Over 150 experts, leaders and scholars joined an event at Tsinghua University on Saturday to discuss how the media can promote empathy and equality across the world.
Though technology is reshaping our lives at an unprecedented speed, it has also exacerbated the inequality across the world, said Yang Bin, deputy dean of the university, when addressing the 3rd Global Development and Health Communication Forum. He added that the media plays an important role in changing the situation. Empathy is the key for humans' survival as a social species, which is also needed for us now to shape a healthy and equal world in face of the challenges that we have never seen before, said Zheng Zhijie, chief representative to China at the Bill & Melinda Gates Foundation. Empathy is premised on knowledge, and knowledge is disseminated through communication, said Cui Shixin, deputy chief editor of People's Daily. He told the event that the media is a great tool to foster a shared understanding. In recent years, health communication has relied heavily on digital technology, said Siddharth Chatterjee, United Nations Resident Coordinator in China. He said failing to spread accurate and scientific information may lead to more deaths as people may not recognize imminent threats. Zhou Qing'an, head of the School of Journalism and Communication at Tsinghua University, listed three factors that have led to risks and problems in the global development and health agenda: the lack of a shared vision, the knowledge gap and the scarcity of communication resources. Unlike the previous two forums, this year's event featured a virtual reality experience zone where visitors can immerse themselves in Zambia, Africa, to observe the interactions between frontline health workers and residents, learning how their work is helping the world eradicate polio. Original article: https://news.cgtn.com/news/2024-10-20/Experts-discuss-how-media-can-promote-empathy-at-Beijing-event-1xR8QHbHRmw/p.html
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There's a new way to check out sweet spots in St. Louis Park and Golden Valley called the Immersive Virtual Getaway Experience, Trish Foster and Amir Berenjian explain.
St. Louis Park VR company helps Gates Foundation spread awareness to eradicate polio worldwide7/24/2024 REM5 Studios finds niche in creating immersive films for humanitarian campaigns. With the investment of billions of dollars over the past several decades, mass immunization efforts across the globe have made polio nearly nonexistent. In Afghanistan and Pakistan, however, there are cases of wild polio, and variants of the viral disease are being discovered in several other countries, primarily in Africa. If not fully eradicated, within a decade, a resurgence of 200,000 new cases could happen annually, according to the Global Polio Eradication Initiative (GPEI). To draw awareness to the dangers of polio and its threat as a public health issue, top leaders at the Bill and Melinda Gates Foundation, a nonprofit partner of the GPEI founded by billionaire Bill Gates, the co-founder of Microsoft, and his former wife and businesswoman, Melinda, sought new and fresh messaging platforms. In previous years, the foundation would have funded trips for politicians and potential donors to witness firsthand the effects of polio in various parts of the globe. Strategies around effectiveness shifted, though, and finding a way to bring the frontline experience to potential donors and decision-makers was needed. A Minnesota company's technology would become the tool to execute that vision. In early 2023, creative minds at REM5 Studios, a St. Louis Park-based immersive and virtual reality development and experiences company, began conversations with staff at the foundation, widely regarded as one of the world's largest philanthropic organizations, to discuss such a product. With new technology, they discovered that they could virtually teleport people into an immersive experience and reignite support around eradicating polio. Compared with television commercials, power point presentations and pamphlets, it would supercharge feelings of empathy and create action and change. "You've seen the commercials," said REM5 director Brian Skalak. "For 28 cents a day you can change a life. We didn't want to do that." With grant funding from the foundation and permission and access from government officials in Zambia, in southern Africa, REM5 innovators spent days filming content to create "Polio's Last Mile," an immersive and augmented reality video that follows volunteers in Zambia administering vaccines to children. The video can be seen two-dimensionally on a computer screen, but was designed for viewing inside a VR headset. During the full immersive segment, with each head turn, the viewer sees a different angle of volunteers and villagers. The film ends with a message from Bill Gates explaining why and how people should contribute to the cause. With polio roughly 99% reduced worldwide, the last mile refers to health officials, governments and philanthropic