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  • The 77th edition of the Cannes Film Festival is featuring an inaugural Immersive Competition with eight pieces in competition along with six pieces outside of competition. I had a chance to speak with Elie Lavasseur, the Head of Immersive Competition Festival de Cannes, to get a bit more context for how this came about, their curatorial intention, and an overview of the program. I've had a chance to see 5 out of the 8 pieces in competition, and all 6 of the non-competition pieces curated by Atlas V in an exhibition titled "exhibition 'exhibition 'Cinema Beyond the Frame: An Introduction to Virtual Reality'. I'll link my Voices of VR podcast coverage down below.




    https://www.youtube.com/watch?v=uh7XTZNtzGs




    Immersive Competition for Festival de Cannes:




    Evolver -- #1104: Tribeca XR: “Evolver” is an Awe-Inspiring Fluid Dynamics Simulation of Human Blood Flow Giving an Embodied Experience of Interbeing



    Colored -- #1251: From Book to Play to AR Installation, “Colored” Explores the Forgotten Segregation History of Claudette Colvin



    Maya: The Birth Of A Superhero -- #1244: “Maya: The Birth” Animation Uses Mythic Symbols & Magical Realism to Explore Menstrual Taboos as well as #1379: “Maya: The Birth of a Superhero” Evolves Storytelling Grammar with Magical Realism, Dream Logic, & Interactive Embodiment



    Traversing The Mist -- #1325 End of Tung-Yen Chou’s Gay Sauna Trilogy with “Traversing the Mist”



    Human Violins: Prelude (Multi-user Version)



    En Amour



    Telos I



    The Roaming




    Immersive Selection of Non-competitive works:




    Notes on Blindness (2016) -- #1068: “Notes on Blindness” VR Experience Receives a Legacy Peabody Award for Interactive Storytelling



    Battlescar (2018) -- Unpublished interviews coming soon



    Spheres (2018) -- #617: Journey into a Black Hole with “SPHERES: Songs of Spacetime”



    Gloomy Eyes (2019) -- Unpublished interview coming soon



    Missing Pictures: Naomi Kawase (2022) -- #1103: Tribeca XR: Translating Unmade Films into Spatialized VR Story Treatments with “Missing Pictures”



    Emperor (2023) -- #1276: Beautiful “Emperor” Explores Aphasia Communication Gaps with Compelling Interactions

  • One of the most common ways to describe the experience of VR is through the lens of presence, and in this episode I'm going to do a deep dive into the existing academic literature of presence in order to more fully contextualize my approach to it. This is my Storycon 2022 keynote where I elaborate on my elemental approach to presence as well as my thoughts on experiential design and immersive storytelling. I use the four archetypal elements to break down presence into four primary components where fire represents active presence, air represents mental and social presence, water represents emotional presence, and earth represents embodied and environmental presence. And I use the lens of quality, context, character, and story to explore the fundamental components of experiential design.



    I started to develop my approach to presence through a number of Voices of VR podcast interviews in the fall and winter of 2016, and I was then introduced to the work of Dustin Chertoff, whose presence work from 2008-2010 draws upon the field of experiential marketing. He similarly boils presence down into the components of Active Presence, Cognitive Presence, Relational Presence, Affective Presence, and Sensory Presence. When I interviewed Chertoff in February 2017, we agreed that our approaches to presence were functionally identical. I then went on to present my preliminary ideas on presence at a Silicon Valley Virtual Reality conference keynote in March 2017, and I've continued to develop these ideas over the past 5-7 years.



    I gave this Storycon Keynote on May 5, 2022, which happened to be the 8th-year anniversary of the Voices of VR podcast. Now two years later, I'm celebrating my 10-year Voices of VR podcast anniversary in part by airing this talk as well as a few others. I consistently refer folks to it as one of my more fully-formed and rigorous elaborations that I've given of my elemental theory of presence. I not only contextualize it with Chertoff's work, but also with the broader body of academic presence research and it's history.



