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Episode 30: [AR]chitecture
Manage episode 230522762 series 2363710
This discussion is our follow-up to our last discussion on Mirror World’s. This time, we have Colter on with us as well.
We start by discussing different ideas for mirror worlds such as how we might simulate feelings or very large spaces within the context of small physical spaces.
Somehow, we end up on a tangent of really “bad” technology. Ideas such as the digital murphy bed, America’s funniest AI home videos, and what’s the dumbest thing that you can make self driving?
The first part of the episode is really just a giant tangent though. Eventually we work our way back to the real discussion. Colter get’s us started by bringing up the differences between working in physical vs digital design processes. Particularly, he brings up the idea of svelteness or the scale/fuzziness that occurs in the physical world that we do not get in the digital world.
He brings up Dreams by Media Moleculte: https://www.mediamolecule.com/games/dreams as an example of sveltness in the digital world.
This leads us to a discussion about the human-ness of this technology. How do we get people started in digital tools vs physical things? How do we expose room for error?
What does it mean to be “literate” in 3D modeling in a truly digital world? What does it mean to be design literate in general? Does this increase or decrease the value of design?
33 つのエピソード
Manage episode 230522762 series 2363710
This discussion is our follow-up to our last discussion on Mirror World’s. This time, we have Colter on with us as well.
We start by discussing different ideas for mirror worlds such as how we might simulate feelings or very large spaces within the context of small physical spaces.
Somehow, we end up on a tangent of really “bad” technology. Ideas such as the digital murphy bed, America’s funniest AI home videos, and what’s the dumbest thing that you can make self driving?
The first part of the episode is really just a giant tangent though. Eventually we work our way back to the real discussion. Colter get’s us started by bringing up the differences between working in physical vs digital design processes. Particularly, he brings up the idea of svelteness or the scale/fuzziness that occurs in the physical world that we do not get in the digital world.
He brings up Dreams by Media Moleculte: https://www.mediamolecule.com/games/dreams as an example of sveltness in the digital world.
This leads us to a discussion about the human-ness of this technology. How do we get people started in digital tools vs physical things? How do we expose room for error?
What does it mean to be “literate” in 3D modeling in a truly digital world? What does it mean to be design literate in general? Does this increase or decrease the value of design?
33 つのエピソード
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