6. gaze,
n. (ËkaĘn tÉrËgeÉŞz)
That which is watching
what you are watching.
Omnopticonâs countergaze
chills discourse, dissent,
and individualism.
counter-
8. epikinetic,
n. (ËÉp É kÉŞËnÉt ÉŞk)
Side-effect of motion.
Epikinetic acousmatics let
you aurally teleport with
just a tilt of the head.
9. epikinetic,
n. (ËÉp É kÉŞËnÉt ÉŞk)
Side-effect of motion.
Epikinetic acousmatics let
you aurally teleport with
just a tilt of the head.
seen
heard
10. epikinetic,
n. (ËÉp É kÉŞËnÉt ÉŞk)
Side-effect of motion.
Epikinetic acousmatics let
you aurally teleport with
just a tilt of the head.
seen
heard
11. beheld,
n. ('biËhÉld ËfĘt ÉŞdĘ)
Like handheld except shot
by someone with an HMD.
Some beheld shots were
used to bolster
subjectivity.
handheld headheld beheld
12. watchline,
n. (ËwÉtĘËlaÉŞn)
A path taken through an
immersive film.
The directorâs watchline was
not designed to be read as an
ideal viewing; rather it
illuminated obscurer details.
15. graph,
n. (fÉËnÉ strÉËgrĂŚf)
Writing in windows.
Fenestragraphy balances
the wonder of moving
volumes with the
determinacy of montage.
fenestra-
traditional film 3D movie
immersive cinema fenestragraph
16. mulsure,
n. (ËmĘl ĘÉ)
A cross between
sketching and sculpting,
made possible in VR.
I use Tilt Brush or Quill to
mulse abstractly. Glen
Keane made this
mulsure of The Little
Mermaid.
Hello everybody, thanks for listening. My nameâs Doug Blumeyer and Iâve been tinkering with VR ideas since the early 2000âs when I worked at Stanfordâs VR lab.
At a Sundance panel last month Saschka Unseld put it this way: if VR is still in its infancy, then weâre all just babbling babies for now.
When we try to speak to each other with this new immersive medium, every once in a while a word comes out, but for the most part weâre unintelligible.
Well, if weâre ever going to speak clearly in the language of VR, first we have to speak with clear language about VR. Here are some words and terms I came up with to help with that.
Iâve got 9 minutes left for 9 words, you do the math. Letâs get going.
Opture is a word I came up with to identify media which is interactive, but where the only input is where you look.
No keyboards, mice, controllers, or Cardboard-style triggers.
Not even winking or those hold-gaze-for-2-seconds-to-select loading rings should count, really.
Thatâs more like clicking with your eye than looking.
I think opture best describes cinematic-style experiences with head-tracking, eye-tracking, or both mixed in.
I coined the word âoptureâ by taking the root âopâ, for choice or preference (as in âoptionâ or âopinionâ), and hiding it inside the root for eye or sight, âoptâ (as in âopticsâ).
Thus, in opture, our choices play out invisibly through our eyesight.
Because inside an optie the player knows that their gaze itself is being watched in every split-second, opties can be amazingly active, intimate, and engaging.
The human gaze is closely intertwined with our train of thought and our willpower.
But this power can be used for good or evil.
As humans spend more and more of their time in environments where their head and eyes are tracked, we will become more and more conscious of where we look, and where each other look.
Iâm concerned this will have a dampening effect on freedom and self-expression.
I suggest we refer to this new force, this force we sense tracking our gaze, a force made up of everything from friends and family to strangers and big data, as âthe countergazeâ.
If social media has made us more image conscious, VR will go further and make us more consciousness-conscious.
The world a more connected place â sure, maybe, but at what cost?
Anyway, think about it. Next word.
Hereâs a technical one: stortion.
The next in a line of great words that come from acronyms, like radar, scuba, and laser.
STORT stands for Subject To Object Rotation Transfer.
If you want to try stortion for yourself, just get the Google Cardboard app and go to the Exhibit feature.
Basic idea is youâve got a museum artifact floating in empty space in front of you.
When you turn your head, say, to the left, away from the artifact, instead of it going off the right side of your field of view like an object in normal reality would, instead it stays perfectly centered in your field of view, but rotates to the right so you can see a different side of it.
You the subject donât rotate; instead it the object does. Hence subject to object rotation transfer.
