Voices of VR – Détails, épisodes et analyse

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Podcast Voices of VR

Voices of VR

Kent Bye

Arts
Technologie
Société & Culture

Fréquence : 1 épisode/2j. Total Éps: 199

Hosting podcast Unknown
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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  • 🇨🇦 Canada - technology

    03/12/2025
    #97
  • 🇨🇦 Canada - technology

    20/04/2025
    #80
  • 🇨🇦 Canada - technology

    19/04/2025
    #93
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    17/04/2025
    #90
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    16/04/2025
    #95
  • 🇨🇦 Canada - design

    09/04/2025
    #68
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    08/04/2025
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    08/04/2025
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    07/04/2025
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    07/04/2025
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#1416: Preview of Venice Immersive 2024 Innovations in Immersive Storytelling & Art Installations with Curators

samedi 24 août 2024Durée 01:07:48

The 8th edition of the Venice Immersive 2024 will be kicking off on August 28th, which will be featuring over 28 hours of immersive storytelling and immersive art content across over 70 different projects. This year there area a lot more immersive installations representing over a third out of the total number of on-site projects (18 out of the 52). There's eight mixed reality projects, a couple of projects featuring haptics, and one that prominently featuring AI character interactions. There are also 20 VRChat worlds in the Worlds Gallery along with 3 VRChat worlds in competition with 1 project that's using Resonite social VR platform. I had a chance to catch up with the co-curators Liz Rosenthal and Michel Reilhac again this year to get a sneak peak of the 26 projects in competition as well as 9 of the projects within the Best of Selection (note we talk about 10 Best of experiences, but it was announced just this morning that the Apple Vision Pro experience Adventure was pulled from the festival after attendees who had it booked received a message from Vivaticket saying, "we regret to inform you that the immersive experience Adventure for which you made a reservation has been cancelled" ). We also talk about how there's going to be a private think tank on September 1st looking at LBE distribution challenges and opportunities. Be sure to check out their previous report titled "Think Tank: Immediate Options to Address the Pressing Needs of Immersive Distribution." [EDIT: September 16, 2024 - Here are the links to all of my coverage and interviews from Venice Immersive 2024] #1416: Preview of Venice Immersive 2024 Innovations in Immersive Storytelling & Art Installations with Curators #1417: Kicking Off Venice Immersive Converge with Translating "Riven" Classic Point-and-Click Adventure to Open World VR Puzzler #1418: Award-Winning Animators Experiment with Sandbox Social VR "Garden Alchemy" Research Project #1419: Creating a Four-Sided Pepper's Ghost Pyramid Illusion with "Telos I" Dance Piece #1420: Experimental Documentary "Mammary Mountain" Captures Oral Histories of Breast Cancer Journeys #1421: Interactive Mixed Reality Doc on ADHD "Impulse: Playing With Reality" Takes Home Immersive Achievement Prize at Venice Immersive 2024 #1422: A Simple Silence Wraps Up Craig Quintero's Trilogy Exploring Spatial Transformations & Immersive Encounters #1423: Translating Anime IP into a VR Film with "Mobile Suit Gundam: Silver Phantom" #1424: Quill Animation Series "Nightmara" Pushes at the Edges of Immersive Storytelling Innovations and Novelty #1425: Immersive Art Installation "Ceci Est Mon Cœur" Uses the Poetry of Light to Explore Childhood Trauma #1426: Champ De Bataille Uses Cinematic VR to Explore the Horrors and Emotion of World War I #1427: Poetic Environmental Storytelling of "Fragile Home" Elegently Tells the Story of War in Ukraine with Mixed Reality #1428: Exploring the Horrors of Forgotten Refugee's Plight in "Somewhere Unknown In Indochina" #1429: Below Deck Innovations Fuse Theatrical Staging, Mixed Reality, & 360 Video #1430: Immersive Expeditions Prove to be Profitable LBE Business for Emissive's Fabien Barati #1431: Taking a Walk through Art History with "Un Soir Avec Les Impressionnistes, Paris 1874" #1432: Combining Biodata with Open World Mushroom Adventure with "Symbiosis/\dysbiosis: Sentience" #1433: Challenging the Authority of Museums with College Biennale Winner "The Gossips' Chronicles" #1434: Choreographing the Collective VR Viewing Experience into a Public Art Performance with "Free UR Head" #1435: Blending Poetic Animation with Spatial Audio Orchestration with "Earths To Come" #1436: Transforming 2D Art into an Immersive VRChat Journey Complete with Themed Avatars with "Strangeways" #1437: What If…? Director Dave Bushore on Translating Marvel IP into an Emmy-Award Winning Interactive Cinematic Journey

