The Art of Dying VR/AR Art Show

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Kelly-VicarsOn October 28-31, there was a virtual & augmented reality art show in San Francisco called “The Art of Dying.” It featured 15 VR experiences and another dozen artists exploring death and grieving using immersive technologies. The show was produced by Kelly Vicars & Lindsay Saunders with the intention of promoting VR and AR as new art mediums that deserve to be seen within the context of an art gallery setting. They created immersive physical installations for each VR experience to help create an environment where participants could have difficult conversations about death and dying inspired a series of shared virtual and augmented reality experiences.

Lindsay-SaundersSo today’s podcast episode is a unique combination of covering The Art of Dying show with an interview with Kelly and Lindsay, but it’s also an opportunity to speak to my experience as an artist with a piece in the show. Kelly and Lindsay share their process of producing The Art of Dying as well as some of their observations in the types of conversations and reactions that were catalyzed by the VR experiences.

LISTEN TO THE VOICES OF VR PODCAST

I attended the show both as a journalist and VR enthusiast interested in having all of the experiences, but also as an artist with a VR experience within the show. I co-wrote & produced Crossover in the the Spring of 2015, and it’s an narrative story based upon my experience of losing my wife and father to suicide. I created a virtual reality grief ritual in order to explore how the affordances of VR could be used in my process of healing.

Death is already a difficult topic to talk about, and going through a suicide is an extra burden that has a lot of cultural taboos associated with it. I wanted to use VR as a medium to break those taboos because I felt that VR offered a certain amount of intimacy and emotional presence to explore difficult topics. Just as some difficult conversations need to happen face-to-face, there are some stories that just work better within VR because it cultivates an intimate face-to-face context that allows deeper topics to be explored.

Other topics covered in other VR experiences in the show included floating down the River Styx and transitioning from Earth into the Underworld, a VR conceptualization of going through bardo states explained in the Tibetan Book of the Dead, an immersive Tiltbrush world featuring a ceremonial ritual temple inspired by Mayan culture, and a series of experiences that were abstracted representations of different bardo states. A full list of all of the experiences is down below.

Here’s a 360 video of my Crossover experience that was featured in The Art of Dying:

Here is a list of artists participating in The Art of Dying show.

Virtual reality (VR)

  • Transition by Mike von Rootz & Joost Jordens
  • Ceremony for the Dead Tilt Brush scapes by Sutu Eats Flies
  • SoundSelf by Robin Arnott
  • Pearl by Google Spotlight Stories Lab
  • Das Is by Chelley Sherman
  • Bardo Thogul by John Benton & team
  • VR scene from ‘That Dragon, Cancer’ by Ryan Larson & Adam Green
  • Crossover by Kent Bye
  • Imago by Chuck Tsung-Han Lee
  • Red Patterns by Ando Shah & Pierre Friquet
  • Zen Parade by ShapeSpace VR
  • Round Round by Aimée Schaefer, Shir David, Kendra Leach & Shaffira Ali
  • Float by Kate Parsons
  • Death is Only the Beginning by Jose Montemayor, Bec Abdy & Olivia Skalkos
  • Recursion by Erica Layton

Augmented Reality (AR):

  • AR art by Zenka, Carla Gannis, Stefanie Atkinson, and Lauren Carly Shaw
  • AR installation by ecco screen

Mixed Reality (MR):

  • Holoshatter by Yosun and staRpauSe
  • Grasp, an AR installation by Tucker Heaton & Toshi Hoo
  • Hologram by Claudia Bicen

Interactive art:

  • New interactive installations by Marpi & ecco screen
  • ‘Fear,’ a sound installation by Anna Landa
  • Stefanie Atkinson, Timothy Surya Das & Kerry Boyatt
  • Sound installatin by Nick Shelton, Devon Meyers & Kelly Vicars with original music by Alex Stickels

Art:

