07.09 | 16:00 (UA)
Today, the viewer is no longer passively contemplating the work, but taking on the role of an active participant - a player. The boundaries of conventional media have been expanded by interactive, the concept of immersiveness, avatar and virtual and augmented reality technologies. In the first part of the lecture, we will discuss how game mechanics can be used in cinema, commercial and social projects; what tools are available to authors and how they affect the audience. The second part will be dedicated to the use of augmented reality (AR) technologies for training and the role of artificial intelligence (AI) in their development. We will look at how VR simulators contribute to effective training, in particular in the security and defence sector, and how AI accelerates product development and improves user interaction with the virtual environment. We will also present real-life cases of AI and XR technologies combination that were presented at this year's HarvardXR conference.