#1415: Evolution of Holographic VJ Trends in VRChat Clubbing Scene Culminates with Awe-Inspiring Show Using SNR Labs Shader

samedi 24 août 2024Durée 01:23:44

The Night Under Lights Presents: The Seasons at the Moon Pool (replayable VRChat link and video) shown during Raindance Immersive was one of the most immersive music experiences I've ever had in VR so far. It was so awe-inspiring and incredible to see 3 DJ / VJ sets using the SNR Labs particle-screen version of their holographic Apple Global Illumination shader that I covered previously in episode #1413 with Apple_Blossom and A://DDOSS. The real-time immersive lighting effects have to be seen in VR to fully appreciate the awe-inspiring nature of it. You can see a video capture of it below, but if you have PCVR, then I highly, highly recommend checking out the replayable version on VRChat. https://www.youtube.com/watch?v=rZJ53W7NYnA VJs are able to input their 2D video livestream into the SNR Labs particle screen shader, which then translates the luminance values into height and enables a sort of volumetric translation. It has a DepthKit-like effect where you can see 3-dimensional shapes and objects with shadows or imagine if you were to push a cube through a sheet of fabric to get a feeling of objects from one-degree of fidelity, which is height from a fixed plane. VJ Silent and VJ namoron were instrumental in helping to develop this shader with SNR Labs, and TehArbitter's Moon Pool location for Night Under Lights was also instrumental in helping to shape the development of it. VJ TehArbitter (aka Arbi) brought together two other VJs and three DJs to present three sets with the theme of the different seasons. The first set was DJ Ladybug + VJ Silent, the second set was DJ Yuna + VJ TehArbitter, and then the final set was DJ Terkoiz + VJ namoron. I had a chance to catch up with half of the performers including VJ Silent and VJ namoron as well as with DJ Ladybug to talk more about the development of this specific project, but also to recount some of the history of the visual effects in the VRChat clubbing scene as well deeper trends of volumetric and holographic visual effects that VJs are exploring in VR. Also whether it merits a new terms as video jockey or visual jockey doesn't always fully encompass the holographic, volumetric, spatial, immersive, or narrative elements that are being explored. Some of the VRChat clubs discussed include: Dimension, Virtual Base event, Shelter, Ghost Club, Concrete, Concrete: Pale Sands, PSHQ, Slyfest, Loner, Kaleidosky, Sanctum, Schism, Deviate, Atlantis, Mochii's Island, Reflections, Redacted, Heist, Light Dimension, Simplicity, & Endless Serenity Also worth noting is that there are three VRChat worlds that are being featured in the Venice Immersive Worlds Gallery that connected to the themes discussed in this episode, and they're also three of the 20 VRChat worlds in the Venice selection that are not and likely will not have a public-facing world that's easily accessible. The NUL Presents˸ The Seasons Replay @ moon_pool is not in the Venice Immersive worlds gallery, and does have replayable version. But Silent works at Sanctum, and their billboarded stereoscopic screen in the Reactor is being featured in Venice, and the SNR Labs: Test Facility will be demonstrating the more 3D version of their Holographic shader named Apple Global Illumination, and Silent also mentioned Jerk and May who have the Concrete: Pale Sands, which is also a part of Venice Immersive. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

#1406: The Magic of the “Thrasher” Ribbon Dance Game Mechanic in Hand Tracking vs VR Controllers

jeudi 25 juillet 2024Durée 01:07:16

Thrasher is a really compelling VR game with a very satisfying and magical core game mechanic inspired by ribbon dancing. It's the latest VR game from Brian Gibson, who designed the art and music for the VR rhythm game Thumper, as he teamed up with former Harmonix co-worker Mike Mandel via Puddle Studio. Thrasher was also partially inspired by the classic Snake video game, but in this version you're controlling a much more abstract and artistic "space eel" entity with your hands in order to deliberately crash through crystals and avoid obstacles. There's many power-up permutations to extend on this idea, but the main thrust of the game is that it's just super satisfying to manipulate this space eel entity by moving a single hand around either using tracked controllers or hand tracking alone. Thrasher is launching today on the latest Meta Quest platforms as well as on the Apple Vision Pro. Inspired by the lack of input controls on the Apple Vision Pro, they also implemented hand-tracking to the point where you can quickly twirl around your index finger as an input control to the point where it started to feel like this entity was a sort of extension of my body. I played all the way through it first on the Apple Vision Pro with just hand tracking, and then on the Quest 3 with hand-tracked controllers, and I actually preferred the way that the game feels with just hand-tracking, even though it's technically more precise with Quest's 6-DoF controllers. Even though it's technically harder to play within the hand tracking mode, it just feels a bit better, especially if you prefer to play in more of a vibe-out mode than trying to climb up the leaderboards. I was a part of the Raindance Immersive jury that awarded Thrasher with the Best Game award because it has such a novel, unique, and satisfying game feel along with a lot of depth and development as they explore this mechanic to it's logical extreme with different power-ups, obstacles, and an increasingly difficult game progression curve. There's even a very subtle and nuanced combination system for advanced players that is elaborated in more detail on their website with this Thrasher Gameplay Guide, or you can watch this THRASHER: "How to Win" video for more details on how it works. I played through it twice without having access to these supplemental materials, and I wasn't able to fully figure it out. So this system is a bit cryptic and hidden from the perspective of the game design, but you can dig into more details in and experiment more on the first level. https://www.youtube.com/watch?v=jN6qfuSAqaw I had a chance to catch up with Gibson and Mandel last month to talk about their journey and design process in creating Thrasher, and some of their preliminary thoughts on whether they'll release a more relaxed vibe-out or Zen mode. Whether they decide to or not, Thrasher is certainly one of the best games that I've played so far on the Apple Vision Pro, and their ribbon-dance inspired mechanic is something that feels super magical and fun to play around with. It's also a good example to discern some of the phenomenological differences in what the game feels like with controllers (and haptics) a blend of embodied movement with abstracted agency, and with just hand tracking or finger tracking and a bit more visceral embodied experience overall. Also stay tuned for my next episode where I had a chance to chat with Creature label co-founder Doug North Cook talking about helping to produce and represent Laser Dance, Thrasher, and their flagship mixed reality game of Starship Home. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

#1316: I-Illusions Premieres Mixed Reality Game “Bam” at Meta Connect & “Space Pirate Trainer” History

jeudi 5 octobre 2023Durée 24:32

I interviewed Dirk Van Welden, Studio Lead and Creative Director at I-Illusions, at Meta Connect 2023. See more context in the rough transcript below. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

#1315: Latest Research on Innerworld VR Mental Health Peer Support Platform & Cognitive Behavioral Immersion

jeudi 5 octobre 2023Durée 33:53

I interviewed Noah Robinson, Founder and CEO of Innerworld VR, at Meta Connect 2023. See more context in the rough transcript below. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

#1314: Cloudhead Games CEO Denny Unger on the Need to Support Indie Devs to Push Limits of VR & Mixed Reality

jeudi 5 octobre 2023Durée 52:41

I interviewed Cloudhead Games CEO & Creative Director Denny Unger at Meta Connect 2023. See more context in the rough transcript below. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

#1313: Veteran Games Journalist Dean Takahashi on Mixed Reality, AI, Sci-Fi, Unity vs Unreal, and Meta Connect

jeudi 5 octobre 2023Durée 42:32

I interviewed Dean Takahashi, Lead Writer at Games Beat and Venture Beat, at Meta Connect 2023. See more context in the rough transcript below. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

#1312: VR Filmmaking Tips from Hugh Hou & Keeley Turner

jeudi 5 octobre 2023Durée 49:43

I interviewed VR filmmakers Hugh Hou & Keeley Turner at Meta Connect 2023. See more context in the rough transcript below. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

#1311: Bringing React Native to Enterprise XR App Development with Matt Hargett

jeudi 5 octobre 2023Durée 26:18

I interviewed founder of Rebecker Specialties Matt Hargett at Meta Connect 2023. See more context in the rough transcript below. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

#1310: Ethereal Engine as an Open Source, WebXR Pipeline for Apple Vision Pro and Beyond

jeudi 5 octobre 2023Durée 38:21

I interviewed Ethereal Engine co-founder and CEO Liam Broza at Meta Connect 2023. See more context in the rough transcript below. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

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