The document summarizes Kent Bye's presentation titled "A Primer on Presence, Immersive Storytelling, & Experiential Design" given at Storycon in Brussels, Belgium in May 2022. The presentation covered several topics including an elemental theory of presence with four types of presence - active, emotional, mental/social, and embodied/environmental. It also discussed immersive storytelling frameworks and experiential design breakdowns. References were provided for concepts around presence, immersive storytelling, predictive coding theory, and embodied cognition.
Process Philosophy & VR: Foundations of Experiential DesignKent Bye
Keynote presented on December 10, 2021 as a part of the Exploring the Humanities through VR Workshop by Old Dominion University's Virginia Philosophy Reality Lab.
Video of this talk can be found here: https://www.youtube.com/watch?v=xLZgFyxzZMc
Performance XR Trends: Interrogating the Liveness of the LiveKent Bye
Presented on November 13, 2021 as the opening keynote of the Performance XR Conference.
Voices of VR Podcast host Kent Bye talks about some of the trends that he's seeing in intersection between live performance, immersive theater, and immersive technologies. He'll recap a brief history of notable XR performances he's been able to catch on the film festival circuit over the past 7 years, but also some of the underlying experiential design principles and some of the ethical considerations. One question that comes up again and again is "What is the liveness of the live?" within virtual performances, and he'll recount a range of different approaches to this question, including how interactive user interfaces can help shape the overall aesthetic of an immersive piece.
Insights from XR: Live Performance in VR, Experiential Design, & the Metaverse,Kent Bye
Bye, K. (2022, June 26) "Insights from XR: Live Performance in VR, Experiential Design, & the Metaverse,"
[Presentation] Immersive Homecoming Summit. Area 15,. Las Vegas, Nevada.
Primer for Experiential Design & Immersive StorytellingKent Bye
Opening keynote at European Creator's Lab presented by Kent Bye on November 15, 2021 giving a quick primer on experiential design affordances, immersive storytelling, process, and a list of over 50 immersive stories that I recommend checking out. There's lots of footnotes and links to more resources and podcast episodes with more information and context with many of the creators.
XR for Higher Education: Experiential Design Affordances, Ethical Considerati...Kent Bye
Virtual & Augmented Reality are new computing paradigms that provide powerful new affordances for embodied learning, but there are also a lot of challenges in producing immersive experiences as they require a lot of subject matter expertise. The best practices for experiential design and development are also still emerging, and there are also new ethical considerations to keep in mind when deploying immersive technologies.
Kent ByeKent Bye has been speaking to thousands of immersive creators and innovators for the past seven years on the Voices of VR podcast, and he’ll be presenting about some of the new affordances of spatial computing as well as some of the underlying principles of embodied cognition that makes VR & AR a powerful medium for learning. He’ll also give a brief survey of some of the trends of immersive production, and the various experiential design tradeoffs between ease of production and robustness of interactivity and shared social spaces. Finally, he’ll do a brief survey of the ethical & privacy considerations to keep in mind for the higher educational context for XR.
This 45-minute talk + 45-minutes of Q&A will provide context for what’s happening at the frontiers of experiential design & education, tips & strategies for how to bootstrap the production & distribution of immersive educational content, and finally some of the ethical & moral dilemmas for educators to consider with the introduction of immersive technologies.
Since May 2014, Kent Bye has conducted over 1600 Voices of VR podcast interviews featuring the pioneering artists, storytellers, and technologists driving the resurgence of virtual & augmented reality. He’s an oral historian, experiential journalist, & aspiring philosopher, helping to define the patterns of immersive storytelling, experiential design, ethical frameworks, & the ultimate potential of XR. You can find his podcast at voicesofvr.com and his latest thoughts on Twitter @kentbye.
Towards a Framework for XR Ethics - Kent Bye, AWE, November 11, 2021Kent Bye
For all the ways that immersive technologies can be used for good, they can be used for evil. This talk will provide some conceptual frames for making sense of the landscape of XR ethical dilemmas including human rights principles, tradeoffs between contextual dimensions, and mapping relationships between techno-social, political, and economic domains. This talk will be reporting back on some of the work done by the IEEE Global Initiative on the Ethics of Extended Reality, as well as provide insights into how to integrate ethically-aligned design and responsible innovation best practices into your experiential design process.
Process Philosophy & VR: Foundations of Experiential DesignKent Bye
Keynote presented on December 10, 2021 as a part of the Exploring the Humanities through VR Workshop by Old Dominion University's Virginia Philosophy Reality Lab.
Video of this talk can be found here: https://www.youtube.com/watch?v=xLZgFyxzZMc
Performance XR Trends: Interrogating the Liveness of the LiveKent Bye
Presented on November 13, 2021 as the opening keynote of the Performance XR Conference.
Voices of VR Podcast host Kent Bye talks about some of the trends that he's seeing in intersection between live performance, immersive theater, and immersive technologies. He'll recap a brief history of notable XR performances he's been able to catch on the film festival circuit over the past 7 years, but also some of the underlying experiential design principles and some of the ethical considerations. One question that comes up again and again is "What is the liveness of the live?" within virtual performances, and he'll recount a range of different approaches to this question, including how interactive user interfaces can help shape the overall aesthetic of an immersive piece.
Insights from XR: Live Performance in VR, Experiential Design, & the Metaverse,Kent Bye
Bye, K. (2022, June 26) "Insights from XR: Live Performance in VR, Experiential Design, & the Metaverse,"
[Presentation] Immersive Homecoming Summit. Area 15,. Las Vegas, Nevada.
