jomc + vr   51

The Magic Leap Con
Augmented and virtual reality stories are catnip for tech journalists; they set an easy scene with a gripping lede: I’m staring up at a massive blue whale, and I swear it could swallow me whole—but it’s all in my goggles, etc.
media  vr 
4 weeks ago by jomc
Inside a $1 Billion Real Estate Company Operating Entirely in VR
Incredibly, this growth is largely the result of eXp Realty’s use of an online virtual world similar to Second Life. That means every employee, contractor, and the thousands of agents who work at the company show up to work—team meetings, training seminars, onboarding sessions—all inside a virtual reality campus.
vr  dematerialization 
july 2018 by jomc
Why Video Games Can't Teach You Empathy - Motherboard
But, Anthropy maintains, Dys4ia was never intended to be an "empathy game." It never pretended to invite you into the trans experience, to immerse you in Anthropy's experience getting on estrogen. Anthropy, 32, is now challenging the idea that a digital game can confer an understanding of her lived experience, marginalization, and personal struggle.
empathy  games  vr 
january 2018 by jomc
A Laurie Anderson pilgrimage? Just don’t tell her you’re calling it that. - The Washington Post
“VR is usually about, it’s gaming stuff and it’s shooting stuff, it’s usually a very brittle and bright aesthetic,” she says. “We’ve kind of made something that is full of shadows and darkness. For me, it’s completely a dream come true. Because it’s about what I’ve tried to do in every other thing I’ve ever made. Music or sculpture or film. To be completely bodiless.”

This may be the first virtual-­reality project she’s presented, but she has tried before. Michael Morris, who as co-director of London’s Artangel has worked with Anderson since her “O Superman” days, remembers trying to pull off a virtual-reality project that she was collaborating on with Peter Gabriel in the early ’90s. It simply couldn’t work because of the limitations of technology
vr  laurie-anderson  art 
november 2017 by jomc
#520: Oculus’ VR Privacy Policy Serves the Needs of Facebook, Not Users | Voices of VR Podcast
For example, in Oculus’ response to Al Franken’s question as to whether Oculus is sharing information with third parties including it’s related companies they said, “Oculus does not currently share location information with third parties or related companies.” Their privacy policy certainly allows this sharing to happen at any moment, and so Oculus is basically just saying that we’re not sharing this data yet.
facebook  oculus  vr  privacy 
april 2017 by jomc
The Movie with a Thousand Plotlines - The New Yorker
Siskel and Ebert might have been willfully severe. But they had identified a cognitive clash that—as the Daniels also suspected—any experiment with the form would have to navigate. Immersion in a narrative, far from being passive, requires energetic participation; while watching movies, viewers must continually process new details—keeping track of all that has happened and forecasting what might plausibly happen. Good stories, whether dramas or action films, tend to evoke emotional responses, including empathy and other forms of social cognition. Conversely, making choices in a video game often produces emotional withdrawal: players are either acquiring skills or using them reflexively to achieve discrete rewards. While narratives help us to make sense of the world, skills help us to act within it
vr  storytelling  workingon  games  film 
april 2017 by jomc
Radiator Blog: "If you walk in someone else's shoes, then you've taken their shoes": empathy machines as appropriation machines
the vast majority of my players and fans happen to be straight people. This leads to a widely-held but incorrect assumption that I make my games for "straight people to understand what being gay is like" -- and some of the worst homophobes on YouTube even call my games "gay simulators" so they can react with disgust toward it.
vr  workingon 
april 2017 by jomc
Lucid Streaming — Real Life
Experiencing early VR is like visiting the Santa Monica Pier or Miami’s South Beach and discovering that the place is somehow breathtaking and tawdry at the same time. It’s hard afterward to separate the exhilaration from the disappointment.
vr  media 
october 2016 by jomc
Sen. Franken Questions Oculus Rift on How It Collects and Shares Personal Information | Al Franken | Senator for Minnesota
. "I believe Americans have a fundamental right to privacy, and that right includes an individual's access to information about what data are being collected about them, how the data are being treated, and with whom the data are being shared. As virtual reality technology evolves, I ask that you provide more information on Rift and how Oculus is addressing issues of privacy and security."
vr  oculus  privacy 
october 2016 by jomc
Virtual reality will open the door to incredibly intimate surveillance | Fusion
Retinad Analytics, which specializes in measuring people’s emotional reactions to 360 video and virtual reality. Heat maps of Carrier’s head movements were created using the gyroscopes and sensors in the VR headset. In more intensive Retinad tests, sensors track sweat, heart rate, and eye movement to see what watchers are interested in, excited by, or disgusted with. Eventually, they hope to understand exactly how the human head moves when feeling a certain emotion.
vr  emotional-surveillance  affective-computing  surveillance 
october 2016 by jomc
Virtual Reality Check: Its Future Surrounds Us
“People have a really emotional reaction to that film,” says Milk. “We showed it at Sundance last year using Google Cardboard, and we kept having to throw away the Cardboard [headsets] because they were getting soggy from people crying. The film is only seven minutes long, but the power and the impact that it had within seven minutes is something I’ve never seen before in any other form of media.” 
october 2016 by jomc
VR Will Make Life Better—Or Just Be an Opiate for the Masses | WIRED
Robert Nozick explored this very question more than 30 years ago in an influential thought experiment. “Suppose,” he wrote in 1974, “there were an experience machine that would give you any experience you desired. Super-duper neurophysicists could stimulate your brain so that you would think and feel you were writing a great novel, or making a friend, or reading an interesting book. All the time you would be floating in a tank, with electrodes attached to your brain. Would you plug in?”
vr  philosophy  virtual-worlds  oculus 
september 2016 by jomc
Second Life's creators try for a third — in virtual reality
Altberg hopes Sansar will become the platform for social VR creators, just as YouTube became the go-to streaming solution for uploaded video. "There will be games, there will be special applications, there will be vertical all kinds of things," he said.
second-life  vr 
july 2016 by jomc
The ups and downs of starting a virtual reality ‘cult’ | Fusion
Now this part sounds disturbing: from a first-person perspective, being held down and forcibly caressed would feel a lot like a virtual sexual assault. When I contacted Wolf by email though, he said the experience was less invasive than it sounds.
vr  virtual-worlds  second-life 
june 2016 by jomc
Rush, Female Education
via brian waterman "What's funny abt this is that it's an 18th-century argument against reading novels: that they would prevent you from sympathizing IRL."