    I would often find there were would be different presence theories talking about some of the same concepts, but using different terminology. In this talk, I take an archetypal approach that synthesizes these different frameworks through an archetypal lens. At times it can be a bit laborious reciting an archetypal complex of keywords, and there are definitely sections of this talk that are probably better off read than spoken. So I'd highly recommend also checking out the video version as well as the PDF of the slides, and/or the fully-annotated transcript in the shownotes that includes the embedded slides and linked citations.



    That all being said, be warned that this is still probably way too dense for an hour-long talk, as it's more like an entire semester's worth of material. It's also probably closer to a Ph.D. defense than a synthesized book or practical handbook that's ready for prime time. As with many other aspects of XR, many theoretical aspects are still developing, emerging, boundaries being pushed, and rules being broken. So it's in that spirit that this is my latest fully-formed iteration of these ideas.



    This talk also leans more into the theoretical parts, and some of the more practical applications often come within the context of individual interviews where the context is a lot more bounded to a specific situation, experience, or story. Be sure to check out my 30+ hours of coverage from Venice 2023 as an example for how I've put these ideas into practice.







    It's been through many invited lectures and keynotes around the world where I've been able to develop these ideas by engaging with audiences and interviewing thousands of creators over the past decade. At some point, I'm still hoping to go through a more formal write-up of these ideas to give them even more rigor, and perhaps potentially even go through a more formalized peer-review process. But as of now,

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  • May of 2024 marks the ten-year anniversary of the Voices of VR podcast, and I wanted to air a featured session that I presented at SXSW 2023 called "The Ultimate Potential of VR: Promises and Perils." This is a 45-minute talk that distills down the biggest insights from my 3-hour episode #1000 of the Voices of VR podcast, which aggregated 120 of the best answers to the question of "What is the ultimate potential of VR, and what it might be able to enable?" This talk synthesizes all of the most exciting potentials as well as scariest perils, and provides an annotated roadmap of my coverage over the past decade on the Voices of VR podcast.



    Back in 2016, I synthesized the first 400 answers to the question of the ultimate potential of VR in order to map out the contextual domains of virtual reality within a Silicon Valley Virtual Reality conference talk. I also use the same contextual mapping within my XR Ethics Manifesto talk in 2019, which a summary can be seen in my Landscape of XR Ethics talk that I featured in the previous episode. I provide a lot more background to this archetypal mapping of contexts in a forthcoming paper titled "Privacy Pitfalls of Contextually-Aware AI: Sensemaking Frameworks for Context and XR Data Qualities" that will hopefully be published sometime in 2024.



    This Ultimate Potential of VR talk combines both the promises and perils exploring both the benefits and risks of XR through these different contextual domains. I have also added a categories section on my VoicesofVR.com website that uses this same contextual framework as a taxonomy to classify over 1000 episodes. I'm still in the process of tagging my entire backlog, but this talk should provide a good overview to this contextual taxonomy if you want to dive deeper into more episodes across any of the different areas. Again, you can explore these different sections by navigating to the categories section of my website.



    I also just uploaded a new video version of this talk with some updated slides and citations. Because I do rely heavily on about 140 slides throughout this talk, then I do highly recommend either watching the video version, listening along with the PDF of slides, or reading through the show notes afterwards where you'll find a full transcript with all 140 slides embedded throughout the transcript as well as links to over 170 of the footnotes and citations with hyperlinks. The podcast version and write-up will also include the Q&A session that happened after the talk at SXSW.



    I also wanted to elaborate on one other point about my motivation in putting together this talk. Over the past decade, there's been a persistent cycle where each year there's some journalist or tech pundit who pre-maturely declares the death of virtual reality. Now there have not been very many clear objective metrics to help quantify what's been happening in the broader XR industry to the outside world, which has made it difficult to establish a broad consensus as where the XR industry is at and how it might be evolving. But it's also also fostered an environment where skepticism about XR generally has been able to persist.