Primer for Experiential Design & Immersive StorytellingKent Bye
Opening keynote at European Creator's Lab presented by Kent Bye on November 15, 2021 giving a quick primer on experiential design affordances, immersive storytelling, process, and a list of over 50 immersive stories that I recommend checking out. There's lots of footnotes and links to more resources and podcast episodes with more information and context with many of the creators.
XR for Higher Education: Experiential Design Affordances, Ethical Considerati...Kent Bye
Virtual & Augmented Reality are new computing paradigms that provide powerful new affordances for embodied learning, but there are also a lot of challenges in producing immersive experiences as they require a lot of subject matter expertise. The best practices for experiential design and development are also still emerging, and there are also new ethical considerations to keep in mind when deploying immersive technologies.
Kent ByeKent Bye has been speaking to thousands of immersive creators and innovators for the past seven years on the Voices of VR podcast, and he’ll be presenting about some of the new affordances of spatial computing as well as some of the underlying principles of embodied cognition that makes VR & AR a powerful medium for learning. He’ll also give a brief survey of some of the trends of immersive production, and the various experiential design tradeoffs between ease of production and robustness of interactivity and shared social spaces. Finally, he’ll do a brief survey of the ethical & privacy considerations to keep in mind for the higher educational context for XR.
This 45-minute talk + 45-minutes of Q&A will provide context for what’s happening at the frontiers of experiential design & education, tips & strategies for how to bootstrap the production & distribution of immersive educational content, and finally some of the ethical & moral dilemmas for educators to consider with the introduction of immersive technologies.
Since May 2014, Kent Bye has conducted over 1600 Voices of VR podcast interviews featuring the pioneering artists, storytellers, and technologists driving the resurgence of virtual & augmented reality. He’s an oral historian, experiential journalist, & aspiring philosopher, helping to define the patterns of immersive storytelling, experiential design, ethical frameworks, & the ultimate potential of XR. You can find his podcast at voicesofvr.com and his latest thoughts on Twitter @kentbye.
Towards a Framework for XR Ethics - Kent Bye, AWE, November 11, 2021Kent Bye
For all the ways that immersive technologies can be used for good, they can be used for evil. This talk will provide some conceptual frames for making sense of the landscape of XR ethical dilemmas including human rights principles, tradeoffs between contextual dimensions, and mapping relationships between techno-social, political, and economic domains. This talk will be reporting back on some of the work done by the IEEE Global Initiative on the Ethics of Extended Reality, as well as provide insights into how to integrate ethically-aligned design and responsible innovation best practices into your experiential design process.
Sensemaking Frameworks for the Metaverse & XR Ethics by Kent ByeKent Bye
Keynote talk for the Gatherverse Summit presented on February 22, 2022.
Most folks focus on the underlying technology stack when speaking about the Metaverse, but what is the best way to embed human rights, ethics, & responsible innovation into the experiential design process? Voices of VR podcast host Kent Bye will help set a broader context for the many discussions about XR Ethics, Privacy, NeuroRights, Digital Rights, and Human Rights that have been happening across the XR industry, and will provide a holistic sensemaking framework to understand how technological architectures for XR need to be set within a context of ethical design practices, but also navigate the larger dimensions of culture, laws, market dynamics, and encourage sustainable development practices that are in right relationship to the Earth.
Experiential Design for VR Chat World Builders - Kent ByeKent Bye
Presented as a part of the TLX Prefabs conference on Saturday, May 22, 2021
YouTube video of this talk is here: https://www.youtube.com/watch?v=YdqVnDuSg5I&t=21683s
Landscape of XR Moral Dilemmas and Ethical Considerations - Laval Virtual, Ap...Kent Bye
Bye, K. (2023, April 13). Landscape of XR Moral Dilemmas & Ethical Considerations. [Keynote Presentation]. Laval Virtual, Laval, France; Espace Mayenne.
Decentraland. Whitepaper.
Decentraland is a virtual reality platform powered by the Ethereum blockchain. Users
can create, experience, and monetize content and applications. Land in Decentraland
is permanently owned by the community, giving them full control over their creations.
Users claim ownership of virtual land on a blockchain-based ledger of parcels.
Landowners control what content is published to their portion of land, which is
identified by a set of cartesian coordinates (x,y). Contents can range from static 3D
scenes to interactive systems such as games.
Present and Future of Metaverse
Why Metaverse Now?
Metaverse Use Case: AI Innovation Platform
Metaverse Enterprise
Metaverse - Gartner Emerging Technology Mapping
Applications for ESG Sustainability Imperative
Metaverse for Sustainable Smart City
ConnectCon: Metaverse Products of the Future
A virtual festival for entrepreneurs, artists, and innovators to gather together to better understand how to collaborate more effectively around building the products for the future.
Into the Metaverse: experts and enthusiasts will discuss how to build projects in the Metaverse
Metaverse Mingle: get to know fellow doers and their superpowers in our networking space, connect with investors, and meet innovators
Metaverse Gallery: visit our virtual gallery to discover the critical milestones of the Metaverse development.
The rise of VR & AR era. Why this time is different?Vasily Ryzhonkov
When Facebook bought virtual reality company Oculus in early 2014, virtual reality blew up. While game and movie studios began reimagining the future, others looked back at the "old days" of VR — a loosely remembered period in the 1990s when gloves and goggles were super cool and everyone was going to get high on 3D graphics.
Computer enthusiasts and science fiction writers have dreamed about VR for decades. But earlier attempts to develop it, especially in the 1990s, were disappointing. It turns out the technology wasn’t ready yet. What’s happening now — because of Moore’s Law, and also the rapid improvement of processors, screens, and accelerometers, driven by the smartphone boom — is that VR is finally ready to go mainstream. Now, we’re in the midst of a virtual reality revolution.
