Showing posts with label virtual reality. Show all posts
Showing posts with label virtual reality. Show all posts
Friday, May 30, 2014
Bonus Feature: Interview with Ian Cheng
Kill Screen magazine Issue #8 is currently available for purchase over here. The theme this time around is virtual reality; probably the most narrowly focused subject the magazine has tackled, but it does offer the chance to examine the technology from past, present, and future perspectives. I've contributed a piece to this latest issue as well, about how the Oculus Rift VR headset could potentially be a democratizing force for creators, the same way Sony's Portapak camcorder was for video art.
For my article I interviewed artist Ian Cheng, who works in a variety of media, digital and physical. I was particularly drawn to Cheng's work because of his use of the Oculus Rift for his piece Entropy Wrangler Cloud in which viewers don the headgear and look around in a world full of floating debris, each with its own weight and momentum, among other characteristics. As a viewer you can only exert minor influence on the objects as they bounce off of and around you. I spoke to Ian over email about Entropy Wrangler Cloud and how the Oculus Rift could fit into the art world. You can check out the full transcript of our conversation below.
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LOW CUTOFF: For starters, just looking to confirm that "Entropy Wrangler Cloud" was the title of the piece you showed at Frieze that used the Oculus Rift. Have you done any work with the Rift since then?
Ian Cheng: Yes, it is called Entropy Wrangler Cloud. The work grew out of a larger series of live simulations I have been making called Entropy Wrangler. It's a set of objects and beings each with assigned with basic properties and behaviors and left in a closed system to influence each other. Entropy Wrangler Cloud takes place within the Entropy Wrangler simulation, but instead of seeing the simulation from an overview perspective, you are within it, one object among the many. The head tracking native to the Oculus is used by a viewer to assert some influence within the ecosystem, but unlike a hero-centric video game, you are an extremely minor influence among many other influences that are out of your control and affect your VR perspective.
LCO: Are there other artists that you know of, specifically outside of the "game" sphere, using the Oculus Rift in their work?
IC: No but I'm sure someone is making a 360 degree live action movie, or a 360 degree porn orgy, or a concert film. I can imagine artists, architects, and landscape designers using the Rift to previsualize an exhibition layout or space. I'm sure the Rift is being used for virtual reality therapy to treat PTSD.
LCO: I'm trying to get a feel for how widespread the influence of the Rift is in the art community, and whether or not it's the sort of device that could explode in popularity the way the handheld camcorder did for video art, or if it's too niche and destined for a quick burn. Any thoughts on this?
IC: The Rift, Avegant Glyph, and other VR devices will have to prove themselves on their own terms in their own markets to simply sustain themselves. As for the world of contemporary art, I believe more and more its task is to develop and act as interface to allow humans to relate and feel non-human experiences. The best art invents inside of us new patterns of feelings that exposes us, beyond rational consciousness, to ecosystems and abstractions that we have no other way of feeling. VR for me is an innovation to facilitate this. Whether Oculus Rift the company evolves to stay in the game or quickly burns in hype fire I have no idea. But as an innovation idea, the idea of sensorially entering a subjective perspective that is not your own, this is here for us to finally use and grow from.
LCO: Also, you hinted at this in the dis interview but it does feel like there's this window of opportunity for Oculus Rift creations prior to it's official launch that won't exist in the same form once it's commercially available. How do you reconcile the novelty of the gallery VR experience with the ideas you seek to convey in the piece itself?
IC: VR as an idea has been marinating inside us for a long time. People are conceptually ready for it. At Frieze London last year, I presented a Entropy Wrangler Cloud using the Rift. Beyond the Rift's novelty, the real trick was designing a comfortable neutral couch, very low to the ground, that helped remove the psychological barrier of stepping into the Rift. Like the way massage tables are designed, or how Freud covered his therapy couch in blankets to allow his patients to feel immersed in comfort and open. By making the Rift experience surrounded in comfortable normality, it was much easier for people to just focus on the experience of the work. The field of normality is really important with any new technology because it is what allows us to relate to its otherwise alien newness. This is usually the job of a marketing department, interface designers, and app makers, but since the Rift has not been officially launched yet and there is so few apps available for it, how this normality field is defined and who defines it is up for grabs.
LCO: It's interesting that you spoke about the couch you used for Entropy Wrangler Cloud and the idea of establishing "comfortable normality" because the Rift is such an enveloping experience that overtakes much of your real-world sensory awareness. Would Entropy Wrangler Cloud lose something essential if it were made widely available for Oculus Rift owners to download and interact with in their homes instead of within your particular installation?
IC: No, not in terms of experience of the actual work. The installation at Frieze was specific to setting the scene and luring one into the experience of the work within the context of the peak attention crisis one is subject to at an art fair like Frieze. At home, comfort and privacy are not a problem. Although it is fun to think about what the ideal furniture for VR really is and how it smells. Your body primes itself before going blind to its context and it continues to sense even when you are consciously engaged in something else.
LCO: Because of its interactivity (even if that just means putting on the headgear), art that uses VR seems very viewer-centric. While it's a long way off from the experience of a video game protagonist, viewers are still given a certain degree of agency to activate virtual spaces. Would you consider those who experience Entropy Wrangler Cloud "viewers," "players," or something else entirely?
IC: With Entropy Wrangler, people experiencing the work are also influencing the work. They are not players like in video games-- where all the action is designed around the experience of the player -- but more agents or influences. The difference is when no one is using the Rift, Entropy Wrangler the simulation continues on. You are then just dead matter to be played with in the eyes of all the other influencing agents inside the simulation.
