Sinopsis
Designing for Virtual Reality
Episodios
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#1545: “Shelter” Observational 360 Documentary Shows Intimate Side of War via Ukrainian Citizen Bomb Shelters
29/03/2025 Duración: 39minSHELTER is a 360 video documentary telling the story of civilians in Ukraine seeking protection in bomb shelters. The film poetically transports you the many different ways Ukrainians are sheltering from small cramped basements to parking garages to hospitals. It also contrasts these underground spaces to the aftermath of war from bombed out buildings to funerals for Ukrainian soldiers. The experience always documents how the dream lives of Ukrainians are impacted by the war as they also overlay these dream sequences over billboarded videos of drone strikes. Overall, it's a meditative and powerful journey of cinéma vérité, observational durational takes that are juxtaposed together to tell a much larger story of the human impact of war. . Check out my deep dive with director Sjors Swierstra and producer Justin Karten for more insights in how they put this piece together. Apple's push for 180-degree immersive video has brought up some broader discussions about the merits and downsides to 360-degree films. F
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#1544: Traces: The Grief Processor Immersive Documentary Invites Groups to Learn About Grief
29/03/2025 Duración: 53minTRACES: THE GRIEF PROCESSOR is a multi-user interactive VR experience where four people are invited to poetically explore and learn more about their grief. Created by documentary filmmaker Vali Fugulin, it features didactic conversations about grief with ritualist Stéphane Crête who leans upon Francis Weller's Five Gates of Grief. Fugulin resists describing her piece as a grief ritual with any therapeutic intent, and she sees it more as a catalyst for thinking about or having conversations about your grief rather than facilitating deep emotional catharsis. The experience takes you through a series of different interactive exercises where you play with different externalized, symbolic, spatial representations of your grief. The experience culminates with an asynchronous sharing of your story of grief based upon a minute-long audio recording that you're asked to record while looking at an image representing your grief you're asked to upload before the experience begins. There were a number of aspects ab
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#1543: “Proof As If Proof Were Needed” Enables Audiences to Collaboratively Edit Video Feeds via Embodied Movements
29/03/2025 Duración: 50minThere were a number of projects exploring social dynamics within immersive pieces, including the special jury prize winner for the XR competition PROOF AS IF PROOF WERE NEEDED. This was a projection-based video project that featured video feeds from four different rooms in a home where a couple is searching for different objects. There are five audience members who are walking between rooms represented by a top-down blueprint of the home, and there's a computer vision system that's detecting where the most people are located and then showing the feed from that room. There are six speakers providing an ongoing Foley-based spatial audio narrative of sounds coming from different locations giving the audience a clue as to where they should investigate to puzzle together the cryptic narrative. The core mechanics felt SLEEP NO MORE-inspired where you move between different rooms to see different threads of a multi-threaded story, and you use your body to edit the experience. But instead of a single POV, it's abstra
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#1542: Exploring the Paradox of Narratively Critiquing AI While Also Using AI to Make “The Last Practice”
29/03/2025 Duración: 59minThe final AI-related piece this year was THE LAST PRACTICE, which I unfortunately have not had a chance to see yet because there were a number of technical glitches that prevented me from seeing it on site. I did however have a chance to remotely catch up with director Phil McCarty to talk more about the story and mechanics of the experience. Part of the synopsis says, "In a world beset with algorithmic careers and generative push-button-creativity in the name of "AI", what is the role of art, and inspiration any more?" After a number of monologues from virtual band members, then you are asked to create a mash-up song from different genres by choosing different album covers. McCarty may be making some critical reflections on AI within his story, but he's also simultaneously a big user of AI tools to facilitate his own creative process in producing this piece. We talk about this paradox in our conversation, but also his journey into the XR industry as a writer, musician, filmmaker, and as a writer on WHAT IF…?