So the question I want to pose here – is this time different?
Are we going to this future or it’s only media hype?
Metaverse - The 'Killer App' for 5G, 6G and BeyondAnand Bhojan
"Metaverse - The 'Killer App' for 5G, 6G and Beyond":
With the growing popularity of X-Reality (VR/AR/MR/Metaverse) generation of global media-data is expected to accelerate at much higher rate and they will drive innovations and advancements in mobile networks. In this talk, challenges in Metaverse and we will explore suitable system architectures for streaming and analytics for Metaverse with the 5G edge nodes.
El video de la charla es este: https://www.youtube.com/watch?v=D4lZCiZnROA
La charla va de reflexionar sobre cómo están convergiendo una serie de tecnologías (blockchain, smart contracts, inteligencia artificial, 5G, IoT, realidad virtual y realidad aumentada,...). Y cómo esta convergencia tecnológica construye la nueva era de Internet, donde la web descentralizada y el Metaverso son protagonistas.
El paso de la WEB 2.0 a la WEB3 no será inmediato, sino un camino largo, pero desde ya los próximos años van a ser de una trepidante transformación tecnológica y social. En la que hay muchas cosas por hacer.
Por un lado, los primeros pasos hacia la web descentralizada, propiciada por la tecnología blockchain, se traduce en un cambio de paradigma, no solo tecnológico sino también en los modelos de negocio.
Por otro lado, el camino al Metaverso se materializa a corto plazo en el auge de la virtualización de los dos mundos en los que hoy estamos: la realidad (el mundo físico) e Internet (el mundo virtual).
Reflections on XR & AI in Education - iLRN Opening Keynote Kent ByeKent Bye
Bye, K. (2023, May 18). "Reflections on XR & AI in Education." [Keynote Presentation] iLRN 2023: 9th International Conference of the Immersive Learning Research Network. iLRN Virtual Campus Powered by Virbella; iLRN Main Stage.
Metaverse is the converged world of physical world and virtual world that is hyper-connected, hyper-visualized, hyper-interacted, and hyper-reality enabled. Metaverse is a collection of fully connected interoperable physically augmented digital worlds with physical persistence that are converged with the virtually augmented physical world in which people and digital representations of people (digital people) can fully interact with one another and digital objects/environments (including digital twins) with full reality.
Introduction to VR - Past, Presence & FutureSam Watts
Presentation looking at the history of Virtual Reality (VR) from the 1st concepts that formed the technology available today, how the technology works, what makes good VR and what the outcomes of good VR are
EON Reality Knowledge Metaverse Program (EKM Program)Senthilkumar R
By bringing the knowledge metaverse to life, EON Reality will merge the physical, virtual, and augmented reality worlds to reshape the way people everywhere experience their realities. Physical objects and spaces will be complete with informational annotations, activities, and other enhanced knowledge points, while users in virtual reality will be able to digitally teleport themselves into real-life settings around the world.
Capturing Reality in Motion: Qualities of Presence in MoCap by Kent ByeKent Bye
Taking a look at immersive stories that have used motion tracking over the past 6 years, and categorizing them in terms of quality of presence that motion capture represents
An Interdisciplinary Perspective on Experiential Design and the Philosophical...Kent Bye
Bye, K. (2023, March 30). "An Interdisciplinary Perspective on Experiential Design & the Philosophical Implications of VR." [Presentation] vMed23. Los Angeles, California, United States; Sofitel Hotel.
Sensemaking Frameworks for the Metaverse & XR Ethics by Kent ByeKent Bye
Keynote talk for the Gatherverse Summit presented on February 22, 2022.
Most folks focus on the underlying technology stack when speaking about the Metaverse, but what is the best way to embed human rights, ethics, & responsible innovation into the experiential design process? Voices of VR podcast host Kent Bye will help set a broader context for the many discussions about XR Ethics, Privacy, NeuroRights, Digital Rights, and Human Rights that have been happening across the XR industry, and will provide a holistic sensemaking framework to understand how technological architectures for XR need to be set within a context of ethical design practices, but also navigate the larger dimensions of culture, laws, market dynamics, and encourage sustainable development practices that are in right relationship to the Earth.
Experiential Design for VR Chat World Builders - Kent ByeKent Bye
Presented as a part of the TLX Prefabs conference on Saturday, May 22, 2021
YouTube video of this talk is here: https://www.youtube.com/watch?v=YdqVnDuSg5I&t=21683s
Landscape of XR Moral Dilemmas and Ethical Considerations - Laval Virtual, Ap...Kent Bye
Bye, K. (2023, April 13). Landscape of XR Moral Dilemmas & Ethical Considerations. [Keynote Presentation]. Laval Virtual, Laval, France; Espace Mayenne.
Decentraland. Whitepaper.
Decentraland is a virtual reality platform powered by the Ethereum blockchain. Users
can create, experience, and monetize content and applications. Land in Decentraland
is permanently owned by the community, giving them full control over their creations.
Users claim ownership of virtual land on a blockchain-based ledger of parcels.
Landowners control what content is published to their portion of land, which is
identified by a set of cartesian coordinates (x,y). Contents can range from static 3D
scenes to interactive systems such as games.
Present and Future of Metaverse
Why Metaverse Now?
