Stakeholders Survey 3: Artisans, Craft organisations, Buying behaviour of consumers

Primary and Secondary Research
A survey was conducted through Google survey to which 16 responses were received.
DEMOGRAPHICS
Countries : United States of America followed by India and United Kingdom
Age : Mostly respondents were 25-35 years of age group and 68.5% were female
Consumer Survey by Tidio
Can Large-Scale Immersive Experiences Have a Positive Impact on the Planet?
Innovation has always been our driving principle because we believe that fresh perspectives deliver real-world action.
Interview with Daly by smte.org
“If you can immerse yourself into an experience and a place other than where you are physically, that can be viewed as a type of escapism, and no one can deny the role of escapism in entertainment. So there are different aspects involved with mirror neuron systems that reflect truly personalized immersion. Those would include identification, empathy, communication, disassociation, and, as I mentioned, escapism.”
Habituation as a process : is our relationship to technology that changes over time. For example, he continues, older films feature effects and stunts that no one of the eras in which they were made found crude or fake or simplistic, but which today seem glaringly crude and distracting to audiences who have modern media experiences lodged in their minds.
In immersive media, having that experience allows yourself to be literally ‘immersed’ in what is happening to another person. Not all goals for immersive media are about emotion, but the reason people are excited about the possibilities is that you can potentially experience a stronger level of emotion. Also, there is the well-known connection between emotion and memory via the hippocampus [portion of the brain], as well as emotion being a strong driver for motion, i.e., action which in turn shows how impactful can immersive media be
Still Reseaching….
Interview with Sion Fetcher, Associate lecturer Central Saint Martins, Virtual Reality Expert
Question : Scalability and feasibility to adapt
“Does the server architecture deliver sufficient power to enable massive numbers of users to occupy the Metaverse without compromising the efficiency of the system and the experience of the users?
Question : Do virtual reality headsets require the internet connection ?
Sion Fetcher : the headsets are not a pre-requisite for the headsets to work. It was mor of an occulus question where it is a mobile comouter stuck in the head. This shows for the easy mobility of the device for use.
Question : Do you think the virtual reality essentially metaverse will take over the real world ?
Sion Fetcher : It enhances what we do with computers already but for me personally it will not replace things we do in real life
Question : What is your take on NFT’s and it’s potential ?
Sion Fetcher : It is a brand new technology and there is a lot of excitement around these but particulary I do not know what to do with it yet, virtual reality is more established but there is a lot of testing going on with these technologies
Question : Do you think the virtual technology and metaverse will have the carbon footprint as the research suggests ?
Sion Fetcher : If you think it as a balance sheet when we will do a lot of stuff remotely then the emissions will be reduced in other ways and it will balance out the net carbon effect.
Recent Intervention : A site specific installation at Art and Design Museum at Sant Pau Recinte Modernista inspired by human cells and tissues.
Artist : Ayse.G
A quick primer : it’s a term that has been used increasingly over the past few years to encompass different forms of simulated immersive environments such as Augmented Reality (AR) and Virtual Reality (VR).
CRITICAL :
Meta’s research lab for AR/VR headsets cuts down the amount of funding towards AR/VR by few billions and the implications of the same in product lines and potential reasons are under speculations which includes moving of the timeline of the release of Meta’s AR glasses and related product and services
Stakeholders engagement : Consumer interest in Handicrafts
RESEARCH ON WHETHER OR NOT THE HANDICRAFT CULTURE SHOULD BE REVIVED ?
Background : I set up a query to users on instagram to make a collage of few things or sentiments that they think that need to be revived and popularised ?
Results : Five people sent the collages and two agreed to share them on my research journal as below.
Demographics :
Sex : Male : 1 ; Female : 3; Non- binary : 1
Age : 4 people were in bracket 24-35 years of age
1 in 40 years and above of age
Country : United Kingdom, India and China
Deductions : ” Interest in popularizing handicraft culture is seen”