novels which so generally prevails among the fair sex. I cannot dismiss this species of writing and reading without observing that the subjects of novels are by no means accommodated to our present manners. They hold up life, it is true, but it is not yet life in America. Our passions have not as yet "overstepped the modesty of nature," nor are they "torn to tatters," to use the expressions of the poet, by extravagant love, jealousy, ambition, or revenge. As yet the intrigues of a British novel are as foreign to our manners as the refinements of Asiatic vice. Let it not be said that the tales of distress which fill modern novels have a tendency to soften the female heart into acts of humanity. The fact is the reverse of this. The abortive sympathy which is excited by the recital of imaginary distress blunts the heart to that which is real; and, hence, we sometimes see instances of young ladies who weep away a whole forenoon over the criminal sorrows of a fictitious Charlotte or Werter, turning with disdain at two o'clock from the sight of a beggar who solicits in feeble accents or signs a small portion only of the crumbs which fall from their fathers' tables.
june 2016 by jomc
We're Already Violating Virtual Reality's First Code of Ethics | Motherboard
Indeed, it was in light of this potential for lasting psychological impact during and after a virtual reality experience that Madary and Metzinger drafted a list of six main recommendations for the ethical future of commercial and research virtual reality applications. Broadly summarized, their recommendations are:
vr  ethics 
june 2016 by jomc
E3 was secretly terrible for the future of virtual reality
The company spent much of E3 under fire for supposedly buying out multi-platform virtual reality games in order to make them exclusive to the Oculus Rift. Games like Superhot and Killing Floor: Incursion won't be available to HTC Vive owners for a limited period of time after release, while others, like Ripcoil and Wilson's heart, are first-party Oculus titles that will never be available to Vive owners. Nobody blinks when Sony announces an exclusive PlayStation game, but for the Vive and Rift's platform, this is completely unprecedented. Until now, there was no such thing as a hardware-exclusive PC game.
oculus  vr 
june 2016 by jomc
The Future of Virtual Reality — Medium
Until now, storytelling mediums have allowed us to share approximations of human experience in external frames — forms that take up space in the physical world: books, letters, theater stages, movie screens, TVs, smartphones, tablets. While the stories we tell using these forms help bring us closer than ever to the lived experiences of others, they don’t give us the ability to live within those experiences firsthand. Even in the case of cinema, which has been called “externalized consciousness”, we witness, interpret, and internalize human experiences — but the medium is always external to us.
vr  pov  storytelling 
june 2016 by jomc
The Untold Story of Magic Leap, the World’s Most Secretive Startup | WIRED
re:vr and empathy:

