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Digital experiences: 2017’s newest status symbol

In 2017, the Experience Economy will gain a new dimension: that of the VIRTUAL EXPERIENCE ECONOMY.

Iconic technologist Kevin Kelly has observed that the maturing of VR, AR and MR* technologies heralds a fundamental shift: from an internet in which information is the basic unit of currency, to one in which experiences are.

We won’t argue. But we’ll add that those digital experiences will quickly come to carry a status-weight equal to ‘real’ experiences, if not become more sought-after and prized. And yes, we know that’s a bold statement given most executives still consider digital experiences as more diverting than truly status-worthy.

Why? Well, status has always been defined by scarcity and abundance. In a consumer world of material abundance, the experiences people chose formed an increasingly important part of their identities. While limited and hard-to-access physical experiences carried even more elevated currency.

Next the VIRTUAL EXPERIENCE ECONOMY will shatter much of this logic: in a truly infinite and boundless virtual world the usual physical limitations of cost, accessibility and personal capability no longer apply to experiences, making consumers’ time the only scarcity.

As a result, the experiences an individual chooses will make an even stronger statement about ‘who they are’ as an individual than in the physical Experience Economy of the past decades. And that’s a status offer few consumers will refuse to embrace.



360 Imaging

Representation or reproduction of an object’s form

Digital imaging or digital image acquisition is the creation of photographic images, such as of a physical scene or of the interior structure of an object. The term is often assumed to imply or include the processing, compression, storage, printing, and display of such images.

Digital imaging can be classified by the type of electromagnetic radiation or other waves whose variable attenuation, as they pass through or reflect off objects, conveys the information that constitutes the image. In all classes of digital imaging, the information is converted by image sensors into digital signals that are processed by a computer and outputted as a visible-light image. For example, the medium of visible light allows digital photography (including digital videography) with various kinds of digital cameras (including digital video cameras). X-rays allow digital X-ray imaging (digital radiography, fluoroscopy, and CT), and gamma rays allow digital gamma ray imaging (digital scintigraphy, SPECT, and PET). Sound allows ultrasonography (such as medical ultrasonography) and sonar, and radio waves allow radar. Digital imaging lends itself well to image analysis by software, as well as to image editing (including image manipulation).

Virtual Reality

Digital experiences

Realistic images, sounds and other sensations that replicate a real environment (or create an imaginary setting), and simulate a user’s physical presence in this environment. VR has been defined as «…a realistic and immersive simulation of a three-dimensional environment, created using interactive software and hardware, and experienced or controlled by movement of the body» or as an «immersive, interactive experience generated by a computer».

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