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#1541: Virtual Being Engages in Socratic Monologue Comparing AI to Sugar in “Sweet!” Installation
29/03/2025 Duración: 32minAnother AI-based project at SXSW this year was SWEET! by Dutch designer and artist René van Engelenburg of DROPSTUFF MEDIA. This is a projection-mapped physical installation designed to facilitate a very brief conversation with an OpenAI LLM-driven virtual being about the parallels between how sugar is added to all of our food and how AI is currently being added to all of our technologies. The virtual being uses a sort of Socratic method of questioning to solicit your opinion in four leading questions that are making an argument about the commonalities between sugar and AI. It's a short five-minute experience, and so I did the piece three different times to understand the underlying mechanics of how it's built. It never felt like a true conversation as there's a superficial acknowledgement of my responses, but always immediately progresses onto the pre-set monologue that is pre-written within the series of prompts without having what I see seemingly impact the substance of the conversation beyond some prompte
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#1540: Hacking AI for Black Representation & the Future Dreaming of Archival Collections with Tamara Shogaolu
29/03/2025 Duración: 51minCurating archives was a theme that I also explored in a conversation with Tamara Shogaolu about her piece ORYZA: HEALING GROUND that premiered at DocLab 2024. She was at SXSW showing the interactive AR story game ANOUSCHKA exploring the memories of her grandmother through various cultural artifacts (see Shogaolu interview with her about ANOUSCHKA from its world premiere at DocLab 2023). ORYZA wasn't showing at SXSW, but I had a chance to catch up with Shogaolu to unpack how she's working with archives to document cultural artifacts enslaved people, and then expand it into speculative art with a consistent aesthetic using a custom-built AI system that is centered on Black histories. Shogaolu details her experiences of instances where large-language model AI systems have erased Black people, and how she's had to hack existing AI systems in order to get the outputs she wants. But she’s also training entirely new models using materials from archives that are not included within existing models. We explore the par
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#1539: Wandering in Open World Doc Archives in Mixed Reality with SXSW XR Jury Prize Winner “Reflections of Little Red Dot”
29/03/2025 Duración: 56minThe SXSW XR Competition jury prize winner REFLECTIONS OF LITTLE RED DOT had some really innovative mixed reality integrations, and was also a part of a new trend of cultivating an archive of material as an artistic practice. This piece by director Chloé Lee featured about 3 hours of documentary interview footage shot in Singapore starting in 2015 exploring a variety of different themes. Originally started with the intent to create a documentary to learn more about her mother's homeland, Lee turned to mixed reality to create sets of themes featuring looping clips from interviews she conducted to tell the story of Singapore. The experience creates a sense of wandering that you get when exploring a new place, and allows you to dip in and out of different flows of thought. You can navigate these different themes by placing a physical photo slide into a retro slide projector that only takes one slide at a time. Once you pop it in, then you immediately see a mixed reality light creating a holographic Singaporean ta
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#1538: Mixed Reality Calibration Innovations Hidden within “The Secret Life of Monsters: The Gateway Experience”
29/03/2025 Duración: 43minTHE SECRET LIFE OF MONSTERS: THE GATEWAY EXPERIENCE is a mixed reality puzzle game created by Wallrus Creative Technologies as an immersive demo in order to feature the unique tracking technology they've created in order to better facilitate LBE mixed reality experiences on the Quest. They built a tracking system hidden within their custom tiling in order to have all of the Quest HMDs know where true north is located, and avoiding some of the more annoying and time-consuming calibration steps involved with mixed reality experiences. The experience itself featured a seamless transition between floating mixed portals and immersive worlds where you have to find and scan corrupting monsters in the parallel realities. I get the full story of how the project developed from Emile Arragon and JP Desjardins, and it's interesting to note that Arragon is really sensitive to motion sickness from virtual locomotion in VR, but mixed reality experiences where you only move when your body moves are a lot more comfortable for
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1537: NOWISWHENWEARE (the stars) Uses Low-Bit Visuals & Hundreds of Spatial Audio Speakers to Tell a Moving Story
29/03/2025 Duración: 01h02minAndrew Schneider’s "NOWISWHENWEARE (the stars)" absolutely blew me away, and it was a story-driven, immersive art exhibit at the University of Texas Performing Arts Center that opened at the end of SXSW. It uses a cube of 4000 LED lights in a dark theater space to create a visual spectacle, but also to hide an incredible magic trick. There was an array of 392 speakers hidden on three different walls creating one of the most complex and nuanced spatial audio storytelling experiences that I've ever heard. I was profoundly moved by the themes of grief, loss, and our place in the cosmos as he uses the low-bit visual experience to amplify the richness of the audio storytelling featuring beautiful biomimicry moments, large movements of abstract shapes, as well as allusions to stars and constellations. It's an experience that transcends my ability to fully communicate how incredible it was, but I did have a chance to have an in-depth chat with Schneider to talk about his journey in creating it. From theatre-maker to
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1536: Spatial Audio Trends from d&b audiotechnik’s Artist Relations Manager Wayne Powell
