{"id":182284,"date":"2017-03-08T13:23:45","date_gmt":"2017-03-08T18:23:45","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/a-more-accessible-and-eclectic-future-for-virtual-reality-hyperallergic\/"},"modified":"2017-03-08T13:23:45","modified_gmt":"2017-03-08T18:23:45","slug":"a-more-accessible-and-eclectic-future-for-virtual-reality-hyperallergic","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/a-more-accessible-and-eclectic-future-for-virtual-reality-hyperallergic\/","title":{"rendered":"A More Accessible and Eclectic Future for Virtual Reality &#8211; Hyperallergic"},"content":{"rendered":"<p><p>Neurospeculative  Afrofeminism, a VR project incubated by NEW INC (all images  courtesy NEW INC)  <\/p>\n<p>    Near the beginning of the second annual Versions conference    on creative practice and virtual reality, writer and lawyer Tim    Wu posed one of the most sneakily salient points of the day.    Discussing virtual realitys place among mass media like film    and broadcast radio, Wu suggested that its possible VR is    just not destined to be mass technology.  <\/p>\n<p>    As unassuming as Wus words may seem, they actually issue a    resounding challenge to a technology that is presumed to become    not only a radical new medium for creative expression, but also    a revolutionary computing platform with major repercussions for    fields like healthcare,        product design, video games, journalism, sports and live    event spectatorship, social media, marketing, and more.  <\/p>\n<p>    While new media are actually still new  exciting, uncertain,    rapidly changing, and overflowing with speculation and cash     it can be easy to forecast their success as imminent or    inevitable. Boosterism and hype, however, often tend to skirt    the very instabilities, shortcomings, and dead ends that need    to be looked straight in the eye if this media is to become    anything more than an ephemeral novelty.  <\/p>\n<p>    Consistent with Wus healthy skepticism, this years Versions     titled Facing Reality  mostly encouraged a more sober,    productive, and critical probing of the cultural landscape of    virtual reality, augmented reality, and mixed reality (although    VR predominated in volume in both the discussion and sidebar    exhibition). Held at the New Museum, co-presented by NEW INC    and Kill Screen, and hosted by Julia Kaganskiy and Jamin    Warren, this years conference gathered a slew of rich panels    and events, assembling artists, organizers, academics,    designers, and writers such as Jon Rafman, Opeyemi Olukemi,    Cory Doctorow, Nick Montfort, Claire Evans, and more.  <\/p>\n<p>    As VR becomes more familiar, both culturally and technically,    the level of discourse turns more sensible and specific. At the    same time, as earlier practical challenges are overcome,    aspirational goal-posts can be moved further into the distance:    so, there was less talk about the travails of nausea-inducing    VR, but more about widening the scope of possible experiences    in VR, and the range of people who can access them.  <\/p>\n<p>    Topics of access and accessibility were front and center at    this years Versions. More than addressing the obstacles    inhibiting mainstream adoption of VR, Versions plunged into    issues of exclusivity and the barriers to entry for creative    professionals and marginalized communities. And indeed,    whenever yet another article        giddily announces the arrival of VR, one would do well to    ask: for whom?  <\/p>\n<p>    The days first panel, Who Owns the Future? (perhaps named    after Jaron Laniers     book of the same name), opened with a flurry of questions    in this vein: Where are we in VRs development as a viable    commercial medium? How do we make it truly democratic? How do    we make it truly global? The moderator additionally let slip,    How far behind are we in a no child left behind sense?    Though certainly well-intentioned, these latter,    bigger questions demonstrated that, when talking about    VR, there can be a fine line between ethical inquiry and    techno-utopian     solutionism  or the paper-thin addressing of real,    material inequality with often vague or trivial fixes (making    VR more democratic and global sounds more like corporate PR    copy than actually achievable outcomes).  <\/p>\n<p>    Where more ambitious, faintly     TED-talk style questions felt a little hollow, more modest    and precise ones rang far truer, if still difficult to answer,    like, How do we incentivize equity of access without capital    reassurance? Speaking in a later panel on agency and    storytelling, Nancy Bennett, head of VR at Two Bit Circus, suggested that    design  and specifically user experience (UX) design  could    be a powerful tool for fostering inclusion in VR. And    certainly, theres plenty in this area for a more socially    engaged design practice to draw from. For example, Paul    Dourishs     writings on social computing and     ethnography in design, which, instead of relying on more    decontextualized cognitive data derived in laboratory-like    settings, aim to account for the living social context of    diverse, and often excluded, subjects. Or, more recently, Kat    Holmess inclusive    design, which designates disability and diversity as the    very starting points for design practice, rather than an    asterisked afterthought. Per Holmes: Designing for inclusion    starts by recognizing exclusion.  <\/p>\n<p>    From a more cultural standpoint, scholar and writer Judith    Donath intimated that new conceptions of authorship can    motivate more enthusiastic and plural participation in VR.    Authoring, she said, is too often seen as the domain of    experts. Donath emphasizes different standards for creation     things you can author while walking down the street, using    even rudimentary assets like sound and text (rather than    advanced 3D modeling, etc.). Following this line of thinking,    meaning-making in VR can begin to take on more folkloristic and    amateur proportions, yielding a sensorium of everyday sensation    collections of sounds and stories all mapped out in    three-dimensional, navigable space.  <\/p>\n<p>    Donaths points runs parallel with Versions overall interest    in how we can explore and embrace new and different paradigms    for cultural forms in VR. In pursuit of this, Versions later    panels were a refreshing push toward the more experimental and    eclectic. As the introduction for the panel Sensing Stories    reads, Sound designers, cooks, dancers, and masseuses know as    much about taking us on a journey as anyone and yet we rarely    consult their expertise when designing for VR and AR, much to    our detriment.  <\/p>\n<p>    In Sensing Stories, Robin McNicholas, creative director of    Marshmallow    Laser Feast, suggested that VRs specificity hasnt been    properly reckoned with. For crafting engaging experiences, you    dont need much at all  you just need a little nudge for the    imagination to fill in the gaps  One of the problems of VR is    the use of restraint and respecting the audiences    intelligence.  <\/p>\n<p>    Renowned VR maven     Brenda     Laurel broached the concept of     emergent gameplay as a way of respecting audience    intelligence and creating riper conditions for freedom,    experimentation, and surprise. Emergent VR experiences would    resemble expansive sandboxes in which the storytelling is more    ambient than actively (or intrusively) exposited.  <\/p>\n<p>    Speaking of ambient solutions, Chandler Burr, the former    New York Times scent critic, convincingly argued for    the importance of scent to our perception of space, asserting    that VR (or MR, mixed reality) should consider incorporating    smell design just like it does sound design, plopping    scent-tracks on top of soundtracks.  <\/p>\n<p>    Whereas Burr talked about deploying scent to manipulate our    perception of space, magician Marco Tempest talked about how    illusionism can be used to manipulate and deceive perception    more generally. Tempests experiments in fusing    virtual reality technologies with magic are not only an ironic,    ingenious twist on Arthur C. Clarkes dictum that any    sufficiently advanced technology is indistinguishable from    magic. They also hearken back to the very origins of cinema,    which was significantly propelled by illusionists like        Georges Mlisand scientists like    tienne-Jules Marey. In many    ways, its precisely this union of science and magic that needs    to be bottled and tirelessly cultivated if VR is to win the    favor of mass audiences. And it returns to the kind of future    of VR that the Versions conference is trying to help steward:    one in which new directions are explored to the fullest and    most experimental degree while a dedicated ethical commitment    is maintained in full view.  <\/p>\n<p>    The second annual Versions    conference, Facing Reality, took place at the New Museum    Theater (235 Bowery, Lower East Side, Manhattan) on Saturday,    February 25.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Originally posted here: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/hyperallergic.com\/363836\/a-more-accessible-and-eclectic-future-for-virtual-reality\/\" title=\"A More Accessible and Eclectic Future for Virtual Reality - Hyperallergic\">A More Accessible and Eclectic Future for Virtual Reality - Hyperallergic<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Neurospeculative Afrofeminism, a VR project incubated by NEW INC (all images courtesy NEW INC) Near the beginning of the second annual Versions conference on creative practice and virtual reality, writer and lawyer Tim Wu posed one of the most sneakily salient points of the day. Discussing virtual realitys place among mass media like film and broadcast radio, Wu suggested that its possible VR is just not destined to be mass technology <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/a-more-accessible-and-eclectic-future-for-virtual-reality-hyperallergic\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-182284","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/182284"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=182284"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/182284\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=182284"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=182284"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=182284"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}