    After conducting over 2000 oral history interviews with XR creators over the past decade, it's given me many insights about the underlying affordances of the XR medium across many different contextual domains, which can be difficult to summarize or even communicate. That's what I hope to do in this talk. I wanted to lay out the evidence for why I believe virtual reality and spatial computing more broadly is a compelling enough medium to persist throughout these cycles of skepticism, and eventually find real utility throughout the full spectrum of the human experience. I actually have no idea when virtual reality may become a mass medium that's completely ubiquitous, but I'm convinced that it will some day in the future based upon some of the underlying principles that I lay out in this talk.



    Again, this talk is a 60,

  • This is a 19-minute talk that I gave at Laval Virtual 2023 that is summarizing the work that I've done on XR Ethics over the past ten years. There's around 60 slides in this talk, and so you may prefer watching the video version over on YouTube for the full multi-modal experience, or this audio-only podcast version includes the Q&A session at the end. And you can also check out the show notes for this episode that has each of the slides embedded within the full transcript along with all of the linked footnotes in case you'd like to dig into the full context of any one of these topics.




    https://www.youtube.com/watch?v=-bab0CM7zK4




    There's a lot of ground that I attempt to cover within my 15-20 minute allotted time slot at Laval Virtual 2023, but this should provide a high-level roadmap to how I see the landscape of XR ethics. The landscape of XR ethical considerations is also an ever-expanding area, and so this is far from a complete treatment, but hopefully covers some of the major issues that I've been covering on the Voices of VR podcast over the past decade.



    This talk at Laval Virtual was on Apr 13, 2023, which was a month after my Featured Session at SXSW on March 12, 2023 about The Ultimate Potential of VR: Promises & Perils. That talk explored both the exalted potentials of XR as well as the more troublesome perils, and this talk was focusing on just the perils. They both use a contextual framework that I elaborate more on within an upcoming paper titled "Privacy Pitfalls of Contextually-Aware AI: Sensemaking Frameworks for Context and XR Data Qualities" that was written for the Existing Law and Extended Reality Symposium at Standford Cyberpolicy Center in January 2023, and will hopefully be published later this year.



    So with that, let's go ahead and dive right in!







    [1]



    My name is Kent Bye, and I do the Voices of VR podcast. And today, I'm going to be doing a tour in the landscape of the XR moral dilemmas and ethical considerations.







    And I'm attempting to cover all of the XR ethical moral dilemmas within the next 15 to 20 minutes [obviously not all of them, but a high-level sampling]. And so it's pretty ambitious. I do have the slides available with lots of footnotes.`







    I've been doing the Voices of VR podcast since 2014. And so I've recorded over 2,000 interviews and published over 1,200 of them, so just over 2 thirds of them that I've recorded.







    [2]



    And in the process of talking to a lot of folks within the XR community, there's naturally been a lot of different ethical and moral dilemmas. And so this is like a broad overview of the landscape of XR ethical and moral dilemmas. And so I'll be diving into each of these, but this is just to give you a bit of a sense of the landscape.







    [3]



    And it actually takes me back to Laval Virtual back in 2019, where I was brought out to brainstorm with a group of folks…







    [4]



    some of the different ethical and moral dilemmas. And so we have lots of these post-it notes. And so we're struggling with how do we start to organize the whole landscape of all these different ethical and moral dilemmas.







    [5], [6]



    And so In SVVR in 2016, I had given a presentation trying to map out the ultimate potentials of virtual reality of all the different domains and industry verticals and potentials. And so I asked people at the end of every podcast, "What's the ultimate potential of VR?" And they'd say, "Well, it's education. It's entertainment. It's being able to connect with friends and family. It's empathy. It's doing stuff for your career." And so this was like a start of a cartography of the different domains of human experience…







    [7]



    which ended up being very helpful for starting to map out these ethical and moral dilemmas into all these different domains or contexts.