organizations being near the finish line of completely eradicating the virus, said Amber Zeddies, a senior program officer at the Bill and Melinda Gates Foundation, based in Seattle. "People have forgotten about polio because it is gone in most places," Zeddies said. "So how do we keep it top of mind and relevant enough so we can cross that final threshold and move on to other public health and development priorities?" Zeddies, a St. Paul native, met REM5 chief executive Amir Berenjian at South by Southwest, the mega tech and film convention and music festival in Austin, Texas. While there, "[Berenjian] was kind of chit-chatting about the power of virtual reality and bringing people to places they can't physically go," she said. REM5 leaped at the opportunity. "To do this now with Bill Gates is a dream come true," Berenjian said. The video was shown to 1,500 people using VR headsets over a five-day period at a Rotary International conference in Singapore earlier this year, making it one of the largest VR activations in the world, Berenjian and Skalak said. So far, nearly 4,000 people have watched the film using VR headsets, they said "We can see someone take off the headset and then want to make a difference," Skalak said. The Bill and Melinda Gates Foundation has ideas to make the experience available in other languages, like French and Mandarin, Zeddies said. The foundation has plans to also make the experience available to attendees at the World Health Summit in Berlin in October, she said.
"Polio's Last Mile" is a relatively revolutionary method of storytelling for humanitarian efforts, Berenjian said. For years, engineers, software developers and enthusiasts talked about using virtual reality technology as a means of bridging the gap in human connection. REM5, which started in 2018, was founded on the idea of making virtual reality more available to the masses. In the past year, though, the launch of the new Meta Quest 3 VR headset and the Apple Vision Pro allowed industry leaders to create value for VR technology at scale. REM5 has used the tech for other projects — a behind-the-scenes look at how cheese is made for a food production company, and a virtual game-day experience for the Minnesota United FC. Similar to "Polio's Last Mile," REM5 is creating an immersive experience for the American Cancer Society to build awareness and donations for more Hope Lodges, a free place to stay for patients undergoing treatment. Work like this "has always been the most rewarding," Berenjian said. Amir said his company isn't replacing traditional storytelling platforms. Fully immersive and augmented reality "is just another extension," he said. "We're using it to make the world a better place," he said. Original article Polio's Last Mile is using VR to spread awareness and champion the global fight against Polio. A few decades ago, the world was grappling with a major health crisis. Polio, a viral disease, was rife and resulted in the paralysis of hundreds of thousands of children around the world each year. In 1988, the Global Polio Eradication Initiative (GPEI) was launched to fight the disease. At that time, polio was present in more than 125 countries and was responsible for paralyzing around 1,000 children every day.
However, the tide turned with implementation of widespread immunization efforts, reaching nearly 3 billion children. This led to a staggering 99% decrease of polio cases, according to the Gates Foundation. The virus is now confined to a few regions in Pakistan and Afghanistan. As of 2020, the entire African region became the fifth region to be certified free of wild poliovirus, according to the World Health Organization (WHO). It’s important to acknowledge the pivotal role of community health workers around the world, who are predominantly women, in this fight. Their diverse and multifaceted roles have been instrumental in safeguarding children from polio, contributing significantly to the progress in eradicating the disease. The world is now on the cusp of eradicating the disease entirely, thanks to the power of immunization. Despite this progress, failing to stop wild polio transmission in Pakistan and Afghanistan could trigger a global resurgence of the disease. If this happens, we could see up to 200,000 new cases of polio each year within the next decade, according to a WHO report titled "Polio Eradication Strategy 2022–2026". You may be wondering what’s stopping us from passing the finishing line and eradicating polio globally for good? Conflicts, misinformation and opposition to vaccines stand in the way. The COVID-19 pandemic also added to the challenge, as polio vaccination efforts were halted, causing millions of children to miss routine vaccinations. However, there is still hope for a polio-free world. On April 28, 2024, Saudi Arabia pledged $500 million over five years to support the Global Polio Eradication Initiative’s (GPEI) efforts to vaccinate 370 million children against polio and strengthen health systems. This announcement marks a significant increase in funding for