29/03/2025 Duración: 27minWayne Powell is the Global Artist Relations Manager for d&b audiotechnik, and he's been getting more and more interested in how independent artists and musicians are using spatial audio. He was in Austin, Texas with an array of 13 speakers enabling a spatial audio mix for Roman Rappak's annual Ristband mixed reality live performance. I had a chance to catch up with Powell to learn more about his journey into the immersive audio realm, why spatial audio storytelling experiences are currently capturing his attention, and some of the other trends, exciting immersive artists, and immersive audio hotspots around the world. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
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#1535: Roman Rappak’s 4th Annual “Ristband” SXSW Live Music Mixed Reality Performance Adds Spatial Audio
29/03/2025 Duración: 31minOn the last day of immersive exhibitions, I saw Roman Rappak's latest RISTBAND mixed reality live performance experiment, which now has a 4-year streak going at SXSW. This year he added an array of 13 d&b audiotechnik speakers that used wave field synthesis to create a spatial audio mix that was added to his mixed reality performance. I have Rappak recount the evolution of this MR live performance (not using Pico HMDs), and see my interviews about unpacking previous live performances from 2022, 2023, and 2024. Rappak shares that adding immersive art to a live musical performance leaves audiences searching for a story, and if he didn't provide one then people would make one up. He's been adding voice-over narration to more deliberately guide the story he's telling, but also experimenting with spatial audio mixes using high-end speakers. I had a chance to catch up with both Rappak and d&b artist relations manager Wayne Powell (in episode #1536) about his latest spatial audio innovations. This is a listen
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#1534: Animated Immersive Dome Experience “Resolution: A Cinephonic Rhapsody for the Soul” Created as an Album Listening Party
29/03/2025 Duración: 59minThe Polyphonic Spree band founder Tim Delaughter was looking for innovative ways to get people to listen to the entirety of his latest album called Salvage Enterprise. He was driving around a lot of speakers in his van and setting up pop-up listening parties around his home town when he thought there should be a better way to coax people into listening to his entire album, which is something that's a lot more rare in today's fragmented media ecosystem. He worked with Scott Berman as his long-time collaborator on visuals to recruit a number of different animators and filmmakers to create a dome version featuring his entire album called RESOLUTION: A CINEPHONIC RHAPSODY FOR THE SOUL. It's the first time SXSW has been able to curate a dome experience (which showed on the main showroom floor), and it was one of the experiences that was able to quickly fill up their 20 available slots per hour across their six showings a day. It ended up taking home the Audience Award for the XR Experience Spotlight, and was one o
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#1533: Web Developer Built “A Number from the Ghost” WebXR Adventures to Highlight His Music
29/03/2025 Duración: 46minWeb developer Pete Adams created seven different really cool WebXR worlds for his songs featured in the A NUMBER FROM THE GHOST experience. His music was really great to listen to as I explored his abstract open worlds that were being modulated by different three.js effects. It's tough going to make it as an independent musician today, and so Adams was thrilled to take part in SXSW to feature his intersection between art and technology. These experiences also led to him being commissioned by HTC's VIVERSE to continue to develop these WebXR musical immersive experiences for their platform. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
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#1532: Tenderclaws’ “Face Jumping” Explores the Frontiers of Eye-Tracked Locomotion in Poetically Surreal Short
29/03/2025 Duración: 44minTenderclaws debuted their first piece in competition at SXSW with a short called FACE JUMPING, which was a surreal, seemingly open world experience with a number of interactive experiments leveraging eye tracking in novel ways. Tenderclaws has consistently pushed the edges of locomotion in everyone of their interactive narratives, and FACE JUMPING is no exception. If you lock eyes with another character for long enough, and you'll have an opportunity to swap perspectives with them, which allows you to progress through various different vignettes. There's a deeply poetic story that's unfolding, but I found that I needed a lot of decoding of the dream logic, metaphors, and allegories within my conversation with Samantha Gorman and Danny Cannizzaro. But it's the type of experience that I wanted to play again and again to continue to explore this world, and all of the novel eye tracking experiments that I missed. FACE JUMPING was my second favorite piece of the festival, and it ended up winning the Audience Award
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#1531: In the Current of Being Uses Immersive Haptics to Tell the Story of Electroshock Conversation Therapy
29/03/2025 Duración: 39minIN THE CURRENT OF BEING is a powerfully-told story about electroshock conversion therapy using haptics, mixed reality, and a free-flowing dream logic structure paired with a documentary interview of a survivor. It was a deeply moving experience, and won the new Agog Social Impact Award at SXSW (more on that below). The director is BODY OF MINE's Cameron Kostopolous, who continues exploring embodied storytelling about a very timely topic. There were a handful of politically-themed pieces this year, and this was particularly prescient considering that the Supreme Court announced during SXSW that it would hear arguments about Chiles v. Salazar that challenges the constitutionality of Colorado’s ban on conversion therapy. Kostopolous is telling the story of trauma from conversion therapy, and hopes to be a part of an impact campaign that bans conversion therapy in at least one state. However this may be impossible if the Supreme Court declares conversion therapists a free speech right, even if there's little evid