    [8]



    And so at the end of 2019, I did a whole talk on the XR Ethics Manifesto. In 2019, I was doing a lot of talks about privacy…







  • The contributing editor and co-founder of fxguide Mike Seymour invited me onto his fxpodcast to share some of my thoughts on the Apple Vision Pro, the ecosystem differences between the Quest and Vision Pro, the potential for different killer apps, and where we see it going in the future. This is a rebroadcast of fxpodast episode #368, but with some additional context about Seymour's work with digital humans as well as the training application that he's developing on the Apple Vision Pro.



    I still see the Vision Pro primarily as a developer kit, but there are certainly many productivity & screen replacement as well as media consumption use cases. I'm hoping to do some more coverage of the Vision Pro here soon, including airing an interview with Resolution Games' Tommy Palm about their development of the Game Room application produced by Apple.



    Apple announced yesterday that they'll be announcing some new products on May 7th likely including the Apple Pencil 3 given Tim Cook's X/Twitter post saying "Pencil us in for May 7! ✏️ #AppleEvent, and also "revamped versions of the iPad Pro and Air, according to people familiar with the matter" per Bloomberg's Mark Gurman. I expect more Apple Vision Pro updates and news to be given at WWDC on June 10-14, and a first-look at how the broader XR industry is adopting the Apple Vision Pro at Augmented World Expo (AWE) on June 18-20, which I unfortunately will not be able to attend due to a family medical situation.











    This is a listener-supported podcast through the Voices of VR Patreon.



    Music: Fatality

  • The OpenXR 1.1 minor release comes out today, which moves some of the more commonly used extensions into core and it also marks a new Khronos Group commitment to a yearly release cycle. It's been nearly five years since the initial release of OpenXR 1.0 on July 29, 2019, and Khronos Group President Neil Trevett tells me that it's been one of the most successful open standards they've ever published, and I had a chance to catch up with Trevett and OpenXR working group chair Alfredo Muniz to talk about the range of conformant XR devices, engines, programs, what's happening with Apple and OpenXR, next steps for where they plan to take the standard in the future, and how you can get more involved either through their OpenXR Discord channel, OpenXR Forums, or OpenXR GitHub Issue Tracker.



    Also, here's a link to the announcement slides for OpenXR 1.1, which have some really helpful overview information about how broadly OpenXR has been adopted, as well as a sneak peak at some of what is coming soon including "extending hand tracking, enhanced handling of spatial entities, expanded haptics support, controller render models (glTF), increased accessibility, and Metal (Mac OS) support."



    I posted a thread on X / Twitter that highlights some of these slides from the OpenXR 1.1 announcement page.



    Here's five previous interviews covering the evolution of OpenXR since 2015:




    My 2015 interview with Neil Trevett with some preliminary thoughts about an open standard for VR



    My 2016 interview with Neil Trevett announcing the formation of what would become OpenXR



    My 2017 GDC conversation with Joe Ludwig marking the announcement of OpenXR.



    My 2018 GDC conversation with OpenXR working group chair Nick Whiting with a first look at OpenXR.



    My 2019 SIGGRAPH conversation with Neil Trevett marking the official OpenXR 1.0 release




    Also see some related topics within my interviews tagged with open standards.

  • I'm digging into my unpublished interview archives backlog to publish this conversation with Khronos Group President Neil Trevett marking the 1.0 release of OpenXR that happened during SIGGRAPH in July 2019. We talk about the intention of OpenXR as a specification, and I figured that it's worth looking back at the evolution of the specification as it has become quite a prominent open standard within the XR industry. Be sure to also see episodes #1382 that I just published from GDC 2018, #507 from GDC 2017, and #1385 with a current update on OpenXR 1.1.