Metaverse Use Case: AI Innovation Platform
Metaverse Enterprise
Metaverse - Gartner Emerging Technology Mapping
Applications for ESG Sustainability Imperative
Metaverse for Sustainable Smart City
ConnectCon: Metaverse Products of the Future
A virtual festival for entrepreneurs, artists, and innovators to gather together to better understand how to collaborate more effectively around building the products for the future.
Into the Metaverse: experts and enthusiasts will discuss how to build projects in the Metaverse
Metaverse Mingle: get to know fellow doers and their superpowers in our networking space, connect with investors, and meet innovators
Metaverse Gallery: visit our virtual gallery to discover the critical milestones of the Metaverse development.
The rise of VR & AR era. Why this time is different?Vasily Ryzhonkov
When Facebook bought virtual reality company Oculus in early 2014, virtual reality blew up. While game and movie studios began reimagining the future, others looked back at the "old days" of VR — a loosely remembered period in the 1990s when gloves and goggles were super cool and everyone was going to get high on 3D graphics.
Computer enthusiasts and science fiction writers have dreamed about VR for decades. But earlier attempts to develop it, especially in the 1990s, were disappointing. It turns out the technology wasn’t ready yet. What’s happening now — because of Moore’s Law, and also the rapid improvement of processors, screens, and accelerometers, driven by the smartphone boom — is that VR is finally ready to go mainstream. Now, we’re in the midst of a virtual reality revolution.
So the question I want to pose here – is this time different?
Are we going to this future or it’s only media hype?
Metaverse - The 'Killer App' for 5G, 6G and BeyondAnand Bhojan
"Metaverse - The 'Killer App' for 5G, 6G and Beyond":
With the growing popularity of X-Reality (VR/AR/MR/Metaverse) generation of global media-data is expected to accelerate at much higher rate and they will drive innovations and advancements in mobile networks. In this talk, challenges in Metaverse and we will explore suitable system architectures for streaming and analytics for Metaverse with the 5G edge nodes.
El video de la charla es este: https://www.youtube.com/watch?v=D4lZCiZnROA
La charla va de reflexionar sobre cómo están convergiendo una serie de tecnologías (blockchain, smart contracts, inteligencia artificial, 5G, IoT, realidad virtual y realidad aumentada,...). Y cómo esta convergencia tecnológica construye la nueva era de Internet, donde la web descentralizada y el Metaverso son protagonistas.
El paso de la WEB 2.0 a la WEB3 no será inmediato, sino un camino largo, pero desde ya los próximos años van a ser de una trepidante transformación tecnológica y social. En la que hay muchas cosas por hacer.
Por un lado, los primeros pasos hacia la web descentralizada, propiciada por la tecnología blockchain, se traduce en un cambio de paradigma, no solo tecnológico sino también en los modelos de negocio.
Por otro lado, el camino al Metaverso se materializa a corto plazo en el auge de la virtualización de los dos mundos en los que hoy estamos: la realidad (el mundo físico) e Internet (el mundo virtual).
Reflections on XR & AI in Education - iLRN Opening Keynote Kent ByeKent Bye
Bye, K. (2023, May 18). "Reflections on XR & AI in Education." [Keynote Presentation] iLRN 2023: 9th International Conference of the Immersive Learning Research Network. iLRN Virtual Campus Powered by Virbella; iLRN Main Stage.
Metaverse is the converged world of physical world and virtual world that is hyper-connected, hyper-visualized, hyper-interacted, and hyper-reality enabled. Metaverse is a collection of fully connected interoperable physically augmented digital worlds with physical persistence that are converged with the virtually augmented physical world in which people and digital representations of people (digital people) can fully interact with one another and digital objects/environments (including digital twins) with full reality.
Introduction to VR - Past, Presence & FutureSam Watts
Presentation looking at the history of Virtual Reality (VR) from the 1st concepts that formed the technology available today, how the technology works, what makes good VR and what the outcomes of good VR are
EON Reality Knowledge Metaverse Program (EKM Program)Senthilkumar R
By bringing the knowledge metaverse to life, EON Reality will merge the physical, virtual, and augmented reality worlds to reshape the way people everywhere experience their realities. Physical objects and spaces will be complete with informational annotations, activities, and other enhanced knowledge points, while users in virtual reality will be able to digitally teleport themselves into real-life settings around the world.
Capturing Reality in Motion: Qualities of Presence in MoCap by Kent ByeKent Bye
Taking a look at immersive stories that have used motion tracking over the past 6 years, and categorizing them in terms of quality of presence that motion capture represents
An Interdisciplinary Perspective on Experiential Design and the Philosophical...Kent Bye
Bye, K. (2023, March 30). "An Interdisciplinary Perspective on Experiential Design & the Philosophical Implications of VR." [Presentation] vMed23. Los Angeles, California, United States; Sofitel Hotel.
The Ultimate Potential of VR: Promises & Perils - Kent Bye SXSWKent Bye
Bye, K. (2023, March 12). The Ultimate Potential of VR: Promises & Perils. [Featured Session Presentation]. South by Southwest Festival, Austin, Texas, United States; Austin Convention Center, Room 16AB
Voices of VR podcast host Kent Bye has been asking thousands of virtual reality creators "What is the ultimate potential of VR?" for over 8 years now, and he will be sharing some of the best answers that map out the future of spatial computing, immersive storytelling, and experiential design. He will also share how VR is catalyzing an interdisciplinary fusion of design processes from video games, filmmaking, HCI, social media, theatre, architecture, and new modes of multi-sensory design. VR also presents unique tech ethics challenges around privacy, accessibility, conduct moderation, etc., that will potentially require new laws or tech architectures. This session will set a broad context for some of the promises and perils of this new medium while also providing a glimmer for what's to come.