This effect only really works with objects floating in empty space, because if there was a background, I really have no idea what would happen with it.
So if you have an application where examining objects from any conceivable angle is useful, like architecture or product design maybe, this is a surprisingly intuitive and effective means.
Epikinetic. This one means âas a side effect of motion.â Let me illustrate by example.
Superhot is a game where time only moves when you move. Thatâs epikinetic time.
TotalCinema360 has a demo where the soundscape youâre surrounded by changes depending on where you turn. The visual space is divided in three.
When you face the rock concert, all you hear is rock concert all around you, even though when you turn around youâll see a nature vista and nature will then be the only thing youâll hear in every direction. Thatâs epikinetic sound.
And in Sightline: The Chair, anything can change whenever youâre not looking.
At one point youâre trapped in a room with no doors or windows, and the more frantically you look around, the more rapidly the walls close in on you, without you ever seeing them move.
Thatâs epikinetic action.
In first person embodied VR, when itâs your bodyâs movement causing effects beyond mere movement, epikinesis is pretty mind-blowing.
Next word. âBeheldâ. As in âI beheld the glory of Godzillaâ, but in the contexts where youâre used to hearing âhandheldâ.
This describes the footage we watch on YouTube when someone uploads a recording of their POV playing Eve Valkyrie or whatever.
I donât think âheadheldâ is the right word here, because thatâs for when folks strap GoPros to their foreheads and record themselves base jumping.
I know itâs just a few inches off, but it makes a huge difference when what youâre viewing is exactly what another person was beholding through their own eyes.
This oneâs related to beheld footage. Watchline.
So for a given immersive film, there are an infinite number of possible watchlines through it.
A watchline would be the beheld footage of one person watching it from start to finish.
Each time this person watches, they produce a new unique watchline. You canât watch an immersive film the same way twice.
Depending on the field of view, you can only physically see something like 20% of an immersive film each time through. It could be dozens of times through before youâve seen everything.
Weâre beginning to see a culture of watchline sharing between fans. And maybe directors of immersive films will release watchlines of their own films as bonus features.
Okay, next word. This one takes a little setup.
So editing between shots in VR is challenging.
Mostly this is because you canât be sure where the viewer will be facing when itâs time to cut.
And itâs dangerous to put important events at the beginning of a shot because a viewer might miss them before she has time to decide where to look.
However, there are ways to shoot and edit VR films that minimize this problem.
I stole the diagram here from Jessica Brillhart, though I added the arrows.
Each ring moving out from the center is a new shot.
The black dot is the direction youâre meant to face at the start of a shot, and the white dot is the direction youâre expected to be facing by the end.
So when editing, just rotate the rings to line up the dots.
Now sometimes you donât want orientation to be continuous, relative to the previous shot.
You just want to say, âNo matter what, I want the viewer to start this shot facing this way.â
In terms of these diagrams, youâd end your circle and jump over to start growing a new one.
I call a move like this an âopeâ, another acronym word, standing for Opening Perspective Enforcement.
Next word. Fenestragraph. The roots of this word combine to mean âwriting in windowsâ.
So virtual movie screens inside VR can do some amazing things.
Fenestragraphy is when one functions like a magic window into the story world, still locked on the wall in your virtual space, jumping around in space and scale on the story world.
Not only can things peek out into your space, you can peek in on theirs.
You get the shared-space, 3D physicality of immersive cinema, but keep a frame on it so you can compose and edit shots like youâre used to.
I first came across a fenestragraph in the VR demo âFrom Ashesâ, which features a TV set you donât watch images on so much as inside of.
Mulsure. This is my word for one of the new artistic VR mediums.
If youâve played around with Tilt Brush or Quill, youâve made mulsure.
If you havenât had the chance, basically it is drawing magical floating lines in space.
Itâs a cross between sketching and sculpting, but 100% its own thing, and never before possible.
It is volumetric like sculpture, but consisting of loose, open, discontinuous lines like a sketch.
The word mulsure comes from the Latin mulceo, to stroke: to stroke as one would with a pencil while sketching, but also to stroke as one would across the surfaces of a form while sculpting.
Oculus Story Studioâs âDear Angelicaâ is the first work Iâve seen which animates mulsure, and thus I would say it qualifies as âanimulsureâ!