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Voices of VR
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Konten disediakan oleh Kent Bye. Semua konten podcast termasuk episode, grafik, dan deskripsi podcast diunggah dan disediakan langsung oleh Kent Bye atau mitra platform podcast mereka. Jika Anda yakin seseorang menggunakan karya berhak cipta Anda tanpa izin, Anda dapat mengikuti proses yang diuraikan di sini https://id.player.fm/legal.
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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786 episode
Tandai semua (belum/sudah) diputar ...
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Konten disediakan oleh Kent Bye. Semua konten podcast termasuk episode, grafik, dan deskripsi podcast diunggah dan disediakan langsung oleh Kent Bye atau mitra platform podcast mereka. Jika Anda yakin seseorang menggunakan karya berhak cipta Anda tanpa izin, Anda dapat mengikuti proses yang diuraikan di sini https://id.player.fm/legal.
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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786 episode
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Voices of VR


1 #1558: Series Director of “Adventure” Series on Apple Immersive Video and Grammar of 180 Video 59:40
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Charlotte Mikkelborg is the series director of the Adventure series on Apple TV, which is shot on Apple Immersive Video and co-produced by Atlantic Studios (formerly Atlantic Productions) and Apple. I think it has the strongest storytelling released by Apple so far, and it also has some of the most innovative and cutting edge shots that really show the power of the 180-degree format of Apple Immersive Video. In this conversation, we cover Mikkelborg's 10-year journey into working with immersive formats starting with 360-degree video, multi-sensory VR, and most recently 180-degree video. We also talk about the emerging grammar of 180-degree filmmaking, and the introduction of close ups, which I feel like work sometimes and other times feels almost too close or can feel a bit uncanny or jarring when changing scales or results in warping or other distortions. We also talk about some of the behind-the-scenes insights about the Adventure series. One concerning thing that I noticed after watching all of the Apple Immersive Videos released so far is that many of these videos do not contain any credits for who worked on these projects. I did an audit of all 22 of the published Apple Immersive Videos, and I found that 14 of the 22 don't have any credits at all,. Most of these are by Apple Sentity LLC productions, which is presumably Apple's in-house production team. I found that 5 out of the 22 have partial credits, including the four episodes of the Adventure series as well as Man vs. Beast, which features DGA director Ryan Booth. And there are 3 out of the 22 Apple Immersive Videos that have full and complete credits including Submerged that features DGA director Edward Berger, and the Prehistoric Planet Immersive series, which is a co-production with Fairview Portals. See the table below for more information: It is deeply concerning to me that only 3 out of the 22 Apple Immersive Videos seemingly have full and complete credits. Apple did not provide any comment about why this is or why some of these pieces have no credits, why some have partial credits, and why some have full credits. It is nice to see at least some credits on the Adventure series, which is a co-production between Apple and Atlantic Studios (formerly Atlantic Productions), but they're only listing the director, executive producer, and key talent while all of the other key creative talent are not being credited. Atlantic Productions did not provide any official comment about why there are only partial credits, while a few other productions have full credits and many other productions have no credits. You can see find a partial a list of some of the Adventure series creative talent on IMDB, and episode 3 protagonist Ant Williams posted a partial list of credits on his Instagram announcement post. I was able to get some additional context from Mikkelborg about the credits situation, and it does sounds like the co-productions likely have a bit more leeway in dictating what types of credits are shown. While the Prehistoric Planet Immersive series co-produced by Fairview Portals series has full and complete credits, and the Adventure series by Atlantic Studios only has partial credits. The two Apple Sentity LLC productions that do have credits also happen to be directed by directors who are a part of the Director's Guild of America (DGA). The DGA has specific credits requirements, "For feature films, the Director’s screen credit must be accorded on a separate card, which shall be the last title card appearing prior to principal photography. This credit shall be no less than 50% of the size of the displayed title of the motion picture, or of the largest size in which credit is accorded to any other person, whichever is greater." The rules may be different for immersive productions or emerging media projects, but the director credits for Submerged and Man vs Beast seem to both meet DGA's credits requirements for film.…
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Voices of VR


1 #1557: Apple Immersive Video Behind-the-Scenes & Overcoming Fears with “Adventure” Series Athlete 53:32
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Ant Williams is a freediving athlete featured in the third episode of The Adventure Series titled "Ice Dive" that's co-produced by Apple and Atlantic Studios (formerly Atlantic Productions). In the episode, Williams attempts to swim a world record distance 182 meters under ice, and I wanted to get some additional behind-the-scenes context on his experience as well as what it was like to have the most intense month of his life condensed down into a 15-minute Apple Immersive Video. Williams is a sports psychologist who wanted to put his theories into practice by taking what he calls "positive, calculated risk-taking challenges" that allow him to deal with overwhelming anxiety, and overcome his fears, uncertainty, and self-doubt. I also wanted to get some additional context on the production of the episode as Apple has otherwise been pretty tight-lipped about the series, launched with which launched with "Highlining" on the same day as the Apple Vision Pro launch on February 2, 2024. Apple Immersive Video is a different format than spatial video. Apple says "spatial videos are captured in 1080p at 30 frames per second in standard dynamic range," and these are what can be captured by either an iPhone or Apple Vision Pro, and they are displayed in a windowed frame where you see the stereoscopic effects. Apple describes Apple Immersive Video as "a remarkable storytelling format that leverages 3D video recorded in 8K with a 180-degree field of view and Spatial Audio to transport viewers to the center of the action." Apple Immersive Video is much closer to what we've seen from the XR industry and VR 180 filmmakers from the past decade, and Apple's technology is likely derived from their 2020 acquisition of NextVR. NextVR focused on live stereoscopic broadcasts of sports events on VR headsets starting with the Samsung Gear VR and Oculus Rift in 2014. A lot of the technical specifications of the Apple Immersive Video format have not been officially confirmed by Apple, but there are a couple of breadcrumbs that give us some more details. Thanks to iFixIt's breakdown of the Apple Vision Pro on February 7, 2024, then we know the microOLED display size is reported as "the lit area totals 3660 px by 3200 px." 360 Labs' Mike Rowell wrote a post on March 19, 2024 saying, "Apple Vision Pro’s screens are a whopping 3660 x 3200 pixels per eye. Although they haven’t made any official claims as to the FOV of the headset, 3rd party developers claim that it looks to be around 100° horizontal. With each screen having 3,660 horizontal pixels, this would mean that a 180° immersive experience would need about 6,000 x 6,000 pixels per eye to saturate the display. Apple’s own immersive experiences have been reported at being 4320x4320 per eye at 90fps and in HDR10." The reporting of Apple's immersive experiences was detailed by Mike Swanson, who announced a spatial video tool on March 7, 2024 that leverages the Apple's AVFoundation to properly encode video into the "multiview extensions of the HEVC codec, known as MV-HEVC" format. Swanson says in his post, "I receive multiple messages and files every day from people who are trying to find the limits of what the Apple Vision Pro is capable of playing. You can start with the 4320×4320 per-eye 90fps content that Apple is producing and go up from there. I’ve personally played up to “12K” (11520×5760) per eye 360-degree stereo video at 30fps." Another clue can be found in the Blackmagic URSA Cine Immersive camera that was announced on June 10, 2024, which says, "The sensor delivers 8160 x 7200 resolution per eye with pixel level synchronization and an incredible 16 stops of dynamic range, so cinematographers can shoot 90fps stereoscopic 3D immersive cinema content to a single file." Incidentally, Currents director Jake Oleson told me that he used Swanson's tool to create his immersive film after shooting it in 8k on the Canon EOS R5 Camera Body with Canon's Dual Fisheye lens.…
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Voices of VR


1 #1556: “Currents” Boldly Defines a New Era of DIY 180-Degree Immersive Filmmaking with a Kit Under $5k 57:28
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CURRENTS is a stunning debut from Jake Oleson as it pushes the grammar of 180 filmmaking to new heights. Oleson comes from the world of advertising and music videos, and he went through a rigorous pre-production process where he had actually already edited the entire piece before shooting any production footage by using still stereoscopic test photos and videos. The insights from this pre-production animatic are evident, as there are some of the most stylized movements I’ve seen, and he managed to not trigger any of the common motion sickness triggers. There are some really powerful cuts that seamlessly juxtapose different environmental contexts for dramatic effect. CURRENTS tells the story of a young woman who leaves her Vietnam rural countryside home to the city seeking more economic opportunity. Aside from a short exchange with her mother at the beginning, the rest of the entire story is told through spatial storytelling, driving electronic music that was also composed by Oleson, and a shader-filled point-cloud scene with some animated motion capture. It's really quite a beautiful piece that gave me a glimpse of the next phase of cinematic immersive filmmaking. It's also worth mentioning CURRENTS in the context of other musical experiences since Oleson is both a musician who has a background in music video production. The music was specifically composed to serve the narrative in this instance, but it will be interesting to see more and more immersive music videos start to crop up now that the Apple Immersive video format is starting to get licensed out to folks like Vimeo, who commissioned this piece. Apple's push for 180-degree immersive video has brought up some broader discussions about the merits and downsides to 360-degree films. From a creator's point of view, 180-degree filmmaking is a lot easier to do logistically as it is closer to existing production pipelines, which is brilliantly demonstrated in CURRENTS. It's also worth noting that CURRENTS has a point-cloud scene that shows up in the middle of their cinematic 180-degree immersive video that represents a key turning point in the story and journey of the main protagonist. There's also some really poetic shaders that are translating the static scenes into even more of a dynamic visual representation of the business and chaos of the city. It has quite a narrative impact when juxtaposed against the photorealistic footage and custom-written and driving musical score. Even though the Apple Vision Pro has been out for over a year now, SXSW is still an opportunity for folks to check out the Apple Vision Pro for the first time. It was probably easiest to check out on CURRENTS who had six different headsets and was using the Sandwich Vision Theater app in Kiosk mode to seamlessly jump into the experience bypassing the time-consuming eye tracking calibration step. I was also particularly interested in Olson's production pipeline, the camera gear and kit costing less than $5k (Canon EOS R5 Camera Body, RF5.2mm F2.8 L Dual Fisheye, & DJI Ronin-SC Gimbal Stabilizer), Topaz Video AI Enhancer upscaling tools to go from 8k to 16k, and all of the due diligence that he did to understand and mitigate motion sickness triggers. The end result feels like a music video that tells a timeless story of the tension between rural and urban homes and what is lost in the pursuit of career opportunities. Below are links to of all of my SXSW 2025 coverage by the Voices of VR podcast. 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 Experience Selection Sneak Peak with Programmer Blake Kammerdiener 1906 Atlanta Race Massacre - #1548: 1906 Atlanta Race Massacre Uses Phone-Based AR to Volumetrically Tell a Forgotten History…
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Voices of VR


1 #1555: Award-Winning Tabletop Animation “Oto’s Planet” Uses Unique Interactive Mechanic to Chose Perspective 41:48
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OTO'S PLANET was being exhibited on the Quest at SXSW, but I had a chance to check out the Apple Pro Version ahead of the SXSW festival and I felt like I much preferred it. OTO'S PLANET picked up the second place prize at Venice Immersive, but I missed being able to interview the director Gwenael Francois there. I did manage to catch up with Francois at SXSW to talk more about the development of this beautiful interactive narrative that uses table top-scale animation, and requires the user to rotate a tiny planet around in order to follow the story of Oto, his pet, and the story of a colonizing intruder who arrives. I found that the interactions were much smoother and immersive on the Apple Vision Pro than the Quest, and the higher resolution also popped a lot more. The Apple Vision Pro version defaults to mixed reality while there is an opportunity to see it in fully immersive VR on the Quest. I normally would prefer the Quest version, but having the better quality mixed reality cameras and overall much higher resolution in the Apple Vision Pro. Apple also featured Oto's Planet, and DPT CEO Nicholas Roy shares in this interview that they've actually received more purchases on Apple devices than Meta's ecosystem. Meta’s storefront has been flooded by Meta's own first-party Horizon world as well as App Lab apps, and so it’s very telling and reflective of the current state of distribution to have more sales for the Apple Vision Pro than Meta Quest. It is promising to see Apple get more serious at immersive storytelling as there was a session titled "Create Interactive Stories for Apple Vision Pro" on Tuesday morning featuring three representatives from Apple. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality…
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Voices of VR


1 #1554: “Cosmos in Focus” Contextualizes James Webb Telescope Images in Educational Immersive Planetarium Experience 44:37
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Another Apple Vision Pro piece at SXSW 2025 was COSMOS IN FOCUS by Atlantic Studios (recently rebranded from Atlantic Productions). This was a short and sweet educational experience that allowed you to explore the imagery of the James Webb telescope, but it's both spatially contextualized in the night sky planetarium style. It is also fused together with other deep space satellite images at different scales of resolution creating this really cool zoom effect that's like a mash-up of the film POWERS OF TEN with Google Maps tiles, but in the context of space imagery. It's also an experience that demonstrates the power of collaborating with scientific researchers and subject matter experts as they're able to translate contextless 2D jpgs into an incredibly powerful immersive experience that not only preserves the original context, but leverages the immersive medium to provide many more learning opportunities. Many immersive stories on the festival circuit will shy away from more explicit didactic content or learning experiences, but this piece leans into it by reducing the choices a user can make streamlining the user journey. I also really enjoyed my conversation with Aditi Rajagopal, who led this project after transitioning from R&D and AR storytelling at Meta to immersive storytelling at Atlantic Studios. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality…
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Voices of VR


1 #1553: The Story of Kunstkraftwerk Leipzig, and the Multi-Channel Video Translation of “Origins – Life’s Epic Journey” 47:38
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There was an projection-based immersive experience called ORIGINS - LIFE'S EPIC JOURNEY that was originally formatted for a digital art museum in Germany called Kunstkraftwerk Leipzig, but it was translated into a three-channel video installation that was showing in a small conference room at SXSW. I only saw the video version at SXSW, and so I have not experienced the piece within its originally-intended, fully-immersive context. But it's collaboration between digital artists Markos Kay, Martin Salfity, Thomas Vanz, Davy Evans, Gokhan Tekin, Susi Sie, Teun van der Zalm and Roman Hill to tell the story of the evolution of life from the smallest quantum to biological to galactic scales, each using different visual techniques to create these 25 different chapters. I had a chance to chat with Paolo Loeffler to get a bit more context on the evolution of Kunstkraftwerk Leipzig, and how ORIGINS was developed and commissioned to play in these projection-based immersive exhibition spaces. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality…
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Voices of VR


1 #1552: Fly to You Explores Stories of Separated Families in Division of Korea Using Point Clouds & 360 Video 41:08
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FLY TO YOU tells the story of Kang Songjeol who was separated from her childhood friends in the aftermath of the 1950 split between North and South Korea. Oral history interviews were captured in 360 video, and her childhood memories were recreated with point scans derived from Leici BLK360 LiDAR scans combined with Azure Kinect volumetric captures. The experience manages to virtually fly over the restricted demilitarized zone into North Korea, which is something that is illegal from them to do physically but serves as a symbolic gesture towards reunification. There are still thousands of families hoping for an opportunity to be reunited, and there's a beautiful spatial memorial that brings home that point at the end of this piece. I had a chance to unpack it all with co-directors Sngmoon Lee and Youngyun Song This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality…
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Voices of VR