MUXL was proud to present its third edition of the annual Mobile UX London Conference - https://mobileuxlondon.com
Christophe is the co-founder of Somewhere Else, a London-based creative consultancy and production house specialised in immersive technologies (VR/AR/MR). After 8 years spent between digital strategy consultancy and music events production, Christophe started Somewhere Else to help brands, agencies and innovators harness the power of VR/AR/MR to win in the Age of Experience.
Working with the likes of Samsung, Three and ExxonMobil, Somewhere Else has enable brands in the fashion, retail and entertainment sectors to build deeper relationships with their audiences through powerful VR experiences. Christophe is a regular VR blogger and a member of the Uni-VR think tank. He has recently delivered talks at the Awwwards LDN, the AR/VR Show and the Virtual Reality Show as well as conducted VR workshops for top creatives at agencies such as Ogilvy, FCB Inferno, IDEO and OMD.
Storytelling in VR represents a paradigm shift for creators. We’re moving away from author-directed linear narratives and into the realm of world-building. The spectator becomes a visitor: the actual author of a story within a world designed for him. This is the age of Audience Experience design, a new era where creators have to put themselves in their audience’s shoes and understand their cognitive, emotional and physical experience. The talk will look at the following topics among others: the death of the author, behavioural design, the body as a computer interface, designers as storyscapers. Each concept will be illustrated by existing VR/MR experiences.
VR Presence & Live Immersive Performance TrendsKent Bye
Bye, K. (2023, April 19). VR Presence & Live Immersive Performance Trends. [Presentation]. The Art of Assembly XXIII: Gathering (in the) Cloud. Digital Performance Beyond Zoom WITH Kent Bye, Jaamil Olawale Kosoko & Sarah Rothberg HOSTED BY Florian Malzacher; Nowhere Aether Park & online livestream.
Using Experiential Design to Understand the Future of AI & Immersive Storytel...Kent Bye
Kent Bye. (2023, November 30). "Using Experiential Design to Understand the Future of AI & Immersive Storytelling." [Keynote Presentation]
FilmGate Interactive Media Festival. Lakeside Village, University of Miami; Miami, Florida.
Using Experiential Design to understand the future of AI and Immersive Storytelling
Metaphors of Presence: An Experiential Design Framewok for VR & ARKent Bye
We learn through metaphors. They form the architecture in our brains that allow us to understand reality. I've distilled down the metaphors that I use to understand presence in VR & AR, but these are universal metaphors describing the human experience in all realities. It's an experiential design framework that hopefully can be applied in & out of VR. It's the most clear & practical distillation of my work I've done so far, and it was presented as a keynote in Montreal on May 31st at Symposium iX. Next talk is about the Philosophical Foundations of Experiential Design that I'm currently editing.
Here's the video of my keynote:
https://www.youtube.com/watch?v=g7OYoP_NfJ0
Promises & Perils of Extended Reality, Broadcast Education Association KeynoteKent Bye
Citation: Bye, K. (2023, October 19). The Promises & Perils of Extended Reality. [Opening Keynote]. Broadcast Education Association On-Location @ University of South Carolina, Lexington Room at the Courtyard by Marriott Columbia Downtown at USC, Columbia, South Carolina.
Voices of VR podcast host Kent Bye has been asking thousands of virtual reality creators about the ultimate potential of XR for over 9 years now, and he will be sharing some of the best answers that map out the future of spatial computing. VR also presents unique tech ethics challenges around privacy, accessibility, conduct moderation, and moving from 2D into real-time, 3D spaces that will require new tech architectures and potentially new laws. This session will set a broad context for some of the promises and perils of virtual reality, augmented reality, and mixed reality while also providing a glimmer for what's to come.
The Mission Business is a creator of immersive future scenarios for companies who want to explore, innovate, and change the world... but we started off as an interactive entertainment company. This presentation explores our roots, and our first three projects — the entertainment experiences ZED.TO and VISITATIONS, as well as our first corporate commission, a sci-fi experience come to life called ByoLogyc: Shadowfall for Autodesk IDEAS.
Fifty Shades of Augmented Reality: Creating Connection Using ARMark Billinghurst
Keynote speech by Mark Billinghurst at the Laval Virtual 2017 conference on March 24th 2017. The presentation talks about how Augmented Reality can be used to enhance remote collaboration.
Part 1: The Art of Gathering Virtually: Experiential Design Lessons from Virt...Kent Bye
On Friday, November 20, 2020 at 8:30a PST, Voices of VR podcast host Kent Bye presented some lessons learned his exploration of the virtual conferences in VR from the early days of the pandemic. He also provides some feedback on the Architectural Association's Civic Program Preliminary Report: Distant Crowds: Architecture & Infrastructure of Virtual Gatherings 2020.
Some Philosophical Reflections about Privacy from an XR JournalistKent Bye
Bye, K. (2023, January 6). Some Philosophical Reflections on Privacy from an XR Journalist. [Presentation]. Existing Law and Extended Reality: A Research Symposium at Stanford Law School, Palo Alto, California, United States; Jen-Hsun Hwang Engineering Center.
Similar to A Primer on Presence, Immersive Storytelling, & Experiential Design - Kent Bye's Storycon Keynote (20)
Processes of Experiential Design: Breaking Down the Elements of Immersive Sto...Kent Bye
Bye, K. (2023, June 2). "Processes of Experiential Design: Breaking Down the Elements of Immersive Storytelling."
[Keynote Presentation] European Creators' Lab Live Online Masterclasses. Zoom.