the global effort to eradicate polio. The global fight to eradicate polio may seem distant and abstract. However, with the use of virtual reality (VR) technology, this distance can be bridged. Polio's Last Mile, a VR experience developed by REM5 Studios with the support of the Bill and Melinda Gates Foundation, is not just an immersive experience. It's a powerful tool that aims to educate, engage, and most importantly, inspire its users to join the fight against polio. It offers a unique opportunity to step into the shoes of community workers fighting polio in Zambia, providing life-saving polio shots to children all across the country. Amir Berenjian, the co-founder and CEO of REM5 Studios and Brian Skalak, Director at REM5 Studios, spoke to Global Citizen about their latest project, an immersive and interactive experience that takes users on an emotional journey to a polio vaccination campaign in Zambia. Berenjian and his team have been in the immersive technology space for almost a decade, always focused on leveraging technology for social good and elevating learning and development. What is the inspiration behind Polio’s Last Mile? Berenjian: Our goal is to make the tech fade away into the background and let the user focus on the story, content, purpose, and call to action. The primary goal of the project is to build advocacy and support for the mission of polio eradication and emotionally connect people to the mission, whether it's volunteers, people, rotary members, or a Ministry of Finance. What’s the potential for VR technology in the global health sector? Skalak: When we attended the World Bank Spring Meetings in Washington, DC, we were able to demo the Polio’s Last Mile VR experience to representatives from a various of organizations present, such as UNICEF, Rotary, and Gavi. We were thrilled that during the showcase, many attendees asked the question: "What else could we do with something like this?" Polio’s Last Mile is just the first chapter of a series of immersive experiences that we would love to produce. One of the compelling cases for the next project using VR technology could be to show how malaria is similar in struggle and yet different in approach [to polio]. The immersive experience would allow people to put on a headset and learn about the issues. This could be tailored to different audiences. We hope to build a larger experience that will have great content that levels up to a lot of similar shared goals across organizations all over the planet. Berenjian: VR is a more natural and accessible piece of technology than any of its predecessors. While it may seem intimidating on the surface, putting on a VR headset and transporting oneself to a location like Zambia is an experience that anybody can have, regardless of their tech expertise. Traditional methods of communication like YouTube videos or TikTok clips can only hold people's attention for a short period of time, whereas VR can immerse users in an environment and hold their undivided attention for 10 minutes or more. By seeing and feeling the effort that goes into vaccinating millions of children, users can develop a deeper appreciation for the cause and be more likely to take action to support the fight against polio. How did you develop the experience? Skalak: In October 2023, we used a 360 degrees camera to document the polio campaign in Zambia. We filmed at various locations, including just outside the city center of Zambia's capital city Lusaka. The footage gives viewers a fly-on-the-wall perspective of vaccination efforts and highlights the vital role of community workers in the fight against polio. Despite challenges like overheating cameras and large file sizes, the team overcame technical difficulties and walked for hours in the scorching Zambian heat to create a stunning VR experience. Berenjian: Being in an environment where volunteers walk 10 miles a day going door to door to vaccinate children put things into perspective and was part of the beauty of the mission. Why is it important to spotlight community health workers? Skalak: Meeting the field teams on the ground was the most profound part of the entire trip. There were tens of thousands of teams like those they met, doing the same work across the country. These teams were mostly volunteers who wanted to keep their communities safe from polio to ensure a prosperous future. Berenjian: The tone of the experience was designed to celebrate the individuals who are relentlessly fighting on the ground to eradicate polio, rather than having a somber tone. We wanted to highlight the hard work and dedication of these individuals and celebrate their achievements. What’s next for the team? Skalak: We plan to showcase the project at Rotary International in Singapore and continue working with the Gates Foundation and other partners to create more immersive experiences. We’re democratizing the experience and have 900 8th graders visiting our physical location in Minneapolis to experience the VR unit. We're also launching an online immersive museum to make the