  • OpenXR 1.1 is being released today, and so I'm digging into my archive of unpublished interviews to go back GDC 2018 when OpenXR working group chairman Nick Whiting presented some of the first information about the OpenXR specification, which wouldn't have it's initial release over a year later on July 29, 2019 (see episode #1384 for more on that). I'll also be publishing an update on OpenXR 1.1 in episode #1385, and so these next three episodes should provide a pretty comprehensive look at the evolution of OpenXR over the past 6+ years. Also be sure to check out episode #507 from GDC 2017 where I chat with Joe Ludwig about the initial announcement of OpenXR.

  • I interviewed The Golden Key co-directors Matthew Niederhauser & Marc Da Costa remotely during SXSW XR Experience 2024. See more context in the rough transcript below.



    Here is all of my coverage of projects in and around SXSW XR Experience 2024:




    #1360: Sneak Peak of SXSW XR Experience Projects, Events, & Lounges with Programmer Blake Kammerdiener



    #1362: “The Tent” Tabletop AR Mixes Photogrammetry, Volumetric Capture, & Theatre in Modern-Day Fairytale about Unhoused Crisis



    #1363: DIY 360 Video for Perspective-Taking and Investigating Murder of Trans Woman in “Her Name Was Gisberta”



    #1364: Step into the Movies with “The Vortex Cinema” Blending Cinematic Storytelling, Gaming, & Escape Room Mechanics



    #1365: “We Speak Their Names in Hushed Tones” Explores Impact of Migration on Families Left Behind in Poetic Immersive Still Life & Audio Documentary



    #1366: Electric South’s Ingrid Kopp on Increasing Access to Immersive Production Resources to African XR Creators + Tribeca 2019 Program



    #1367: “Escape to Shanghai” Immersive Doc Tells the Story of Jewish Refugees who Fled to China to Escape the Holocaust



    #1368: “Walk to Westerbork” Immersive Doc Shares Remarkable Story about a Dutch Jewish Holocaust Survivor Who Defied the Odds



    #1369: Interactive UN Doc “Dreaming of Lebanon” Blends Interactive Oral History, 360 Video, and Speculative Worldbuilding



    #1370: “Madame Pirate: Code of Conduct” Blends Spatial Representations to Tell the Story of Most Powerful Pirate in History



    #1371: “Pirate Queen: The Forgotten Legend” Fuses Escape Room Mechanics with Environmental Storytelling & Embodied Gameplay



    #1372: “Last We Left Off” 360 Video Plays Switches Between D&D Imaginal Realms with Physical Reality, & Exhibiting with Apple Vision Pro



    #1373: Interactive Biopic Doc on Opera Singer “Joseph Rouleau: Final Encore” that Mixes Modalities



    #1374: Telling Stories of Indigenous Leaders with OurWorlds.io’s “Chief” on Apple Vision Pro



    #1375: Unique 2D Hand-Drawn Animation Technique with “Tadpole” Leads to a Provocative Immersive Story



    #1376: Indie Musician Roman Rappak’s Annual Mixed Reality Performance Experiments & Expansion into “Detachment” Immersive Story



    #1377: Immersive Producer Katayoun Dibamehr’s Journey to Becoming an Award-Winning Producer at Floréal



    #1378: Anagram’s Mental Health Series Continues with Preview of “Impulse” Mixed Reality Story about ADHD



    #1379: “Maya: The Birth of a Superhero” Evolves Storytelling Grammar with Magical Realism, Dream Logic, & Interactive Embodiment



    #1380: “Reimagined Volume III: Young Thang” Adapts a Nigerian Folktale while Refining the Grammar of Spatial Storytelling



    #1381: “Soul Paint” Wins SXSW Special Jury Prize for Innovative Body Mapping Technique to Spatially Draw Your Emotions



    #1382: Interactive Generative AI Storytelling Installation “The Golden Key” Wins Top Prize at SXSW Leveraging Archetypal Folklore Motifs



    PREVIOUSLY COVERED PROJECTS



    [PART 1 from Tribeca Immersive 2023 – Part 1 + Part 2 debuts at SXSW] #1244: “Maya: The Birth” Animation Uses Mythic Symbols & Magical Realism to Explore Menstrual Taboos