Some Preliminary Thoughts on Artificial Intelligence - April 20, 2023.pdfKent Bye
Bye, K. (2023, April 20). Some Preliminary Thoughts on Artificial Intelligence. [Presentation] The King Library Experiential Virtual Reality Lab (KLEVR) Tech Talks: AI Tools, Tips, & Traps; San Jose State University, San Jose, California via Zoom.
IEEE Metaverse Congress: Benefits & Risks of the Metaverse from the ESG Persp...Kent Bye
Some slides to set the context on a panel discussion as a part of the IEEE Metaverse Congress kickoff meeting on July 6, 2022.
The IEEE Global Initiative on the Ethics of Extended Reality papers can be found here:
https://standards.ieee.org/industry-connections/ethics-extended-reality/.
The podcast interviews with each of the white papers can be found linked here:
https://voicesofvr.com/1089-ieee-global-initiative-on-the-ethics-of-extended-reality-trolling-harassment-and-online-safety/
Virtual Architecture as Process: Visualizing the Geometry of MusicKent Bye
Presented to architecture students on Nov 9, 2021.
The new affordances of presence within immersive technologies like virtual & augmented reality are fusing together insights from game design, web design, human computer interaction, social media, cinematic storytelling, architecture, theater, dance, and embodied contemplative practices. This dialectic of the virtual and the real contrasts the interactive, participatory, dynamic, generative, non-linear, & iterative cultivation aspects of design with the more passive, consumptive, static, authored, linear, and planned building aspects. Voices of VR podcast host Kent Bye will be exploring some of the underlying philosophical principles of experiential design that can help guide this fusion of design disciplines. Virtual Architecture could be at the forefront of synthesizing these competing design philosophies, and Bye will be presenting some provocations around visualizing the geometry of music and different measures of time & calendars within a multi-modal spatial context. He'll also be pointing towards some of the underlying philosophical paradigm shifts that VR catalyzes such as moving away from substance metaphysics & reductive materialism that sees the world as static, concrete "real" objects that can be broken down into component parts within closed systems and towards a more process-relational metaphysics & process philosophy that sees the world as being in dynamic flux through unfolding patterns of relationships within an open ecosystem of mereological whole/part sets of fractally-nested contexts. Bye will be exploring how the challenges around experiential design and visualizing the geometry of music within VR embodies this shift towards process-relational thinking, and potentially provide some insights into the future of virtual architecture that's dynamic, participatory, and unfolding over time.
Sensemaking Frameworks For Metaverse EthicsKent Bye
An overview of some different sensemaking frameworks to help navigate the ethics of XR and the metaverse.
See below for some more links and references.
Presented at the MetaDavos Preliminary Meeting October 29, 2021
July 7, 2021
TALK: Latest Developments in XR Ethics (32 minutes)
Presented at Laval Virtual, July 7, 2021.
VIDEO: https://www.youtube.com/watch?v=ndTFEM6I8Ng&t=5132s
SLIDES: https://www.slideshare.net/kentbye/latest-developments-in-xr-ethics
June 2, 2021
TALK: State of Privacy in XR & Neuro-Tech: Conceptual Frames (22 minutes)
Presented at the VRARA Global Summit on Wednesday, June 2, 2021.
VIDEO: https://www.youtube.com/watch?v=pIpD4-gYImU
SLIDES: https://www.slideshare.net/kentbye/state-of-privacy-in-xr-neurotech-conceptual-frames
October 18, 2019
TALK: XR Ethics Manifesto (30 minutes)
Presented at Greenlight's XR Strategy Conference on Friday, October 18, 2019 in San Francisco, CA.
VIDEO: https://www.youtube.com/watch?v=CXgY3YXxqJ8
SLIDES: https://www.slideshare.net/kentbye/xr-ethics-manifesto-updated-nov-2-2019
TALK: XR for Higher Education: Experiential Design Affordances, Ethical Considerations, & Production Strategies
SLIDES: https://www.slideshare.net/kentbye/xr-for-higher-education-experiential-design-affordances-ethical-considerations-production-strategies
VIDEO: https://www.youtube.com/watch?v=qqau9srg8K0
Presented as a part of the IEEE Standards Association Webinar on XR in the Classroom on October 14, 2021 covering four areas:
What is Extended Reality?
Socio-Political Context of Technology
Overview of Contextual Domains for XR Ethics in Education
XR Ethics Frameworks for Education
There have been many vital conversations about XR ethics over the past number of years, but still a lot of open questions for how to make sense and navigate the overall ethical landscape. I'll be providing three sense making lenses for XR Ethics including Ethical Contexts, Human Rights, and a Techno-Social, Political, & Economic Lens. We'll get some updates on XR Privacy, Harassment in XR, and the Neuro-Rights Initiative, and then do a broad survey of other hot topics across different contexts.
State of Privacy in XR & Neuro-Tech: Conceptual FramesKent Bye
There are a lot of threats to our right to mental privacy from neuro-technologies as well as from virtual and augmented reality. In this talk I do a survey of physiological & biometric measurement devices, discuss what I've learned on my journey into VR Privacy, discuss some of the different philosophies of privacy, and talk about some of the human rights approaches aimed to protect our right to mental privacy.
YouTube Talk can be found here: https://www.youtube.com/watch?v=pIpD4-gYImU
Presented at the VRARA Global Summit on Wednesday, June 2, 2021.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
Game Concept Presentation for Ukrainian Mythology Based Game With Designs
A Primer on Presence, Immersive Storytelling, & Experiential Design - Kent Bye's Storycon Keynote
1. Photo by Amir Khidojatov of Kent Bye’s "A Primer on Presence, Immersive Storytelling, & Experiential Design." (2022, May 5)
Presented at Storycon: A collision of (he)art and technology. Brussels, Belgium; BOZAR - Centre for Fine Arts.
