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Voices of VR

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May 31, 2024 • 1h 25min

#1392: The Story Behind Tribeca Immersive’s Pivot Towards Immersive Art with Curator Ana Brzezińska

Curator Ana Brzezińska announced the Tribeca Immersive 2024 line-up on May 23, 2024 mentioning that "this year we are not presenting any VR/AR experiences," but rather that they're pivoting this year to featuring eight immersive art pieces by six different artists being shown at Mērcer Labs: Museum of Art and Technology, which first opened to the New York City public on January 4th, 2024. Tribeca Immersive opens on June 6th and runs for 12 days until June 17th, and you can get tickets to see it here. Some immersive creators discovered this surprising news by receiving a refund to their submission, which said "As the immersive landscape evolves, our category is taking new shape to explore formats outside of VR/AR this year and our decision is not a reflection of the quality of your work… Because our change in format was a recent shift and changed our consideration of the works, we will be refunding you your submission fee." Tribeca Immersive will be taking over five of the rooms at Mērcer Labs that includes "a two-story high 5-wall LED immersive hall; a 4DSOUND installation space; and two infinity rooms, including one equipped with volumetric technology that makes you feel like you’re watching a space opera." This space opera location is called the Dragon Room, which is described by Mērcer Labs on their Instagram page in the following way, "Volumetric lighting allows visitors to see voxels (volumetric pixels) of light in space. The light source is modeled as a transparent object in a container of volume. The resulting effect is of passing through a hologram. The use of mirrors and advanced technology, unlock the power of three-dimensional visualization to create a cascade of luminescent particles that appear suspended in infinite space. The individual light particles in an architectural format offer virtually endless opportunities for formal reinvention. The volumetric installation powered by @ledpulse, Dragon02 technology, features a unique configuration exclusive to Mercer Labs. This remarkable installation, the largest of its kind, and incorporates more than half a million LED neurons-microchips, meticulously synchronized to create an unparalleled visual experience." I had a chance to sit down with Brzezińska last week to get a bit more context on this pivot as well as on the eight immersive art pieces in the selection that will be spread across three different daily selections repeating four times over the 12-day run. Also be sure to check out her Substack post titled "In The Stillness of Synthetic Light*. Note on Tribeca Immersive 2024" to get even more context for her intentions and motivations for this year's selection where she says, "I believe that before we start seeking hope — which I expect to become a major theme in many upcoming art events — we need space for reflection and respite that allows for a radical suspension of judgment." I unfortunately won't be able to travel to Tribeca to check it out myself due to a family medical situation that's limiting my travel this year, but I'm looking forward to hearing back from folks in the community to hear how it all comes together. There will not be a formal Storyscapes competition this year, and so I will also be interested to see how the Tribeca Immersive selection continues to evolve over time and whether this represents a permanent shift away from immersive stories towards immersive art, or if we'll see an the inclusion of both forms in the future. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
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May 29, 2024 • 51min

#1391: ILM Immersive’s “What If…?” Marvel Experience Forges a New Genre of Immersive Storytelling blending 3D Movie Cinematics with First-Person Embodiment