experience more accessible. Learn more about the experience by visiting the website. To experience the VR, you can either use the non-VR headset alternative option or download Polio’s Last Mile app via Meta if you have your own Meta Quest 3 or Meta Quest Pro headset. We tried Polio’s Last Mile VR experience. This is what it was like. It was my first time using a virtual reality headset and it was a significant improvement from previous virtual experiences like 3D glasses at the cinema. The VR headset was comfortable over my glasses and provided an interactive, educational, and visually stunning experience through 360-degree video and augmented reality. I gained insight into the global progress in eradicating polio, witnessing firsthand the impactful work of community workers and volunteers administering life-saving polio shots to children in a local community in Zambia's capital Lusaka. This experience provided an emotional connection, spotlighting those on the frontlines of the global fight to eradicate polio. Original article by Global Citizen: https://www.globalcitizen.org/en/content/polio-last-mile-virtual-reality-experience/ In collaboration with the Minnesota United, REM5 STUDIOS has produced an all-access VR experience that will premiere exclusively at this year's Minnesota State Fair that runs August 28th - September 4th. This all ages experience puts you on the field and behind the scenes at Allianz field for a Minnesota United game day experience. Fans of all levels and those new to the sport will have an amazing time taking in the sights and sounds of what its like to be a part of the action. Through 360 video technology, you'll be able to look all around you in a VR headset as you go into the locker room, sit field side, and explore the supporter's section to take in the full experience. You're in control! This new collaboration between the United and REM5 will find new and exciting ways to bring immersive technologies to the fan experience in and out of stadium. We're excited to bring a new experience to the state fair that will allow for thousands of fans and soon-to-be fans to see what all the hype is about.
Human-computer interaction will be a huge component of the future, but REM5 STUDIOS is trying to bring technology to the masses right now.
https://www.kare11.com/video/news/local/kare11-sunrise/twin-cities-company-aims-to-bring-augmented-reality-to-the-masses/89-7f219f10-ca82-4527-a187-b85298483c15 Destination marketing organization Discover St. Louis Park aims to drive visitors to Minneapolis suburbs St. Louis Park and Golden Valley through an augmented reality campaign highlighting local attractions. This AR campaign features artwork by St. Louis Park artist Adam Turman and was created by immersive experience agency REM5 Studios. It will let residents and visitors to the St. Louis Park and Golden Valley areas scan a QR code on posters, postcards and kiosks to access an augmented reality lens within the Instagram mobile application. Trish Foster, marketing director of Discover St. Louis Park, told Adweek, “We wanted to create an eye-catching, immersive digital experience that would allow would-be travelers to explore our cities and make them want to visit those places in real life. REM5 Studios took the colorful artwork of resident artist Adam Turman and created an augmented reality Virtual Getaway that does just that. We are always looking for new ways to attract visitors, and we think this is the next evolution in destination marketing.” As part of this campaign, postcards were sent to residents, businesses and meeting and event planners in the St. Louis Park and Golden Valley suburbs, while kiosks have been installed at local hotels and other destinations. The campaign artwork will also be featured in a variety of print publications. Once someone scans the QR code, the lens will appear in the Instagram app, and they’ll be able to tap on prompts to learn about different destinations in the area, such as the St. Louis Park Rec Center and Westwood Hills Nature Center.
After someone completes the experience, they’ll receive a code they can enter on the Discover St. Louis Park website to receive special offers at nearby businesses. People can also decipher hidden clues within the experience to unlock a second code they can email to the marketing organization for a chance to win a prize. People don’t need to travel to Minnesota to access this AR experience. They can click a link on the Discover St. Louis Park website to download a version of the poster they can print and use to experience the campaign wherever they are. Read original article on AdWeek: 12ft.io/proxy?q=https%3A%2F%2Fwww.adweek.com%2Fbrand-marketing%2Fdiscover-st-louis-park-uses-ar-to-encourage-exploration-of-minneapolis-suburbs%2F Virtual reality headsets can add a deeper component of three-dimensional communication, as it's a more natural form of engagement, experts said. When COVID-19 forced workers home, companies quickly shifted communications strategies to videoconferencing platforms like Zoom and Microsoft.