A Primer on Presence,
Immersive Storytelling,
& Experiential Design
2. A Primer on Presence,
Immersive Storytelling,
& Experiential Design
@KentBye
Bye, K. (2022, May 5). "A Primer on Presence, Immersive Storytelling, & Experiential Design."
Presented at Storycon:A collision of (he)art and technology. Brussels, Belgium; BOZAR - Centre for Fine Arts.
3.
4. ● Underlying Experiential Age Context
● My Elemental Theory of Presence
○ Connections to Experiential Marketing
○ Underlying Dialectics of Presence
○ Presence Theory Evolution & Synthesis
● My Immersive Storytelling &
Experiential Design Framework
● Experiential Design & Immersive Story
Breakdowns
5. ● Underlying Experiential Age Context
● My Elemental Theory of Presence
○ Connections to Experiential Marketing
○ Underlying Dialectics of Presence
○ Presence Theory Evolution & Synthesis
● My Immersive Storytelling &
Experiential Design Framework
● Experiential Design & Immersive Story
Breakdowns
6. Pine II, B. J., & Gilmore, J. H. (1998). Welcome to the experience economy. Harvard Business Review. Retrieved December 10, 2021, from
https://hbr.org/1998/07/welcome-to-the-experience-economy.
7. Pine II, B. J., & Gilmore, J. H. (1999). Experience economy: Work is theatre & every business a stage. Harvard Business School Press.
8. ● Michelli, J. A. (2007). The starbucks experience: 5 principles for turning ordinary into extraordinary. (pg. 22) McGraw-Hill.
● Image via Starbucks (2012, March 5) Starbucks First European Concept Store to Open in Amsterdam. Starbucks. Retrieved on April 25, 2022 from
https://stories.starbucks.com/stories/2012/starbucks-first-european-concept-store-to-open-in-amsterdam/
"...this whole notion of Third Place.
It’s about the in-store experience —
all of it."
- Martin Coles, Starbucks Intl. President
9. ● Schmitt, B. (1999). Experiential marketing. Journal of marketing management, 15(1-3), 53-67.
● Brakus, J. J., Schmitt, B. H., & Zarantonello, L. (2009). Brand experience: what is it? How is it measured? Does it affect loyalty?. Journal of marketing, 73(3), 52-68.
Experiential Marketing (1999) & Brand Experience (2009)
10. Sleep No More (2011)
Bye, K., & Nightingale, C. (2018, January 10). #611: “Sleep No More” Creative Producer on Blurring the Lines of Reality with Punchdrunk’s Immersive Theater. Voices of VR
Podcast. Retrieved November 15, 2021 from https://voicesofvr.com/611-sleep-no-more-creative-producer-on-blurring-the-lines-of-reality-with-punchdrunks-immersive-theater/.
11. VR, AR,
& Immersive Theatre
Books
Film
Radio
Video Games
Internet
TV
Theatre
Mobile Phone
Oral
Storytelling
12. Tricart, C. (2022, March 14). Immersive Storytelling. SXSW Film & Interactive Film Festival. [Keynote presentation]. Austin, TX; Austin Convention Center. Retrieved on April 1,
2022 from https://voicesofvr.com/1074-celine-tricarts-sxsw-keynote-on-immersive-storytelling-live-action-role-play-emotional-bleed/
Céline Tricart’s Degree of Immersion (2D Frame vs. 360°) vs
POV (3rd person vs 1st person)
Mediated
through a
2D Frame
Illusion of
Non-Mediated
Presence
within a 3D
Spatial Context
13. Mixed Reality Spectrum (aka “XR”)
Inspired by Milgram & Kishino (1994)
Milgram, P. and Kishino, F. (1994) A Taxonomy of Mixed Reality Visual Displays. IEICE Transactions on Information and Systems, E77-D, 1321-1329.
https://search.ieice.org/bin/summary.php?id=e77-d_12_1321
Modified with Clay Bavor (2017, May 18) Google IO 2017 Day 2 Keynote, https://twitter.com/kentbye/status/865244388057694208
Real [Physical]
Environment
Virtual Environment
Physical
Reality
Augmented
Reality (AR)
Virtual
Reality (VR)
14. Microsoft’s Mixed Reality Spectrum
Microsoft (2020, August 26). What is mixed reality? Retrieved April 02, 2021, from https://docs.microsoft.com/en-us/windows/mixed-reality/discover/mixed-reality
15. Variety. (2014, February 6). Oculus VR's Palmer Luckey - "Virtual Reality: The Road Ahead" - D.I.C.E. 2014 Summit [Presented on February 6, 2014 at D.I.C.E. 2014 Summit at the
Hard Rock Hotel, Las Vegas, NV]. YouTube. Retrieved April 21, 2022, from https://www.youtube.com/watch?v=cs58OrTG6LU
16. Meta Quest. (2014, October 1). Oculus Connect Keynote: Brendan Iribe and Nate Mitchell. [Presented on September 20, 2014 at Oculus Connect, Loews Hollywood Hotel, Los
Angeles, CA]. YouTube. Retrieved April 21, 2022, from https://www.youtube.com/watch?v=1xeK8zUXAvQ
17. Slater’s Place Illusion & Plausibility Illusion (2009)
Slater, M. (2009, Dec 14). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B:
Biological Sciences, 364(1535), 3549–3557. doi:10.1098/rstb.2009.0138.
