{"id":189720,"date":"2017-04-27T02:13:44","date_gmt":"2017-04-27T06:13:44","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/the-best-virtual-reality-from-the-2017-tribeca-film-festival-the-verge-the-verge\/"},"modified":"2017-04-27T02:13:44","modified_gmt":"2017-04-27T06:13:44","slug":"the-best-virtual-reality-from-the-2017-tribeca-film-festival-the-verge-the-verge","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/the-best-virtual-reality-from-the-2017-tribeca-film-festival-the-verge-the-verge\/","title":{"rendered":"The best virtual reality from the 2017 Tribeca Film Festival &#8211; The Verge &#8211; The Verge"},"content":{"rendered":"<p><p>    Virtual reality is far from what anyone would call an    established medium, but at events like this weeks Tribeca Film    Festival, its a mainstay. Since awarding early VR journalism    pioneer Nonny de la Pea a grant in 2013, the Tribeca Film    Institute has developed a full-fledged interactive art section    known as Tribeca Immersive, where all but one of this years 30    experiences involve virtual reality.  <\/p>\n<p>        At last years festival, I grouped the best work into    cinematic and interactive categories  cinematic usually    meaning 360-degree video or animation, and interactive meaning    anything that offers some control to participants. But these    catch-alls no longer seem relevant. Many creators are now    working within specific genres, like live-action documentaries    and experiential installations, and a lot of experiences excel    in one area, but dont lend themselves to traditional ranking.  <\/p>\n<p>    So what should VR festival awards look like in 2017? I loosely    adapted some new categories from the Proto Awards  VRs (much,    much smaller) version of the Oscars. This system may not last    long either, but its the best way Ive found to capture the    shows varied experiences.  <\/p>\n<p>        The Protectors, co-created by director Imraan    Ismail of VR studio Here be Dragons and Zero Dark    Thirty director Kathryn Bigelow, boasts a combination of    interesting subject matter and cinematic flair. Its an    up-close look at the work of park rangers in the Democratic    Republic of the Congo, who risk their lives to protect    endangered elephants from poachers. The piece is structured    more like a PSA than a piece of art, with an ending that could    be smoother and more fulfilling. But up to that point, you can    enjoy its compelling story and excellent cinematography, by    turns sweeping and intimate.  <\/p>\n<p>    VR filmmakers Gabo Arora and Ari Palitz made The    Last Goodbye to preserve the story of Holocaust    survivor Pinchas Gutter, who was held in the Majdanek    Concentration Camp in German-occupied Poland. Also produced by    Here be Dragons, the piece blends photography with    three-dimensional rendering to re-create parts of the camps    remains as Gutter visits them for the last time. The Last    Goodbye would benefit from sticking to this kind of    spatial design, instead of making a jarring shift to 360-degree    video in some places. Even so, its oppressive and    claustrophobic environments are an effective complement to    Gutters somber testimony.  <\/p>\n<p>    Set in the near future, creator Steven Schardts short film    Auto    is like a shorter and less smug episode of Black    Mirror. Its protagonist Musay is a longtime cab driver who    cant adapt to a new world of self-driving cars, where his job    is reduced to that of emergency safety driver.    Autos simple, naturalistic cinematography is    sometimes drab, but its still a good fit for the slice-of-life    narrative. A virtual reality headset lets viewers follow entire    scenes without camera cuts, but the filmmakers never overload    your field of view with lots of characters or set pieces.  <\/p>\n<p>    Continuing the theme of near-future tragedy, Alteration    is the story of a man who volunteers for an experiment in    recording dreams and memories. When he begins, he finds himself    haunted by a fledgling artificial intelligence named Elsa, who    is seeking to learn about the world through human memories.    Soon, though, her observations of him descend into a kind of    emotional vampirism. Creator Jrme Blanquet isnt making a    cautionary tale so much as a fever dream, exploring what it    might look like if present-day AIs mass data mining got very,    very personal.  <\/p>\n<p>    In the often idealistic world of virtual reality, Ethan    Shaftels Extravaganza    has a uniquely pointed viciousness. The short film is set    inside a headset strapped to a corporate executives face, as    he runs through scenes of cruel humor, crude sexual    titillation, and colonialist fantasies in what hes been told    is an empathy machine. The satire could be sharper, and the    ending doesnt quite match the tone of the piece. But as people    debate whether virtual reality     will be co-opted into the media status quo, and whether    empathy is just a form of    voyeurism, Extravaganza is a sloppy yet brutal bit    of commentary.  <\/p>\n<p>    There are all sorts of hurdles to making virtual reality film    beautiful, from the difficulty of stitching together camera    feeds to VR headsets low resolution. But The    Other Dakar creator Selly Raby Kane shows how much you    can do with set and costume design. Its a gorgeous short about    a young girl moving through a magical realist version of    Senegals capital Dakar, replete with characters in vivid and    creative couture. While its hardly plot-heavy, the enigmatic    narrative provides a forward momentum that purely abstract work    sometimes lacks.  <\/p>\n<p>    Broken    Night writer Alex Vlack and digital studio Eko are far    from the first VR creators to experiment with branching    narratives, but they execute the concept very well. As the    films protagonist recounts her memories of a burglary and    shooting, viewers see the ghosts of different choices she might    have made; when they look at one image for a few seconds, it    becomes the official narrative. The system is stylish and    fluid, adding a game-like element without sacrificing the    cinematic feel of the piece. The story itself isnt hugely    compelling, but it builds a foundation Id love to see in    future works.  <\/p>\n<p>    Ardens Wake is one of my favorite pieces at this    years festival; Ive already     written about it here. Its diorama-like visual style is a    central part of the narrative structure, creating scenes that    arent technically interactive, but encourage active    participation. VR studio Penrose is also telling its most    ambitious story so far: its Tribeca entry is supposed to be the    prologue of a larger tale set in an underwater far future.  <\/p>\n<p>    As virtual reality films are expanding in length and narrative    complexity, Apex    keeps things short and intensely experiential. Its a    partnership between studio Wevr and musician Arjan van Meerten,    pairing a thudding musical composition by van Meerten with    apocalyptic scenes that suggest both destruction and rebirth. I    try to stay away from the term immersion, but at its best,    Apex makes you feel like youre being subsumed into    some fiery new world.  <\/p>\n<p>        Talking with Ghosts is a collection of four virtual    reality comics created with Oculus Story Studios art tool    Quill. Most existing VR comics feel like either animated    shorts or flat panels ported to a headset, but these are    genuine sequential illustrations created for three-dimensional    space, proceeding at the viewers own pace  which, despite    being a minor form of interactivity, changes the whole    experience. The strongest section, Ric Carrasquillos The    Reservoir, crafts a story about anxiety and failure    through an all-encompassing miniature golf course that unfolds    with every click of a remote. But each artist plays with the    medium in their own way: theres Maria Yis mythological    fantasy Tattoo Warrior, Roman Muradovs minimalist    ghost story The Neighborhood, and Sophia    Foster-Diminos quietly melancholy teenage drama    Fairgrounds.  <\/p>\n<p>    In Kite & Lightnings futuristic     Bebylon: Battle Royale, a separatist kingdom of    immortal babies spend their time engaging in ritual combat    based on taunting and humiliating opponents for hordes of    social media followers. Mechanically, this plays out as a    Super Smash Bros-esque fighting game played with    Oculus Touch controllers. You command your baby with motion,    buttons, triggers, and the Touchs capacitive sensors, which     among other things  allow for obscene hand gestures. I havent    played enough to speak to its merits as a game, but theres    nothing else at Tribeca with the same vulgar, high-concept    silliness.  <\/p>\n<p>    Ive tried to keep duplicates off this list, but Talking    with Ghosts deserves a place here as well. It doesnt    involve any technological breakthroughs, but its physical    graphic novel format isnt like anything Ive seen before         even Dear Angelica, the first project made in    Quill. Virtual reality comics are a medium I could actually    imagine artists adapting to easily, without becoming    full-fledged 3D modelers or animators. Of course, well need a    better name than VR comics if that happens, so feel free to    drop your suggestions in the comments.  <\/p>\n<p>    In VR director Zach Richters take on Leonard Cohens classic,    vocalists surround you, singing in complex harmony. The piece    is shot with Lytros Immerge light field camera, which records    different focal lengths to create three-dimensional space out    of a video feed. You cant exactly walk around, but the world    no longer snaps out of place every time you shift position.    Its a little advance that makes it far easier for me to stay    in the moment while watching VR video. And that makes Hallelujah    well worth experiencing, even if youre not wild about yet    another rendition of the     sad montage song.  <\/p>\n<p>    The Tribeca Blackout    booth (which, ironically, is pure white) is one of the most    striking-looking things in the venue: a gleaming, empty    recreation of a New York City subway car section, complete with    poles and seats. From the outside it looks sterile, but inside    a headset, VR studio Scatter has created a dimly lit car where    you can listen in on other passengers internal monologues,    experiencing a different cast of characters each time.  <\/p>\n<p>    Treehugger:    Wawona, a project by design studio    Marshmallow Laser Feast, is as intense as the four-person    forest simulator the studio     brought to Sundance in 2016. The experience is built around    a foam pillar pitted with hollow spaces, which participants    explore from inside a VR headset, while wearing a scent mask    and rumbling backpack. As you move your hands (equipped with    HTC Vive trackers), you can change glowing currents around a    massive virtual tree, rising higher and higher into the sky as    it grows.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read this article: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/www.theverge.com\/2017\/4\/26\/15419106\/best-vr-tribeca-film-festival-2017\" title=\"The best virtual reality from the 2017 Tribeca Film Festival - The Verge - The Verge\">The best virtual reality from the 2017 Tribeca Film Festival - The Verge - The Verge<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Virtual reality is far from what anyone would call an established medium, but at events like this weeks Tribeca Film Festival, its a mainstay. Since awarding early VR journalism pioneer Nonny de la Pea a grant in 2013, the Tribeca Film Institute has developed a full-fledged interactive art section known as Tribeca Immersive, where all but one of this years 30 experiences involve virtual reality. At last years festival, I grouped the best work into cinematic and interactive categories cinematic usually meaning 360-degree video or animation, and interactive meaning anything that offers some control to participants.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/the-best-virtual-reality-from-the-2017-tribeca-film-festival-the-verge-the-verge\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":9,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-189720","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\/189720"}],"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\/9"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=189720"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/189720\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=189720"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=189720"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=189720"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}