what we are building with artificial reality is an internet of experiences. What you share in VR or MR gear is an experience. What you encounter when you open a magic window in your living room is an experience. What you join in a mixed-reality teleconference is an experience. To a remarkable degree, all these technologically enabled experiences will rapidly intersect and inform one another... The technology forces you to be present—in a way flatscreens do not—so that you gain authentic experiences, as authentic as in real life. People remember VR experiences not as a memory of something they saw but as something that happened to them.


Artificial reality exploits peculiarities in our senses. It effectively hacks the human brain in dozens of ways to create what can be called a chain of persuasion.

The degree of presence can be so strong in VR that you have to tone down the evocation of base emotions and the depiction of brute force. The usual gore and mayhem of a first-person shooter doesn’t work as well in VR.
vr  empathy  authenticity  memory 
may 2016 by jomc
Is Virtual Reality Sexist? | Co.Design | business + design
Based on that pattern it should come as no surprise that VR suffers from much the same. Motion sickness in VR has plagued the format since its inception. Women have shown a greater tendency toward VR-induced nausea than men. But why? It's all about unconscious bias and technology’s notorious self-selection bias.
design  bias  vr 
may 2016 by jomc
'Broadcast': A 'Black Mirror' Style Series Releasing for Gear VR
Each of Broadcast’s initial five episodes will run three to five minutes and will feature a unique and self-contained story exploring the darker side of VR in a manner similar to the BBC’s Black Mirror.
march 2016 by jomc
Werner Herzog Talks Virtual Reality - The New Yorker
What was more convincing was animated films. Digitally created landscapes and events made a better impression on me.

Would you call what you experienced cinema or film?

No. I am convinced that this is not going to be an extension of cinema or 3-D cinema or video games. It is something new, different, and not experienced yet. The strange thing here is that normally, in the history of culture, we have new stories and narrations and then we start to develop a tool. Or we have visions of wondrous new architecture—like, let’s say, the museum in Bilbao, or the opera house in Sydney—and technology makes it possible to fulfill these dreams. So you have the content first, and then the technology follows suit. In this case, we do have a technology, but we don’t have any clear idea how to fill it with content.

...No, no, not of the human condition—that’s misquoted. Today, today it is the most intense way to express our inner condition. It used to be, let’s say, literature or sculpture or architecture in previous centuries and in previous cultures.

"I don’t see anyone who is addicted to films, but I do see young people addicted to video games."
vr  film 
january 2016 by jomc
Here's the Real Reason Why Virtual Reality Doesn't Work Yet
So, vision and self-motion will spark a little bit of place cell activity, but balance and other sensory cues are what's fully required to properly encode a rat’s — and likely a human's — position. Moreover, the researchers speculate that other cues — like smell, sound, and textures — are what's needed to help the rats properly self-locate themselves. But looking at the scans, the researchers realized that the only spatial encoding that was being done in VR was distance.
may 2013 by jomc

Copy this bookmark: