ARTS3091, week6

Data, it shapes and determines our pattern and behavior of lifestyle such as social relations, consumption, education, entertainment, etc (Quilty-Harper 2010). Indeed, it becomes more important than before and our life cannot be apart from the data. As the era of big data has come, user can simply gather and process his/her personal information with an advancement of technologies. Further, he/she even anyone can create all data e.g., words, images, etc. Andrew mentions all data is essentially something fairly definite that affects you, or via which you affect the world and this can include everyday “natural” things. For an example, this Youtube short video explains it well – basically, she takes a photo everyday around for 5.5 years and create all the images that she has it as a data.

Not only words and images but also netbank data can tell you how much money you spent last night even last week (Wolf 2010). Data is much closer to us than we think. For me, I use an application which reminds me how many days left until the event is coming e.g., exam or important day.

Furthermore, advanced technologies allow us to create the data using smartphone application, as well as gather it and finally distribute it. Diet program application called Evernote food is able to store all the information that you create such as what you have eaten (how many calories and intake you consume in order to help you to lose weight and try not to eat much). Additionally, Nike+ Running application is able to create the data how many kilometers you run and where you went through. Based on these data, you can change and figure it out what is the problem (Wolf 2010).

Moreover, the idea of self-tracking is not a new. Athletes use the data to improve their performance of all activities. Self-tracking is widely used because anytime and anywhere you can update your information with smart phone. In fact, self-tracking applications from iPhone or Android are becoming increasingly popular among people. For an example, you can share with other people to achieve your personal goal through SNS services such as Twitter and Facebook (Lehrer 2010).


Movie Moneyball, Auckland baseball team found excellent players based on data collection and analysis

This self-tracking program or application can be quantified with their physical and mental state. It also provides objective and accurate knowledge of the quantitative information about you. This accumulation of knowledge will provide insights about himself and his life where you cannot get from any book. These insights can be used to change themselves, even the not so obvious. Diagnose their own problems, and solutions that you can experiment with, rather than to follow blindly reading a book written by someone (Lehrer; Wolf 2010).


Sleep Time application, user can set the time and it will wake you up when your brain is awake therefore you can feel fresh and sleep well (this app can distinguish between REM sleep and non-REM sleep)

Here, big data is no longer created by experts rather it becomes more user-generated data. Anyone can create the data and analyze by themselves based on records. Importance of data changes and improves every day of our life.



Jung, U 2013, Sleep Time, digital image, viewed on 17 April 2013, accessed at <>.

Moneyball 2011, Wikipedia, digital image of theatrical release poster, viewed on 17 April 2013, accessed at <>.

Lehrer, J 2010, ‘Self-Tracking’, The Frontal Cortex, viewed on 17 April 2013, accessed at <>.

Quilty-Harper, C 2010, ‘10Ways data is changing how we live’, The Telegraph, viewed on 17 April 2013, accessed at <>.

‘She takes a photo everyday: 5.5 years’, YouTube, viewed on 17 April 2013, accessed at <>.

Wolf, G 2010, ‘The Data-Drive Life’, The New York Times, viewed on 17 April 2013, accessed at <>.


ARTS3091, week5 – Reality

An advancement of technologies introduces multiple and shifting realities and therefore it changes our personal experience at the meeting of perception, memory, habit, etc. Besides, introduction of the information age have been able to transform from analog-contents to digital-contents such as 3D games, computer and motion graphics, science fiction film, etc. Especially, the movie ‘Matrix’ explains a dystopian future in which reality as perceived by most humans is actually a simulated reality or cyberspace called ‘the Matrix’. It shows an example of realities between augmented reality and mixed reality. Additionally, augmented reality first comes from the movie ‘Minority Report’, where imagery is nonchalantly flung onto translucent screens via gloved gestures, and personalized advertorials bombard consumers – the main character can sense the presence of objects around him using augmented technologies (Breeze 2012).


Here, virtual reality transplants us into separate, isolated realities—that is, it replaces our sense of belonging within one sensory environment with that of another which applies to computer simulated environments that can simulate physical presence in places in the real world, as well as in imaginary worlds. Augmented reality however, serves to enhance our experience of perception of reality when engaging with live (but heavily mediated) views of real-world (Wikipedia 2013).

As modern technologies have been developing, they also allow us to experience proprioception through technology device. According to Drell, she mentions how virtual reality and augmented reality are closely related to our lives. In addition, we are able to experience new reality world through mobile application. It combines virtual date into the physical real world by utilizing the iPhone 3GS or an Android phone’s compass, camera, and GPS system. Therefore, you can see things like the location of Twitter users and local restaurants in the physical world, even if they are miles away (Drell 2012). For an example, augmented technologies can be easily applied into our life – we can simply click sofa, desk or certain to decorate the house, comparing which color is better. Similarly, web social shopper is no longer visit actual store to buy, but rather simply click the mouse button and purchase items via online shopping sites (McMillan 2013).

Advanced media technologies enable us to experience and sense such memories, perceptions, sensation and thoughts and also it changes us adjust to social and cultural changes as well. Augmented Reality – as both a concept and an emergent technological field – has the potential to impact our future but how will it change the way we live?

The word for blog week #5: augmented


‘Augmented Reality’, Wikipedia, viewed on 10 April 2013, accessed at <>.

Breeze, M 2012, ‘How augmented reality will change the way we live’, The Next Web, viewed on 10 April 2013, accessed at <>.

Drell, L 2012, ‘7 Ways Augmented Reality Will Improve Your Life’, Mashable, viewed on 10 April 2013, accessed at <>.

McMillan, S 2013, ‘Augmented Reality – Seeing is Beliving’, Communication Arts, viewed on 10 April 2013, accessed at <>.

‘Tesco Homeplus Virtual Subway Store in South Korea’, YouTube, viewed on 10 April 2013, accessed at <>.

‘Virtual Reality’, Wikipedia, viewed on 10 April 2013, accessed at <>.