Computer Vision X interactive Arts
After diving into week 3’s paper that tackled the concept of “interactivity,” I couldn’t help but be intrigued by how this idea was put into practice in our current reading. It was like uncovering a hidden dimension of technology and its impact on our daily lives.
What really blew my mind was the revelation that the very first virtual reality (VR) environment came into existence roughly half a century ago. Imagine that, 50 years ago, someone was already dreaming up immersive digital worlds! This historical tidbit adds a layer of perspective to our modern, high-tech world and reminds us of how far we’ve come.
As the author sifted through various projects in their analysis, it became evident that there was a noticeable surge in the variety and scope of projects in the early 2000s. This period seems to have been a turning point where technology started enabling a broader range of interactive experiences, and that’s a testament to the rapid evolution of our digital landscape.
What truly captured my imagination, though, was the way computer vision revolutionized interactive art and computer-based interactions, which the reading explained through numerous real-world examples. It’s fascinating to witness how technology, particularly computer vision, has transformed the way we engage with both art and machines. The reading was like a window into a world where the boundaries between humans and technology blur, opening up exciting possibilities for creativity and innovation.
In essence, these insights not only highlight the evolving nature of technology but also underscore its profound impact on our lives, from the way we define interactivity to the immersive experiences we now take for granted in the digital age.