LCO: It seems like the Oculus Rift has granted a large number of people access to VR development that hadn't dabbled in the field prior. Do you feel that the Rift provided you with an opportunity to work with VR that wasn't otherwise easily available? Was the technology easy to work with?
IC: Yes, both the cultural and technical conditions of entry into VR were too quarantined for me before. Two years ago there wasn't the same ecosystem of support--Unity, a growing audience for VR experiences, the Oculus itself -- to justify the energy and time cost to work with VR. I'm not an engineer, and I've seen too many artists get absorbed into building a technology from scratch that they lose sight of what really matters. As an artist, I have to create a situation for myself where I cannibalize and setup the tools needed with some sweat and effort, and then play can happen with relative fluidity. Whoever invented the idea of APIs had the potential of creative play in mind.
Wednesday, May 14, 2014
Blips: VR, KRZ, G4C, etc.
Source(s): When will Games For Change actually change / Road to Two5six: Tamas Kemenczy
Author: Dan Solberg
Site: Kill Screen
This has been an active week for me on Kill Screen. First off, there was the piece that I wrote about this year's Games For Change Festival, a conference in the midst of self-critique. This was my third time attending G4C and found that some of the more critical talks and opinions were the ones that resonated with me the most. It was my hope that I presented this information in a way that seemed like a fair critique of a system that appeared open and welcoming of critical feedback. I'm also glad I was able to include some quotes from G4C President Asi Burak and I'm thankful for his willingness to contribute.
Next was a short profile of Kentucky Route Zero developer Tamas Kemenczy. Having just completed Act 3, I was extra excited to dive into what exactly makes KRZ tick. While some of my original speculation about the game being grounded in studio art practice did not end up bearing fruit, the rejection of these formalized categories was enough on its own. I'm a recent convert to KRZ, playing it for the first time in preparation for this piece, but I've come out of the experience a staunch advocate for what it's doing with the video game form.
I was assigned the Kemenczy piece because he's speaking at Kill Screen's Two5six conference on Friday, which will also see the launch of Kill Screen's latest print issue. I'll write a separate post once the magazine is freely available for purchase, but the theme is virtual reality, and I wrote a piece for it comparing the democratizing potential of Oculus Rift to that of the original video camcorder, the Sony Portapak. It will be Kill Screen's most focused theme so far, so I'm curious to see how it all turns out (I'm optimistic). They're having a free launch party after the conference where they'll be giving out copies, if you're interested.
Tuesday, October 8, 2013
Blips: No Escape
Source: Horror and the Oculus Rift Are No Joke
Author: Patrick Klepek
Site: Giant Bomb
I'm not really into the swath of Let's Play-ers out there who record themselves playing horror games and freaking out at the jump scares, but I do like Giant Bomb's Patrick Klepek, and find that he tries to put more emphasis on the games he plays, than himself. On a recent Spookin' with Scoops stream, a semi-regular live horror game showcase, Klepek strapped on the Oculus Rift virtual reality headset and played a series of titles formatted for the device. The results were, of course, wonderful to watch, like those flashbulb photos from haunted houses that are taken right when a big jump scare happens, capturing the contorted faces of the recently terrified. On the other hand, the VR nature of the Oculus Rift seemed to amplify what would normally be decent enough scares into truly terrifying scenarios that, according to Klepek, may be too intense for some players.
I'm working on an interactive horror feature for another site right now, and played Amnesia: The Dark Descent to get some perspective. While the game was certainly scary at times, I definitely took comfort in specific coping tactics that would not be so readily available in a VR setting. First, the Oculus screen is right in your face, meaning you can't turn away and even if you close your eyes, the glow of the screen will still resonate. Even worse, with head-tracking, surround sound changes dynamically as you twist and shy away, which makes the game world feel even more like a real, constant place instead of an easily pausable rectangle. Speaking of pausing and keyboard controls in general, you can't see your hands or anything outside of the Oculus headset, meaning you would have to actively take off the contraption to look around you in real life, something typically done to reassure yourself that it's "just a game." Lastly, you also leave yourself very open to being messed with by anyone else around you.
All that said, I really want an Oculus Rift when they hit the market in their final form, and will certainly give games like Dreadhalls a shot. I might just need to lock myself in a secure, isolated room first.
Monday, July 22, 2013
Blips: Virtual Reality, Real Headaches
Source: Falling, flying, and headaches: the physical and unique demands of development in virtual reality
Author: Ben Kuchera
Site: Penny Arcade Report
No one said developing games to use the Oculus Rift virtual reality headset would be easy, but turns out it's a bit more physically taxing than standard flatscreen monitor development. In a report by Ben Kuchera that made me slightly nauseous just by reading it, he speaks with the team behind AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome, which is easiest to understand as a first-person skydiving game. You fall through the air and maneuver yourself through various targets as you go to score points.
Now imagine having to fine tune that experience to minimize the amount of cases where players feel ill playing the game. This means that developers have to undergo all of those headache-inducing bugs and design flaws themselves. Just thinking about a bug where you're falling and then one of your eye-views just begins spinning uncontrollably is enough to make me never want to play a VR game before it's finished lest I find myself strapped inside some Clockwork Orange reeducation machine. Luckily the developers of AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome are taking precautions and take days off from working on the VR when the physical demands of the task become too much. Why do I feel like crunch time at big studios is about to get a whole lot more stressful?
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