Category: Presence in the News


  • Presence for the past: Technology delivers nostalgia on demand

    [This story from The Atlantic is about how a variety of technologies will increasingly allow us to reproduce vivid memories; note the important comments near the end about some of the ethical implications of these developments (some of which echo concerns about telepresence after death). The original story includes an infographic titled “The Machinery of Memory: A Timeline.” –Matthew] [Image: Credit: Alvaro Dominguez] The End of Forgetting Technology delivers nostalgia on demand. Ben Rowen June 2017 Issue When Uncle Joshua, a character in Peter De Vries’s 1959 novel, The Tents of Wickedness, says that nostalgia “ain’t what it used to…

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  • VR, art, re-enactment hybrid ‘Carne y Arena’ simulates a harrowing border trek

    [This story from The New York Times describes a presence experience with the potential to alter opinions on a timely social issue, addresses some of the challenges of designing experiences in emerging media, and comments on the role of artists in determining the future success of those media (see the last paragraph in particular). The original story includes an additional image. –Matthew] Iñárritu’s ‘Carne y Arena’ Virtual Reality Simulates a Harrowing Border Trek By Jason Farago May 17, 2017 CANNES, France – After weeks in the desert, dehydrated and afraid, refugees and migrants who are apprehended crossing the United States-Mexico…

    Read more: VR, art, re-enactment hybrid ‘Carne y Arena’ simulates a harrowing border trek
  • The evolution of presence tech: Inside Google’s slow-mo VR moonshot

    [This long piece from Backchannel provides an optimistic but realistic status report on the evolution of presence technologies, including details on Google’s new stand-alone VR headset; the original version of the story includes more images. –Matthew] Inside Google’s Slow-Mo VR Moonshot Clay Bavor knows immersive computing is a long-term project. Here’s what he’s doing to make it happen faster. Steven Levy, Editor of Backchannel May 17, 2017 No one in Silicon Valley loves virtual reality or believes in its future as much as Clay Bavor. As vice president of VR and AR for Google, he’s a passionate advocate for the…

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  • Enormous hands rise from a Venice canal to highlight climate change

    [Today’s story is about the use of the technology of modern sculpture to create a presence illusion, this one with an important message. The original story in Mashable includes more images and two videos; more information is available via the project’s website and press release, My Modern Met, as well as Open Culture, where the author writes that “nobody who visits Venice during the Biennale could fail to pause before Support, a work whose visual drama demands a reaction that temperature charts or data-filled studies can’t hope to provoke by themselves. And even apart from the issue at hand, as…

    Read more: Enormous hands rise from a Venice canal to highlight climate change
  • The planetarium as presence-evoking medium

    [Planetariums are too often overlooked as a media technology capable of creating several types of presence, including social presence. Our colleague Tom Kwasnitschka makes the case in this story from Nature. For complimentary evidence, see coverage by Creators (including videos) of the recent Obscura Digital presentation ‘Chrysalis,’ the largest projection inside a geodesic dome, at the Coachella Music and Arts Festival. –Matthew] [Image: Source: Creators] Planetariums — not just for kids Planetariums are not just for education, or even astronomy: they could display all sorts of data, if only scientists thought to use them, says Tom Kwasnitschka. 25 April 2017 Most…

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  • Bridging the gender gap with virtual statues: AR and presence for social change

    [The Whole Story Project is an example of what could become an important trend, using presence experiences that augment our current reality to advocate for and bring about changes in that reality. The story is from Digital Trends, where it includes a 1:15 minute video. –Matthew] [Image: Source: AdStasher] This Pokémon Go-style app lets you find virtual statues of historic women By Hillary Grigonis – May 3, 2017 Out of the 5,193 historic statues decorating street corners in the United States, only about 7.5 percent depict women, and excluding fictional characters, New York’s Central Park has zero ladies in bronze,…

