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Voices of VR

Podcast Voices of VR
Kent Bye
Designing for Virtual Reality. Oral history podcast featuring the pioneering artists, storytellers, and technologists driving the resurgence of virtual & augmen...

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  • #1530: Six-Month Immersive Storytelling Exhibition Curated by Ana Brzezińska Opening in Namur, Belgium
    There 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 (2016) SPHERES (2017) BATTLESCAR (2018) GLOOMY EYES (2019) TRAVELING WHILE BLACK (2019) THE HANGMAN AT HOME (2020) GOLIATH: PLAYING WITH REALITY (2021) PLANET CITY (2022) PLASTISAPIENS (2022) EVOLVER (2022) FROM THE MAIN SQUARE (2022) ALL THAT REMAINS (2022) OVER THE RAINBOW (2023) This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
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  • #1529: SXSW 2025 XR Experience Selection Sneak Peak with Programmer Blake Kammerdiener
    The 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. SXSW XR Experience Competition 1906 Atlanta Race Massacre Any War Any Enemy - #1490: “Any War Any Enemy” is a Beautiful Anti-War, Immersive Poem About Nuclear Annihilation Cosmos in Focus Currents Face Jumping Honey Fungus In the Current of Being Proof As If Proof Were Needed Reflections of Little Red Dot Shelter The Choice - Chapters 2 and 3 - [See my coverage of Chapter 1: #1075: Stereoscopic Compositing Innovations & “The Choice” Interactive Documentary Exploring Reproductive Rights in Texas] The Last Practice The Secret Life of Monsters - The Gateway Experience Traces: The Grief Processor Ways of Knowing: A Navajo Nuclear History SXSW XR Experience Spotlight Address Unknown: Fukushima Now - #1438: Honoring the Memory of Abandoned Ghost Towns with “Address Unknown: Fukushima Now” All I Know About Teacher Li - #1452: Immersive Documentary about Chinese Censorship “All I Know About Teacher Li” Tops Venice Immersive Audience Favorites Survey Ancestors - #1507: From Selfies to Virtual Offspring, “Ancestors” Turns Strangers into Family and Intergenerational Speculative Futures Anouschka - #1334: “Anouschka” Wins IDFA DocLab Digital Storytelling Award with AR Narrative Game about Cultural Heritage A Number From the Ghost EchoVision Fly To You Future Botanica - #1514: Creating GenAI Flower Ecosystem with “Future Botanica” AR App Just for You Trilogy All That Remains - #1126: Re-creating Experimental Theatre 1:1 Encounters via 360 video with “All That Remains” Over the Rainbow - #1250: Translating 1:1 Experimental Theatre Encounters into 360 Video to Transcend Expectations with Craig Quintero A Simple Silence - #1422: “A Simple Silence” Wraps Up Craig Quintero’s Trilogy Exploring Spatial Transformations & Immersive Encounters Origins - Life's Epic Journey Oto's Planet Resolution: A Cinephonic Rhapsody for the Soul Sweet! Symphoni The Art of Change - #1446: Studio Syro’s “The Art Of Change” is the Best Immersive Music Video Experience I’ve Seen So Far Pushing at the Edges of Spatial Grammar Uncanny Alley: A New Day - #1442: Combining VRChat Worldbuilding with Immersive Theatre Storytelling in “Uncanny Alley: A New Day” SXSW XR Events Spreadsheet of Unofficial List of Parties & Events @ SXSW 2025 for the XR Community SXSW 2025 Film & TV Opening Night Party (Platinum and Film & TV Badges only) - Mar 7, 2025 10:00pm CT Creators & Cocktails: Happy Hour with Kwame Appiah - Mar 8, 2025 5:00pm CT ASU Happy Hour At SXSW - Mar 9, 2025 5:00pm CT VR/AR/XR Dev Meet Up - Mar 11, 2025 2:30pm CT Television Academy Emerging Media Peer Group Meet Up - Mar 11, 2025 4:00pm CT Future X Music Showcase Presented by Ristband - Mar 11, 2025 8:40pm CT NOWISWHENWEARE (the stars) is showing on afternoon & evening slots on March 11th & 12th SXSW 2025 Film & TV Intermission Party (Platinum and Film & TV Badges only) - Mar 12, 2025 10:00pm CT This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
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  • #1528: “Theater” App on Apple Vision Pro Features Indie-Produced Dome, Planetarium, and Stereoscopic Content
    The 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 about his journey into the XR space, how he's blended storytelling and technology throughout his career, as well as his hopes for what might be a new renaissance of spatial video content given Apple's emphasis of on 180-degree spatial video rather than the VR filmmaking era of 360-degree videos. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
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  • #1527: “Lovesick” is Character-Driven, Escape Room Indie Gem of a Story
    Lovesick 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.
    In 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 conformant OpenXR implementation." Not very many XR developers are willing to speak about these issues on the record, but I did manage to record a Voices of VR podcast interview with Virtual Desktop's Guy Godin who was able to independently corroborate many of the core allegations from Bucchianeri. Godin collaborated with Bucchianeri on the Virtual Desktop OpenXR (VDXR) runtime, but has also been receiving many complaints from PCVR users around Meta's OpenXR non-compliance issues, especially with games that launch both on Quest and PCVR and use Meta's OVRPlugin. Godin told me that games will work fine natively on the Quest, but any non-Quest headsets or if they aren't using Quest Link will be blocked on the PCVR version, unless the developer specifically implements anti-blocking counter-measures detailed by Bucchianeri in his technical write-up. It appears as though OpenXR conformance from the Khronos Group only pertains to the actual OpenXR runtimes on the hardware, but headset manufacturers are able to create their own SDK plug-in middleware that interfaces with OpenXR that doesn't have the same conformance requirements. It appears as though Meta is able to technically maintain their OpenXR runtime conformant status because it does not apply to their OVRPlugin middleware SDK solution, and Bucchianeri is claiming that Meta is undermining the normative standards of interoperability by not following the best practices from the Khronos Group. He says, "For the past several years, Khronos has come up with best practices and solutions to develop OpenXR applications and maximize cross-vendor and cross-platform interoperability. Khronos has asked XR developers all over the world to follow these best practices, however - Meta - the largest vendor in Khronos is refusing to follow these best practices." Bucchianeri is also claiming to have had private communications with Meta confirming that these were deliberate and intentional changes. He says, "This is not an accident: this concern was reported to Meta early in 2024 via official means in the Khronos group. Meta acknowledged purposedly blocking other platforms from running OpenXR content at that time." I was able to confirm in my discussion with Guy Godwin in this Voices of VR podcast episode that he also believes that these were deliberate and intentional changes to undermine the spirit of OpenXR. Part of why Bucchianeri was blowing the whistle is because the Khronos Group had not been taking any action against Meta. He describes Meta's actions as "reverting many of the improvements to the developers and users ecosystem that Khronos has spent time, money, energy into solving for the past 7 years." He says, "Unfortunately, since 2024, Khronos has refused to take actions to stop Meta’s OVRPlugin destructive initiative towards the PCVR ecosystem. By not taking any actions to resolve the issues created by Meta’s OVRPlugin, Khronos is sending the message that OpenXR is no lo...
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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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