Queen's University

Some technology portrayed in Avatar is 'on the horizon'

2010-03-19

Queen’s University professor Sidney Eve Matrix can discuss the technology portrayed in the hit film Avatar. Professor Matrix says the technology used by the film’s characters on the planet of Pandora isn’t as out-of-this world as people may think.
“The idea of interactive remote control of a virtual character in another world may seem science fiction to some, but to anyone familiar with fantasy gaming, it’s not far fetched. Avatar wanders into territory shared by the on-line game World of Warcraft and Microsoft’s Project Natal which hits the shelves this fall. Instead of the sophisticated computer-brain-interfaces of James Cameron’s imaginative movie, Project Natal uses the human body as the game controller--and like Cameron’s film, it’s widely described as a gamechanger,” Professor Matrix says.
“With the announcement that Sony is upgrading the Playstation3 for 3D gaming next year, and all the talk about 3DTV sets on shelves this summer, the visual pleasure and immersive virtual experience of Avatar’s 3D role playing scenario is on the horizon. But the Frankensteinian idea of animating a giant, blue bio-body to be used in a mind-transfer technoscience project is unlikely and an ethical minefield.”
Professor Matrix is a Queen's National Scholar in the Department of Film and Media and an expert in digital culture trends. Her research areas include mass communications, e-commerce, educational technology, and mobile technology.
To arrange an interview, please contact communication officers Michael Onesi at 613.533.6000 ext. 77513 or e-mail michael.onesi@queensu.ca, or Kristyn Wallace at 613.533.6000 ext. 79173 or e-mail kristyn.wallace@queensu.ca at News and Media Services, Queen’s University.
 

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