MIT Reality Hack Hackathon: Part 1

Appearances & Press, Augmented reality, BCI, Brain - computer interface, Focus: AR/VR, Innovation, LinkedIn post, Virtual reality, XR

This is the transcript to accompany a GIIDE post. I just spent a wonderfully fun, intelligent, scintillating, and completely engaging 5 days at MIT at the “Reality Hack” hackathon as a mentor, and judge.  This is part 1, where I’ll be talking about the experience and what happens in a hackathon like this.  Part 2 will be about my impressions, insights and takeaways.  But first, for those who aren’t familiar – a hackathon is an event that takes developers, designers, UX people, and others, and throws them together for a few days to create

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MIT Reality Hack | Hackathon

Appearances & Press, Augmented reality, Focus: AR/VR, futureofwork, Virtual reality, XR

I’m extremely excited to have been chosen as a mentor and judge at the upcoming MIT Reality Hack, March 23-27, 2022. Five straight days of watching students and creators come together to create XR projects – the last one (in 2020) saw 75 teams create projects that included climate change visualizations in VR, AR storyboarding tools, spatialized hashtags, VR accessibility toolkits, VR games and much more. Am curious to see what they come up with this year!

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What is the Metaverse?

Augmented reality, Focus: AR/VR, Virtual reality

What follows is the transcript for a GIIDE entry, audio storytelling softward that makes audio fully interactive. I’ve seen so many articles and posts and pontifications and prognostications and just, well HYPE, about what the Metaverse means, since Mark Zuckerberg brought the concept into the public eye last fall with the Meta name change. Linkedin has caught FIRE with all of the experts. I’m generally speaking, hype averse – so have avoided adding my voice to the melee until now. As they say about opinions…everyone has one. And I certainly have my own –

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The Gatherverse & a humanity-centered Metaverse

futureofwork, Macro trends

I recently spoke at The Gatherverse Summit, a conference focused around ensuring the development of the Metaverse stays human-centered. My talk featured my thinking around how this extends to the Future of Work, and how XR and 3d interaction plays a crucial role in making the work experience more humane (and, efficient as it turns out). While I’d call it more a thought piece than an in-depth analysis (it’s 10 minutes), it addresses how the “great resignation” as it’s being called is actually more of a “great re-evaluation,” and that designing a workplace that

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The future of work is virtual

Focus: AR/VR, LinkedIn post, Musing, Virtual reality, Virtual world technology, XR

Originally posted at https://www.linkedin.com/pulse/future-work-virtual-linda-ricci #longpost #musing #futureofwork #XR #virtualreality When #Covid first hit, I don’t think anyone could foresee just how huge – and ultimately, permanent – its impact would be. I’ve been thinking a lot about the ramifications, through the lens of XR among others (but ultimately, rooted in human behavior!). From the beginning it seems apparent that many businesses would realize that a #distributedworkforce not only often works, but is an attractive option: cheaper than maintaining office space, but also the ability to recruit talent from anywhere. For people, many now prefer

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A journalist asks: XR predictions for 2022

Augmented reality, Predictions, Virtual reality, Virtual world technology, XR

I was asked by a journalist to answer the question, “What do you see as the biggest trends in AR/VR/XR in 2022?” – and although I typically think a little further out than that, here are some of my thoughts on the matter. I took out the bits he’s using in the article, and will post links to that when it comes out – but these are what I think some of the most important short term trends for XR will be next year.

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