision during acceleration because it could help fight motion sickness.
This technique has already been adopted by Some games and Google Earth in VR use this method, and as eye tracking systems become more advanced, users will have more comfortable VR experiences, he said. (Para 11) Next we will be analyzing the 12th chapter of a book by Douglas Eyman & Andrea Davis Titles Play/write Digital Rhetoric, Writing, Games.
In the Twelth chapter of Douglas & Andrea is titled gaming between civic knoledge and civic knowhow: direct engagement and the simulated city The author sort of praises the sim city games as well as givinghis opinion of what he thought made those games great.
To me, his praise for these second life type games found there appeal in giving gamers the opportunity to expirence life from someone else’s perspective This idea fits perfectly in the topics that we are currently discussing in class