Launched in 2005, WellesleyWeston Magazine is a quarterly publication tailored to Wellesley and Weston residents and edited to enrich the experience of living in two of Massachusetts' most desirable communities.
Issue link: http://wellesleywestonmagazine.epubxp.com/i/782418
120 W e l l e s l e y W e s t o n M a g a z i n e | s p r i n g 2 0 1 7 The Reality of Virtual AR B O B B R O W N writer the Elm Park Clock Tower in Wellesley Hills, the giant globe at Babson College, and Weston's Spellman Museum of Stamps & Postal History had something in common last year. The three local historic sites became Pokémon GO hotspots, where gamers wielding smart- phones convened to do virtual battle or collect animated creatures with names like Pikachu and Charmander. Wellesley and Weston, like the rest of the country, were gripped with Pokémon GO fever starting in July: as a result, the concept of augmented reality seeped into the consciousness of many locals. Augmented reality, or AR, blurs the line between authentic and pretend environments by layering digital information over reality, such as when you see a Pokémon bouncing around on your smartphone screen in front of town hall. Right alongside AR is VR, or virtual reality, which refers to a simulated sensory experience that responds to eye and head movements—typically while you are wearing a specialized viewing device—and can either be like real life or entirely out of this world. School officials, businesses, library administrators, and first responders surveyed in Wellesley and Weston say they are aware of the technologies, but most aren't doing much, if anything, with them yet. VR M E D I A B A K E R Y