Voices of VR  By  cover art

Voices of VR

By: Kent Bye
  • Summary

  • Designing for Virtual Reality. Oral history podcast featuring the pioneering artists, storytellers, and technologists driving the resurgence of virtual & augmented reality. Learn about the patterns of immersive storytelling, experiential design, ethical frameworks, & the ultimate potential of XR.
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Episodes
  • #1390: First Edition of Cannes Film Festival Immersive Competition with Elie Lavasseur
    May 19 2024
    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“Notes on Blindness” VR Experience Receives a Legacy Peabody Award for Interactive Storytelling Battlescar (2018) -- Unpublished interviews coming soon Spheres (2018) -- #617: Journey into a Black Hole with “SPHERES: Songs of Spacetime” Gloomy Eyes (2019) -- Unpublished interview coming soon Missing Pictures: Naomi Kawase (2022) -- #1103: Tribeca XR: Translating Unmade Films into Spatialized VR Story Treatments with “Missing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
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    47 mins
  • #1389: Elemental Theory of Presence + Primer on Experiential Design& Immersive Storytelling
    May 14 2024
    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. https://www.youtube.com/watch?v=n_2_qvIymt4 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 for...
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    1 hr and 6 mins
  • #1388: Ultimate Potential of VR: Promises & Perils Featured Session from SXSW 2023
    May 14 2024
    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,
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    1 hr and 4 mins

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