ILM Immersive & Marvel Studios is releasing What If...?: An Immersive Story exclusively on Apple Vision Pro tomorrow, and I had a chance to take an early look and speak with producer and executive producer Shereif Fattouh as well as technical art director Indira Guerrieri about the process of creating this experience. It's mostly an immersive story with light interactions, but you can't actually die and so it's more about immersing yourself into these worlds with first-person embodiment and exploring around 10 different gesture-based interactions in nearly 50 different interactive moments across the 40 to 45-minute experience. There's also some disembodied moments where you're watching 3D movie cinematics on shards of glass floating in the environment, and so they're also really leaning into how good 3D movies look on the Apple Vision Pro within this experience. Overall, it's blending lots of elements together that feels like something new and a new genre of immersive storytelling that's building upon existing IP, and giving new opportunities to engage with these character's stories as well as their worlds. This is also the first Unreal Engine experience releasing on the Apple Vision Pro store, and so Fattouh told me that ILM Immersive has been making private modifications to get things working. There are features like mixed reality passthrough that are not available yet in Unreal Engine 5.4 yet. Agile Lens' Alex Coulombe told me, "The Epic Games XR team is small so I would I err on the side of assuming no major Vision Pro updates coming soon from Epic. To have the current features working it still requires a source build of Unreal Engine 5.4 (the Epic Games Launcher doesn’t work) and current features include fully immersive mode, hand tracking / gesture recognition, forward and deferred rendering." So hopefully we'll get more on this soon from Epic Games, but at least we know it's possible and we'll start to see more Unreal Engine experiences on the Apple Vision Pro soon. Be sure to check out the transcript below for more information, and also don't miss my episode featuring my talk on an Elemental Theory of Presence, Experiential Design, and Immersive Storytelling, as well as my previous 480+ episodes on the topic of immersive storytelling over the past decade including previous coverage on Cycles, Myth: A Frozen Tale, Star Wars: Tales from the Galaxy’s Edge, and a conversation with John Gaeta about ILMxLab's The Holo-Cinema from Sundance New Frontier 2016. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
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May 19, 2024 • 47min

#1390: First Edition of Cannes Film Festival Immersive Competition with Elie Lavasseur

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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May 14, 2024 • 1h 6min

#1389: Elemental Theory of Presence + Primer on Experiential Design & Immersive Storytelling

Delve into the elemental theory of presence in VR where fire, air, water, and earth represent different components of presence. Explore the evolution of experiential marketing and presence theory, highlighting immersive storytelling strategies. Uncover the historical context and practical applications of elemental concepts in fields from medicine to technology. Discover how immersive storytelling in VR reveals true characters through user choices and interactive narratives. Dive into the complex process of experiential design and immersive storytelling, connecting personal narratives with geopolitical themes.
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May 14, 2024 • 1h 4min

#1388: Ultimate Potential of VR: Promises & Perils Featured Session from SXSW 2023

A featured session from SXSW 2023 delves into the ultimate potential of VR, discussing promises and perils. Topics include XR ethics, privacy concerns, industry evolution, brain hacking, immersive storytelling, cognitive liberty, community formation, bias challenges, and the future of spatial audio in VR experiences.
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Apr 28, 2024 • 27min

#1387: Landscape of XR Ethics: A Retrospective Presentation by Kent Bye

Kent Bye discusses the landscape of XR ethics, covering topics like privacy, biometric data, and access to technology. He explores the ethical dilemmas of XR, including data fusion for psychographic profiles and proposed human rights. The podcast delves into mental privacy, diversity in avatars, and AI threats in virtual spaces, emphasizing the need for regulations and accessibility. Overall, it provides a comprehensive retrospective presentation on XR ethics.
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4 snips
Apr 24, 2024 • 1h 7min

#1386: Chatting about Apple Vision Pro with fxpodcast’s Mike Seymour

Mike Seymour, co-founder of fxguide, discusses the Apple Vision Pro, comparing it to the Quest, potential killer apps, and future developments. They touch on productivity, media consumption, upcoming product announcements, and industry events. The conversation explores digital human creation, Apple's impact on XR, educational app development for ultrasound scanning, immersive 3D spatial videos, limitations in gaming, and innovative technologies for multi-user experiences.
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Apr 15, 2024 • 52min

#1385: OpenXR 1.1 Release Promotes Extensions into Core & Marks Yearly Release Cycle for Prominent XR Industry Open Standard

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.
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Apr 15, 2024 • 20min

#1384: 2019 Flashback to OpenXR 1.0 Release at SIGGRAPH

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.
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Apr 15, 2024 • 33min

#1383: 2018 Flashback to OpenXR First Look at GDC

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.

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