But as the pandemic lengthened, companies realized that they needed to take more than daily planning virtual. Even factories that stayed open had to update training procedures for people who would normally travel to learn about new equipment. Enter the metaverse. Companies and organizations in Minnesota took immersive technology used in gaming to create new onboarding and training materials with computer-generated environments made to look and sound real while changing the way people communicate. Now they say the technology is here to stay and are working on even more ways to use it — with both employees and customers. Experts around the Twin Cities view the metaverse as the next iteration of how human beings leverage and interact with internet-based technology. This follows the introduction of the personal computer, dial-up internet, mobile phones, and browser- and app-based videoconference platforms, said Amir Berenjian, CEO of Rem5, a St. Louis Park-based virtual reality studio and development company. For Uponor North America in Apple Valley, the U.S. headquarters for the global pipe manufacturer, Rem5 Studios created a virtual reality training system where new employees working remotely and customers outside the region can tour the company's unique manufacturing process, as well as quality controls and testing. A few years ago, the company would have flown those workers to the Twin Cities. "This is more scalable and cost-effective," Berenjian said. Companies like Ford partner with VR companies to give their remote designers a place to collaborate in real time. Rem5, also for Uponor, created an augmented-reality experience that displays 3-D holograms of Uponor products to show how they are individually fitted into one final piece and operate, allowing a person to learn about the product, inspect parts and interact with it without having to transport the physical part itself. Anyone with a mobile device connected to the internet can access the experience from anywhere in the world. This technology can alter how companies and organizations engage with clients, too. Instead of hauling equipment to trade shows or to another business for demonstrations, VR can be added as a means to illustrate how equipment and machines function in the real world. Using VR headsets Virtual-reality headsets add a deeper component of 3-D communication, as it is a more natural form of engagement, Berenjian said. Body language, walking in various directions while holding a conversation or even turning one's head to see where a sound is coming from can be achieved in the virtual world. That doesn't happen in two-dimensional engagements like Zoom, he said. "The reason I like to go down that path is to demystify how people think we're taking a step away from human connection when we introduce virtual technology," Berenjian said. "We're actually taking a step back when we do [video chat]." In using a virtual-reality headset, all of one's visual input becomes controlled by the application. Everything seen is computer-defined, nearly eliminating a person's ability to multitask like they would on a phone call, or even a videoconference call where a person can cook food or wash dishes while they talk, said Victoria Interrante, a professor at the University of Minnesota's Department of Computer Science and Engineering "It evokes a different mode of interpretation and interaction with what you're doing," Interrante said. How commonplace VR headsets are, however, depends. Not only is price a factor, but comfort as well. Some users can experience nausea or dizziness while in a headset for prolonged periods. "Once the technology gets to the point where it's as physical comfortable to be in VR as it is to be in the real world, then I think we'll see more people adopting it," Interrante said. A company of avatars Not every experience in the metaverse requires virtual-reality headsets. Many can be accessed through the internet on a personal computer or mobile device. While first-person virtual reality allows a user to see a world through their own eyes, third-person VR is a method of puppeteering a digital character that represents them. Rem5 developed a desktop VR program called 1 City, 2 Realities as a diversity and inclusion training tool for employers. When logged into the online program, people can control their avatars to walk through a virtual gallery of information and images "highlighting systemic racial inequalities in our nation and Minneapolis." Rem5 has worked with General Mills and Target to make the virtual experience part of employee training. The company also created a similar program that focuses on privilege, Berenjian said. An experiential learning opportunity such as this creates empathy, Berenjian said. The emotional response of watching scenes unfold in VR bridges the gap between watching a recapitulation on those events on news channels and actually being there. "Your brain is more immersed," he said. Meetings