Schlagwort: Virtual Virtual Reality

  • Virtual Virtual Reality: Inside the Meta Adventure Launching Today for PS VR

    Virtual Virtual Reality: Inside the Meta Adventure Launching Today for PS VR

    Reading Time: 3 minutes

    We’re excited to bring our darkly comedic and surrealist sci-fi adventure to PlayStation VR! As we open the world of Virtual Virtual Reality to new players today, I’m here to share a little about its inspiration.

    Put On Your Headset, Find Your Calling

    VVR plays like an extended sci-fi fever dream. In the near future, AI may have taken our jobs, but no hard feelings — we humans are kept as cherished pets, beloved by AI for our quirky, inefficient ways. Activitude, the Virtual Labor System, still provides “meaningful” employment and assures you that your artisanal human companionship is highly sought by our A.I. clients, even if their requests seem… eclectic.

    You could, dear reader, live quite comfortably completing an odd assortment of mildly unsettling tasks for AI looking to be entertained by that human je ne sais quoi. Perhaps a gruff pinwheel named “Sprinkle Tooth” needs his garden tended or “Butter” is in good need of a bread slathering.

    Or, or you may just find a deeper purpose lurking just beyond the scenes: the story of Activitude’s evolution from VR start-up to the “human purpose provider” it is today. Along the way, put on VR headsets in VR to jump between virtual realities or simply vacuum up reality with your Activitude Brand Poly Cleanup Tool™! And then there’s Chaz… but, I wouldn’t want to spoil Chaz for you…

    Inspiration

    Before the current era of VR, I worked for eight years on narrative projects for a Cave Automated Virtual Environment: a form of VR different than the HMDs (helmet-mounted displays) we have today. I watched technology evolve, even while observing the industry weather a “VR Winter.” This was actually a fruitful time to work in VR. Lower stakes permitted a lot of risk-free experimentation by researchers tinkering away at universities. There was room for not-typical creators to play around with the tech like writing students under the guidance of novelist Robert Coover.

    Living through this time, it was clear that VR was more than just flashes of hype, but something more enduring tied into our collective desire for ever more perfect immersion in fantasy worlds. Something that goes as far back as 360 paintings in Roman Villas, maybe further. The efforts of researchers and artists to continuously iterate on this promise eventually led to the VR of today.

    But… much of what came before was forgotten: archived, like Activitude’s history. VVR began in Fall 2015 as a hackathon project inspired by the surreal, often comedic experience of watching an industry grow up, re-invent itself and forget itself. Activitude’s evolution and characters are very much inspired by lived experience. VVR is as much a love letter to VR as a cautionary tale that simultaneously celebrates and pokes fun at all our technological aspirations from AI and mind transfer to gig labor and smart cities. But, at its heart, VVR is also a comedic adventure that one can just experience and enjoy.

    Old Friends/New Friends

    “Any new graphics tech needs a demo, and every demo needs a whale.”

    As a member of the space whale community, Bernice was once the quintessential XR demo for everything, ever. In a future of VR adoption, she’s a former starlet, dreaming of her glory days.

    Eliza: A homage to the first computer therapist, her AI evolved to run a Virtual Travel Agency. She believes “armchair tourism” soothes the senses.

    Hernandez: Currently an artichoke and CEO of “Activate,” an older platform for hiring virtual AI assistants. He likes to work out and gets cranky without his vitamin C supplements.

    Website: LINK

  • Going Deeper with Virtual Virtual Reality

    Going Deeper with Virtual Virtual Reality

    Reading Time: 4 minutes

    In the bizarrely funny and surreal experience Virtual Virtual Reality, on sale this weekend for Viveport users and Viveport Subscription members, players explore a series of dreamlike digital worlds in a future where society is dominated by advanced AI. Things seem serene and wholesome at first glance, but all is not as it seems outside the confines of your headset. We had a chat with the Tanya Soto at developer Tender Claws to hear how their cerebral VR odyssey came to be. 

    Interview by Nathan Ortega, Viveport

    [youtube https://www.youtube.com/watch?v=uLID0vmIymE?feature=oembed&wmode=opaque&w=730&h=411]

    Tell us a bit about yourself and the crew at Tender Claws.

    Tender Claws is an award-winning game company located in Los Angeles, California that creates experiences at the intersection of art, games, and technology. Our team includes directors, writers, designers, and coders that collaborate to blur the boundaries of design, publishing, cinema, installation and virtual reality. We are committed to a reciprocal creative process: one that requires deep attention to content and careful consideration of the affordances of a technology.

    What inspired the bizarre and colorful experience Virtual Virtual Reality?

    We’ve actually been working in VR for quite some time. For instance, Game Lead Samantha Gorman worked on art and writing projects in a CAVE Automated Virtual Environment since 2002. Due to our experience in the medium before its current resurgence, we wanted to create a project that was both love letter to and satire on the hope and hype of VR.

    VVR starts off very colorful and silly, but slowly a sinister undertone begins to reveal itself. Talk a bit about how this concept came to be?

    VVR touches on several contemporary concepts in technological development besides VR, including our relationship to AI, the digital gig economy, and mind uploading. There is a lot of really cool promise in these technologies and approaches and ways they could enhance the future. At the same time, there are also things we should be cautious about and the possibility for darker issues to emerge. In celebrating the efficiency of these technologies, VVR would not be as dynamic if it didn’t address the darker themes and undercurrents.

    Virtual Virtual Reality seems to be very satirical towards silicon valley culture, with many of Activitude’s quirks and behavior seeming straight out of a CEO keynote.

    Yeah, we looked at a lot of keynotes for inspiration. Many of the characters are uploads of former human CEOs and tech executives. . .  who have morphed into AI Managers unsure of whether they’d rather be loved or feared, trying to have it all.

    VVR sends players hopping through a variety of virtual worlds during their time with Activitude. Were there any environments or set pieces you wanted to include in the final version that just didn’t quite find a place?

    I think one thing we’re good at is collaging together different bits and pieces.  Being a small team, we end up having to be resourceful. I don’t think there was much of anything that we made that went unused in someway or another.  The greenhouse from VVR actually came from another prototype we were working on that was a kind of murder mystery with a plant-devouring possum.

    VVR is pretty trippy and surreal, with a lot going on in each environment to interact with. Are there any hidden easter eggs or secrets hidden in Virtual Virtual Reality that players haven’t discovered so far?

    People seem pretty good at finding things, though there are a few moments we wonder if people ever see. One of these times rewards the player’s obstinance. If the player never teleports during the tutorial and doesn’t play along, we wrote an extremely long fail case where Chaz goes on a rant and even employs various strategies (like the creative visualization) to get the player to teleport.  It probably almost never plays because you only have to hit a single button to skip ahead, but for really stubborn players that don’t want to go along, Chaz goes off on a whole spiel about lava and the realm of the imagination.

    What happened to the artichoke to make it so upset? Its screams are more than a little upsetting.

    His name is Hernandez. He gets cranky without his vitamin supplements.

    What’s next for Tender Claws?

    We have a couple new projects in the works!  A virtual pet fish app that feeds on your emotions and the emotions of your friends. We’re also at the early stages of exploring the intersection of immersive theater and social experiences in VR.

    Sounds exciting! Can’t wait to see what you and the team come up with next. Thanks for speaking to us!

    Virtual Virtual Reality is on sale this weekend on Viveport, and Viveport Subscription members save 60% off

    Website: LINK