1 #1551: Breaking Down the Game Design of New Conducting-Inspired, Hand-Tracked, Rhythm Game “Symphoni” 58:45
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SYMPHONI is a brand new hand-tracked rhythm game that was inspired by the mechanics of conducting a symphony. It was directed by Ingram Mao and developed by a number of undergrads and graduates of the USC Games program. This game also goes from mixed reality into fully immersive VR as you progress through each of the stages, but it's a really fresh take within the rhythm game genre as I found myself playing for over an hour on my first playthroughs. Mao comes from an interior design and architecture background, but also thinks very deeply about the game mechanics and innumerable tradeoffs to be navigated through the game design process, and so it was a real pleasure to have a chance to dig into the weeds of the process of developing this experience. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality…
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Voices of VR


1 #1550: “EchoVision” Answers the Question ‘What is it like to see like a bat?’ with Mixed Reality, AI, & Haptics 45:34
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ECHOVISION is the latest experience from multi-disciplinary artist Jiabao Li that has three major parts. The first part is a mobile-phone based mixed reality experience that does a metaphoric translation of echolocation by using LiDAR to detect your immediate physical surroundings, and then reveals it with a rippling shader that is voice activated. The second part is a video that poetically visualizes different bat calls that have been identified by AI into different contextual domains, and there's a really awesome haptic couch experience that goes along with it. The last part is a field trip to the Congress Street bridge to watch the emergence of hundreds of thousands of bats come out at night as they go to eat. I caught up Li to hear more about all of her interdisciplinary and interspecies collaborations on this piece. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality…
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Voices of VR


1 #1549: Honey Fungus Cultivates Intimacy with Nature through Embodied Actions Inspired by Fungi and Queer Ecology 47:25
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There were a number of pieces at SXSW that were centered around embodied interactions including HONEY FUNGUS, which is a series of interactive embodied experiments telling a broader story of cultivating intimacy with ecology. This piece leans more into embodied dream logic rather than clearly articulating a narrative journey, and I had a fascinating conversation with Jonah King who decoded the underlying symbolism. King’s first step of his creative process was to go down a rabbit hole researching queer ecology and the latest research on fungi, and he wrote an essay titled "Unfathomable Intimacies" that lays out his original inspirations. One thing that really stuck with me from the experience was this intriguing AI mash-up of Smithsonian Field Research and amateur erotica designed in order to cultivate a new form of ecological intimacy with the world around us. I appreciated this experience a lot more after having a chance to learn more about additional context provided on the website as well as insights gained from my conversation with King. To me the dream logic in this piece leans a little bit more into personal symbols that need some decoding rather than more universal archetypes that are easier to project the intended meaning upon. But I always love learning more about Fungi since they represent so many paradigm-shattering insights. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality…
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Voices of VR


1 #1548: “1906 Atlanta Race Massacre” Uses Phone-Based AR to Volumetrically Tell a Forgotten History 46:11
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1906 ATLANTA RACE MASSACRE is a phone-based AR experience directed by Nonny de la Peña that digs into the forgotten history of the violent attacks on the black community by white mobs incited by race-baiting politicians and newspapers. The arc of the story is told through the lens of black journalist Max Barber, who was chronicling the events as they were unfolding. We see a series of volumetrically captured monologues by Barber (played by actor Bryonn Bain). As the massacre unfolds, we travel to different key locations around Atlanta represented by spatial facades and Quill illustrations. There's also a series of 2D AI animations ranging from white politicians in newspapers to black activists who are in picture frames. I spoke with de la Peña around some of the constraints and limitations of working with mobile phones that are not completely optimized for XR experiences like this just yet, but it's much more accessible form factor that the executive producer of the National Center for Civil and Human Rights is interested getting into schools. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality…
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Voices of VR