  • Art by Bay Area artists Kevin Balcora, Victor Castro, & Kelly Vicars
  • Sculptures by Stuart Mason, Upload VR
  • Installations by Eric Cole, Liisa Laukkanen & Kelly Vicars

Support Voices of VR

Music: Fatality & Summer Trip

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Echo Arena | Image courtesy Ready at Dawn

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erica-southgateThe concept of embodied cognition is a hot topic within immersive education circles, and was a featured topic at during the Embodied Learning educational workshop that happened at the IEEE VR academic conference. Embodied Learning could help revolutionize education by incorporating our bodies within the learning process.
We generally believe that humans think with our brains, but embodied cognition theories suggest that we also use our bodies and surrounding environments in order to think and learn. This has huge implications for VR since it both provides a mechanism to be able to more fully engage within the learning process as well as have more control of our contextual environments that are optimized to teach different concepts.

I had a chance to catch up with educator Erica Southgate from the University of New Castle at the Embodied Learning workshop this past March. She’s from the University of Castle in Australia and is using serious games and augmented reality to teach literacy. She’s exploring how to use social VR to enable high prestige professionals to mentor disadvantaged youth, and she’s also studying how indigenous cultures use social structures and knowledge holder rituals in order to train youth, and how this could inspire open world collaborative learning environments in VR.

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Phil Tippett, the visual effects genius behind classic stop-motion animation sequences from films such as the holochess scene from the Star Wars franchise, Jurassic Park (1993), and RoboCop 2 (1990), brings his latest stop-mo project MAD GOD to virtual reality.

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benjamin-lokOn today’s episode, I talk with Dr. Benjamin Lok from the University of Florida about how they’re using Virtual Humans as patients to train medical students. He talks about the key components for creating a plausible training scenario which include both accurate medical symptom information, but also more importantly a robust personality and specific worldview. Humans hardly ever just transmit factual data, and so whether the patient says too much or not enough, the students have to be able to navigate a wide range of personalities in order to get the required information to help diagnose and treat the patient.

NextVR to Broadcast Over 20 Live NBA Games This Season, Coverage Starts Tonight

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image courtesy NBA

NextVR, the leader in live VR sports broadcasting, today released their full schedule for their live NBA coverage, including 25 games featuring 30 teams throughout the 2016-2017 season. Make sure to have your phone battery charged, your Gear VR lenses cleaned and ready to go tonight though, because the first VR live coverage starts tonight at 10:30 p.m. ET (local time) with San Antonio Spurs vs. Sacramento Kings.

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saschka-unseldOculus Story Studio has been exploring VR storytelling through a series of short narrative experiences starting with Lost and Henry, but they wanted to push the envelope of immersive storytelling with their next short titled Dear Angelica. They developed a new content creation tool called Quill that enables artists using Touch to create immersive illustrations and animated stories entirely while being enveiled in VR. It was announced that it was going to be released sometime at the end of January when Dear Angelica premieres at Sundance.

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Virtual reality is a fitting medium for adventure games. When the atmosphere is right and the scene is set, you start to think about the world in a way that taps deep into your reptilian brain, the same one that thinks “I exist here. Everything here is important to me.” When done right, you’re just there. This is where I took issue with Alice VR. At moments I easily snapped into the game’s mysterious adaptation of Alice in Wonderland with all the requisite futuristic set pieces of any sci-fi adventure worth its salt, and at other times felt stuck inside of a conventional PC game that didn’t respect me as a VR player.

HTC to Roll Out Hundreds of Official ‘Vive VR Cafes’ in China Next Year

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Image courtesy HTC

HTC opened their third officially branded ‘Vive VR Cafe’ last week, this time in Shenzhen, China, the country’s Silicon Valley of hardware. In an interview with Haptical, HTC China’s President of Vive Alvin Wang Graylin confirms the company will be rolling out hundreds of these Shenzhen-style Vive cafes in 2016 and 2017 in China.

Microsoft Reveals VR Headsets Coming From Top Manufacturers, Starting at $299

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image courtesy of MSpoweruser

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