    Read more: Bridging the gender gap with virtual statues: AR and presence for social change
  • Rape survivors’ stories told through virtual reality in new documentary

    [This story from ThinkProgress describes the origins and potential impacts of a VR documentary on a very serious topic, along with some of the design decisions used to shape the presence experiences of the viewer. For a first person report on the experience see coverage in Engadget, and for a report on other virtual and mixed reality experiences from Tribeca Immersive at the recent Tribeca Film Festival see coverage in CNET. –Matthew] [Image: Source: Engadget] Rape survivors’ stories told through virtual reality in new documentary Rape survivors, up close and personal. Jessica Goldstein, Culture Editor at ThinkProgress May 4, 2017…

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  • Virtual support groups help grieving spouses with depression

    [As this story from UA News notes, we’ll want future comparisons including with in-person sessions, but these results highlight the value of presence in a deeply emotional context. This sentence stands out: “In follow-up assessments, participants in the virtual reality group said they felt as if they were in a real room during the sessions, with real people who were going through similar experiences.” The original story includes three more images. –Matthew] Virtual Support Groups Help Grieving Spouses With Depression For older adults who can’t travel to attend a traditional grief support group, a virtual version may be the next…

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  • This pulsating ‘haptic skin’ is somewhat creepy, mostly awesome

    [Omnipulse is another effort to not only add the sense of touch but increase the ‘haptic resolution’ of presence experiences; this story is from Road to VR, where it includes two short videos. –Matthew] This Pulsating ‘Haptic Skin’ is Somewhat Creepy, Mostly Awesome By Ben Lang May 9, 2017 Omnipulse is a new haptic technology out of Cornell’s Organic Robotics Lab which uses an array of embedded pneumatic actuators to create haptic feedback which feels quite ‘organic’ compared to the more ‘mechanical’ of many other haptic technologies out there. With the ability to form the flexible Omnipulse skin into arbitrary…

    Read more: This pulsating ‘haptic skin’ is somewhat creepy, mostly awesome
  • Seymourpowell VR allows collaborative car design “as if in the same room”

    [The new real-time collaborative VR design system described in this story from Dezeen (which includes other images and a 1:27 minute video) allows people from anywhere to participate in VR or observe via AR; in coverage by Dexigner and elsewhere the collaboration is said to be “as if in the same room.” –Matthew] [Image: Source: YouTube] Seymourpowell demos VR software for collaboratively designing cars Rima Sabina Aouf May 8, 2017 London studio Seymourpowell‘s virtual-reality tool for automotive design allows people in various locations around the world to work together in real time. Debuted at last week’s London Motor Show, the…

    Read more: Seymourpowell VR allows collaborative car design “as if in the same room”
  • AR and VR bring Beatie Wolfe’s new songs to life

    [There are several interesting presence elements in this collaboration among a singer-songwriter, a graphic design lab and Nokia Bell Labs. The story is from New Scientist, where it includes two different images; for more information see the Raw Space Experience website and a press release at Rock Paper Scissors. –Matthew] [Image: Source: Axios] Augmented reality brings Beatie Wolfe’s new songs to life By Chelsea Whyte 5 May 2017 Can augmented reality bring ceremony back to the act of listening to an album? Singer-songwriter Beatie Wolfe certainly hopes so. At her latest album launch – from within an echoless room –…

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  • I ‘died’ in virtual reality at the assisted suicide clinic Dignitas

    [This story from Wired raises a host of important issues regarding the design and use of intense presence experiences. The original version includes an additional image and a 1:40 minute trailer for The Last Moments. –Matthew] [Image: A still from The Last Moments. The Dignitas nurse holds out the cup containing the lethal drug. Avril Furness] I ‘died’ in virtual reality at the assisted suicide clinic Dignitas The Last Moments experience simulates death in the Swiss clinic By Rowland Manthorpe 24 March 2017 Last week, I died in virtual reality. To be precise, I killed myself by consenting to an assisted…

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