1 #1547: Simulating One-on-One Conversations about Abortion Experiences to Change Minds with “The Choice – Chapters 2 & 3” 59:58
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THE CHOICE returns to SXSW with the latest Chapters 2 and 3, and continues to capture intimate testimonials of women and couples who make the choice to abort their pregnancies. Chapters 1 and 2 take place in Texas where abortion is now nearly totally banned in all but a few situations. The legal specificity of these exceptions is ambiguous enough that doctors often avoid providing reproductive health care for abortions because they're afraid of being prosecuted or losing their license. This means that it is legal for doctors to lie to patients, which is what happens in Chapter 1 causing the protagonist to nearly die. Chapter 2 features a pregnancy clinic that turned out to be run by an anti-abortion religious group who tried to pressure her to not have an abortion. And Chapter 3 features an older Canadian couple who started to have some doubts, but ultimately decided to not carry the pregnancy to term. THE CHOICE features some really stereoscopic video effects combined with depth information to create a really realistic face-to-face conversation. As the viewer, you have the ability to subtly guide the conversation by choosing which questions to ask. But overall, it's a really powerful example of how these types of simulated conversations creates an engaged way for people to hear the details of someone's situation where they may actually change their opinion about abortion. Joanne Popinska and Tom C. Hall tell me that they have experienced being able to change minds with their first chapter, and they're looking forward to continuing to spread the word with their 2nd and 3rd chapters that premiered at SXSW. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality…
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Voices of VR


1 #1546: How Indigenous Storytelling is Changing Non-Proliferation Narratives in “Ways of Knowing: A Navajo Nuclear History” 54:38
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WAYS OF KNOWING: A NAVAJO NUCLEAR HISTORY tells the story of the impact of uranium mining on the Navajo community. This film is a unique collaboration between a Navajo storyteller Sunny Dooley and nuclear nonproliferation expert Lovely Umayam where the story of US nuclear history is told through an indigenous lens. This means telling the story of how nuclear policy has impacted Navajo land, but also on the intergenerational impact on the Navajo people. The fully immersive quality of 360 video allows Dooley to preserve the full context of how she would tell the story to her community. This was my favorite interview from SXSW 2025 as it is another great example of how the immersive quality of VR is able to capture and transmit indigenous ways of knowing, and how this indigenous perspective is also changing how nuclear nonproliferation experts are thinking about these nuclear policy issues. This film would also not be able to be told the same way if it was only 180 degrees, and it is a prescient example of the affordances of VR to be able to tell the story of a place with its full relational context. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality…
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Voices of VR


1 #1545: “Shelter” Observational 360 Documentary Shows Intimate Side of War via Ukrainian Citizen Bomb Shelters 39:36
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SHELTER 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. From a creator's point of view, 180-degree filmmaking is a lot easier to do logistically as it is closer to existing production pipelines, which is brilliantly demonstrated in CURRENTS. The main downside is that it is difficult to control where people are looking, but the main benefit is that you're able to preserve the full context of a place. SHELTER was one of two films that really leaned into being able to be fully transported to a place without having to worry about selecting a constrained frame or point of focus. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality…
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Voices of VR


1 #1544: Traces: The Grief Processor Immersive Documentary Invites Groups to Learn About Grief 53:41
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TRACES: 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 about this experience that did not quite work for me, and it’s hard to know if it’s due to my own peculiarities of VR-induced social anxiety or if there could be changes in flow of the recording and decisions around consent. I’d prefer to see examples of other recordings before being asked to record anything, and I’d also prefer to make decisions on whether I’d like to share my recording with others in the moment after having a chance to record (and possibly re-record) something. These privacy decisions were put up front without the full context of how something you might do in an experience might be shared, and with no options to change your mind later. This meant that I regretted my decision, and there was no way to stop my failed recording from being shared with others in the experience. I did have the opportunity to retract my data at the end, but I would have preferred to be able to make that decision in the moment. Again, this could come down to my unique position of having a really recognizable voice within a small community. I do believe that there are a lot of great opportunities for developing new types of grief rituals within social VR spaces, but at the same time there are still a lot of missing body language cues that can open doors for some and close doors for others. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality…
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