    [from Venice Immersive 2023] #1272: Kickoff of Venice Immersive 2023 Coverage with Winner “Songs by a Passerby” and Atmospheric Storytelling



    [from Venice Immersive 2023] #1276: Beautiful “Emperor” Explores Aphasia Communication Gaps with Compelling Interactions



    [from Venice Immersive 2023] #1287: “Letters from Drancy” is an Incredibly Emotional and Powerful Story About the Holocaust



    [from Venice Immersive 2023] #1292: Pioneering the VR Essay with “Shadowtime” Critiquing Sci-Fi Dystopic Aspirations of VR



    [from Venice Immersive 2023] #1293: The Personalized AI-Driven “Tulpamancer” VR Sandpaintings with AI Text to Audio & VR Workflow



    [from Venice Immersive 2023] #1303: A Deep Dive into Breaking Down the Experiential Design of “The Imaginary Friend”



    [from DocLab 2023] #1331: Recreating Spatial Presence in Caves ...

  • I interviewed Soul Paint co-directors Sarah Ticho & Niki Smit remotely ahead of the SXSW XR Experience 2024. See more context in the rough transcript below.











    This is a listener-supported podcast through the Voices of VR Patreon.



    Music: Fatality

  • I interviewed Reimagined Volume III: Young Thang director Melissa Joyner and co-directors Julie Cavaliere & Michaela Ternasky-Holland remotely after the SXSW XR Experience 2024. See more context in the rough transcript below.











    This is a listener-supported podcast through the Voices of VR Patreon.



    Music: Fatality

  • I interviewed Maya: The Birth of a Superhero co-directors Poulomi Basu & CJ Clarke remotely after the SXSW XR Experience 2024. See more context in the rough transcript below.











    This is a listener-supported podcast through the Voices of VR Patreon.



    Music: Fatality

  • I interviewed Impulse (Preview) co-directors May Abdalla & Barry Gene Murphy remotely after the SXSW XR Experience 2024. See more context in the rough transcript below.











    This is a listener-supported podcast through the Voices of VR Patreon.



    Music: Fatality

  • I interviewed Floréal director Katayoun Dibamehr during Tribeca 2023 about her journey into becoming an award-winning immersive producer. See more context in the rough transcript below.











    This is a listener-supported podcast through the Voices of VR Patreon.



    Music: Fatality

  • I interviewed Detachment director Roman Rappak remotely after the SXSW XR Experience 2024. See more context in the rough transcript below.











    This is a listener-supported podcast through the Voices of VR Patreon.



    Music: Fatality

  • I interviewed Tadpole director Diane Catsburrow Linnet remotely after the SXSW XR Experience 2024. See more context in the rough transcript below.











    This is a listener-supported podcast through the Voices of VR Patreon.



    Music: Fatality

  • I interviewed Chief co-director Catherine Eng remotely after the SXSW XR Experience 2024. See more context in the rough transcript below.











    This is a listener-supported podcast through the Voices of VR Patreon.



    Music: Fatality

  • I interviewed Joseph Rouleau: Final Encore co-directors Émilie Rosas & Colas Wohlfahrt remotely ahead of the SXSW XR Experience 2024. See more context in the rough transcript below.











    This is a listener-supported podcast through the Voices of VR Patreon.



    Music: Fatality

  • I interviewed Last We Left Off director Connor Illsley remotely during SXSW XR Experience 2024. See more context in the rough transcript below.











    This is a listener-supported podcast through the Voices of VR Patreon.



    Music: Fatality

  • I interviewed Pirate Queen: The Forgotten Legend director Eloise Singer & writer Maja Bodenstein a few days after the launch of their game on March 7th. See more context in the rough transcript below.











    This is a listener-supported podcast through the Voices of VR Patreon.



    Music: Fatality