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#1530: Six-Month Immersive Storytelling Exhibition Curated by Ana Brzezińska Opening in Namur, Belgium
20/03/2025 Duración: 01h01minThere is a six-month exhibition titled "Other Worlds Are Possible" featuring a retrospective of a dozen different immersive storytelling pieces that will shown at the Le Pavillion in Nemur, Belgium from March 22 to September 21, 2025. The exhibition was curated by independent immersive curator Ana Brzezińska, and will also feature other AR pieces, screen-based work, but also an exhibit detailing a brief history and evolution of immersive art and immersive storytelling from different design disciplines. I had a chance to catch up with Brzezińska to get a bit more context on her design intention for this exhibition, to talk about the current state of immersive art and storytelling, as well as her current focus on brining this work to traditional cultural institutions that are reaching out to mainstream audiences. Here's a list of different immersive storytelling pieces that will be featured over the next sixth months (with links to my Voices of VR podcast interviews with the creators). NOTES ON BLINDNESS
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#1529: SXSW 2025 XR Experience Selection Sneak Peak with Programmer Blake Kammerdiener
06/03/2025 Duración: 55minThe SXSW XR Experience Selection runs from March 9-11 and contains 15 pieces in competition and 16 pieces in the spotlight, and I had a chance to chat with SXSW's XR programmer Blake Kammerdiener about each of these pieces. He provides some highlights from the XR Track Sessions at SXSW, and also mentions that there is an immersive piece called NOWISWHENWEARE (the stars) that is showing on March 11th & 12th. See down below for some more links to different SXSW events. Here is a list of the XR experiences being shown at SXSW, and I will update this post as I post my Voices of VR podcast interviews as I've featured a dozen projects in my previous coverage. UPDATE (March 29, 2025): I've now added links to all of my subsequent coverage at SXSW down below. And be sure to check out this Linked article: Recap of All SXSW XR Experiences Including Voices of VR Podcast Interviews with Every Artist. SXSW XR Experience Competition [Overview of all of the SXSW 2025 XR Experience Program] - #1529: SXSW 2025 XR
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#1528: “Theater” App on Apple Vision Pro Features Indie-Produced Dome, Planetarium, and Stereoscopic Content
06/03/2025 Duración: 01h03minThe Theater application for the Apple Vision Pro by Sandwich Vision launched in June 2024 with the spatial livestreaming of John Gruber's live interview of Apple Executives at WWDC. They have been collaborating with independent producers of spatial video to distribute rentals and purchases of immersive content spanning across stereoscopic 180-videos to educational planetarium content to more experimental dome content as well as stereoscopic captures of live music performances (I can highly recommend checking out Fungi: Web of Life by K2 Studios). Users can also connect their private collections of movies via Plex Media Servers to enjoy their own private movie collection in a virtual home theater experience with a number of different theater options. They're also currently implementing social features, and may start having live screenings of classic movies with potential collaborations with independent movie theaters. I had a chance to catch up with Sandwich Vision co-founder Adam Lisagor to hear a bit more
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#1527: “Lovesick” is Character-Driven, Escape Room Indie Gem of a Story
04/03/2025 Duración: 57minLovesick is a narrative game featuring a character-driven story of a bank on the brink of collapse that faces a series of supernatural events that they must escape from. It features a lot of escape room and puzzle mechanics that are mixed with embodied gameplay, but at the heart it's about the relationship between these four different band members in what I found to be a real gem of a story with a payoff ending that made it worth the journey. I had a chance to sit down with director and co-writer Corey Warning from Rose-City Games to get a bit more context for how Lovesick came about catalyzed by some funding from Meta, their iterative design process along the way that was centered and driven by the story they wanted to tell, as well as their hope to bring some narrative-driven content and indie spirit to the VR ecosystem. https://www.youtube.com/watch?v=mAb_7fewd6c This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
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#1526: Allegations that Meta’s OVRPlugin is Undermining the Spirit of OpenXR by Blocking Non-Meta Headsets on PCVR.
28/02/2025 Duración: 45minIn a series of posts from February 8th to 11th, open source developer Matthieu Bucchianeri started making allegations that Meta's OVRPlugin is blocking non-Meta OpenXR runtimes, thereby undermining the open and interoperable spirit of OpenXR. He claims that "the OVRPlugin takes intentional precautions to exclude non-Meta platforms. This means that XR content developed with OVRPlugin will only work with Quest Link, and it will not work with any other runtime." Bucchianeri's allegation is that if a PCVR game includes Meta's OVRPlugin as their OpenXR middleware and doesn't implement the counter-blocking measures that he details, then PCVR users will only be able to use a Quest headset with Quest Link while other non-Meta headsets like "Pimax, Pico, Varjo, Vive" will be blocked, even if they have conformant OpenXR runtimes. Bucchianeri has validated these blocking counter-measures, and he says, "as proven with many applications using OVRPlugin with counter-measures enabled, these applications can run on a conform