in the metaverse take on different levels of engagement in avatar form. A videoconference meeting with dozens of attendees can become convoluted if there are too many faces within tiny squares on a computer screen. In the metaverse, dozens of people can still gather, but have one-on-one or group conversations in a room if their avatars huddle together, just like in the real world. "The knee-jerk reaction is to say, 'I don't want to replace the real world,'" Berenjian said. "We're not talking about replacing anything. We're talking about extending, or enhancing or making it more accessible." Because immersive technology can make interactions more personable, it's becoming more common in therapy sessions and in diversity education. Meeting in the metaverse just for the sake of doing so, however, is not going to increase engagement with that technology, Berenjian said. "We need compelling reasons to be in these spaces," he said. "It's novel and it's going to wear off." Where companies can begin If companies think a permanent virtual-training option should be available, then they need to think about how much they have to spend. For example, a program that uses VR headsets could be costly, Berenjian said. The current retail price for a Quest 2 headset made by Meta, the parent company of Facebook, is $399. Multiply that by 10, or even 50, and it can become a huge expense. Google, however, makes a VR device called Viewer, which costs as low as $9. People insert their smartphone into the Viewer to engage with VR apps on their phone. But as innovators and advocates of Web 3.0, the next iteration of the internet, push a decentralized, and more democratized, system for emerging technologies, the use of augmented and virtual technology will become less expensive, and possibly free. "We're talking about making this more accessible," Berenjian said. In the interim, companies will have to do their due diligence to find potential partners that specialize in immersive technology and negotiate the costs. Companies like Rem5 aren't in abundance in the Twin Cities, but do exist here, and there are nationwide players. Red Wing Shoes, for example, recently partnered with California-based Roblox Corp., the makers of the Roblox online gaming platform, to create a virtual experience called Red Wing BuilderTown through its new Builder Exchange Program. Eventually, some of those designs will be constructed in the real world for people in need through Red Wing's partnership with Settled, an organization that houses the homeless with tiny homes. Roblox members are also able to shop for Red Wing merchandise within a virtual store. https://www.startribune.com/minnesota-companies-enter-the-metaverse/600228184/ After its first public demo of live text-to-image generation in late December, the immersive web platform SIMULACRA announced two more AI tools to the experience. You can now explore real-time text-to-architecture and text-to-fashion opening up exponential possibilities for creation within the social 3D web platform. These tools are a glimpse into the future of content creation for both virtual worlds and physical/digital products. Text-to-architecture: This feature allows creators to seamlessly update the walls, flooring, and artwork within the virtual apartment layout, real-time. Through the power of AI, the user can swap out hardwood floors for carpet, a ball pit, or even moon rocks. This feature removes the pain point of making wholesale changes through complex 3D modeling software and allows for infinite creativity from anyone with or without 3D art experience. Text-to-fashion: The future of self expression is increasingly transitioning to digital. With this new AI feature, user creativity is completely unlocked by allowing complete one of one avatar customization. This system is not only the future of how users can represent themselves in SIMULACRA, this is the future of how brands will empower their communities to create and customize their products in both the physical and virtual world.
As a platform focused on storytelling and education, SIMULACRA is leveraging these AI tools to accelerate content creation for brands, educators, and creatives so they can create rich and meaningful digital experiences for their communities. "We believe that AI is a key component in the democratization of content creation for the next-generation of digital experiences," said Amir Berenjian, CEO of REM5 STUDIOS. "We’re excited to see what our partners build that goes far beyond gaming". To demonstrate this capability, SIMULACRA is making an easy-to-use demo publicly available, and accessible to anyone with a PC or mac in a Chrome web browser. No downloads are required. The demo is multi-user so feel free to experience it with others. Try it here right now: https://www.simulacra.io/AI For private tours, or to meet up with the SIMULACRA team, please email [email protected]. |
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