Images via Toast (2019, July 21). Richie's Plank Experience Oculus Quest Trailer. YouTube Retrieved on April 25, 2022 from https://www.youtube.com/watch?v=faNsP7ExSt0.
Plausibility Illusion
“the illusion that what is apparently
happening is really happening (even
though you know for sure that it is
not).”
Place Illusion
“It is the strong illusion of being in a
place in spite of the sure knowledge
that you are not there.”
18. David J. Chalmers on VR as a “Genuine Reality” (2022)
Chalmers, D. J. (2022). Reality+: Virtual Worlds and the Problem of Philosophy. (pg xvii and 205-206) Penguin Books.
"The central thesis of this book is: Virtual reality is
genuine reality. Or at least, virtual realities are genuine
realities. Virtual worlds need not be second-class
realities. They can be first-class realities." (pg. xvii)
"Slater is correct in saying that VR involves a visceral
sense of place, plausibility, and embodiment. I simply
contest the claim that these things are illusions. In
some cases they are, but much of the time, they
involve non-illusory perceptions of real virtual reality.
If I’m right, VR devices aren’t illusion machines; they’re
reality machines." (pg. 205-206)
19. Bystrom, K.-E., Barfield, W., & Hendrix, C. (1999). A Conceptual Model of the Sense of Presence in Virtual Environments. Presence: Teleoperators and Virtual Environments, 8(2),
241–244. doi:10.1162/105474699566107
Bystrom et al’s Conceptual Model of the Sense of Presence (1999)
Objective
XR Hardware
Subjective
Experience
of Presence
20. Meta Quest. (2014, October 1). Oculus Connect Keynote: Brendan Iribe and Nate Mitchell. [Presented on September 20, 2014 at Oculus Connect, Loews Hollywood Hotel, Los
Angeles, CA]. YouTube. Retrieved April 21, 2022, from https://www.youtube.com/watch?v=1xeK8zUXAvQ
Some of the Objective Hardware Engineering Required for VR (2014)
21. Some Models of Perception & Cognition
Contributing to Subjective Experiences of Presence
Mental
Models of
Reality
Sensory
Experience
of Reality
22. ● Stefanics, G., Kremlácek, J., & Czigler, I. (2014). Visual mismatch negativity: a predictive coding view. Frontiers in Human Neuroscience, 8.
doi:10.3389/fnhum.2014.00666 Retrieved Feb 20, 2020 from:
https://www.researchgate.net/figure/Simplified-scheme-of-the-hierarchical-predictive-coding-framework-Friston-2005-2008_fig1_266401430.
● Millidge, B., Seth, A., & Buckley, C. L. (2022, January 22). Predictive coding: a theoretical and experimental review. arXiv preprint arXiv:2107.12979. Retrieved on April 23,
2022 from https://arxiv.org/abs/2107.12979
● Mendonça, D., Curado, M., & Gouveia, S. S. (Eds.). (2021). Philosophy and Science of Predictive Processing. Bloomsbury Academic.
Predictive Coding Theory of Neuroscience
(aka Predictive Processing)
23. Klein, T. J., & Lewis, M. A. (2012). A physical model of sensorimotor interactions during locomotion. Journal of Neural Engineering, 9(4), 046011.
doi:10.1088/1741-2560/9/4/046011
Embodied Cognition as Nested Contexts (2012)
24. Steinicke, F. (2021, March 31). B(l)ending Realities. Keynote lecture presented at The IEEE Conference on Virtual Reality and 3D User Interfaces in Spain (virtual), Libson.
Retrieved from https://www.youtube.com/watch?v=Ds-h1J4MFMI&t=13496s
Steinicke on Perceptual Loops with VR (2021)
25. Bystrom, K.-E., Barfield, W., & Hendrix, C. (1999). A Conceptual Model of the Sense of Presence in Virtual Environments. Presence: Teleoperators and Virtual Environments, 8(2),
241–244. doi:10.1162/105474699566107
Objective
XR Hardware
Subjective
Experience
of Presence
Many Open Questions on Consciousness & Presence
OPEN
QUESTION
26. Skarbez, R., Brooks, Jr., F. P., & Whitton, M. C. (2017). A Survey of Presence and Related Concepts. ACM Computing Surveys, 50(6), 1–39. doi:10.1145/3134301
Survey of Presence Concepts (Skarbez et al, 2017)
27. ● Underlying Experiential Age Context
● My Elemental Theory of Presence
○ Connections to Experiential Marketing
○ Underlying Dialectics of Presence
○ Presence Theory Evolution & Synthesis
● My Immersive Storytelling &
Experiential Design Framework
● Experiential Design & Immersive Story
Breakdowns
28. First Presented Elemental Theory of Presence in Feb & March 2017
● Bye, K. & Brillhart, J. (2017, February 8) #502: An Elemental Theory of Presence + Future of AI & Interactive Storytelling. Voices of VR Podcast. Retrieved on April 22, 2022
from https://voicesofvr.com/502-an-elemental-theory-of-presence-future-of-ai-interactive-storytelling/
● Bye, K. & Chertoff, D. (2017, July 19). #557: Using Experiential Design to Expand VR Presence Theory. Voices of VR Podcast. Retrieved on April 22, 2022 from
https://voicesofvr.com/557-using-experiential-design-to-expand-vr-presence-theory/
● Bye, K. (Recorded 2017, March 30, Published on 2017, March 31). Historical Context of Virtual Reality. Silicon Valley Virtual Reality Conference & Expo. [Keynote
presentation]. San Jose, CA; San Jose Convention Center.
34. Jung on Archetypes: Can’t be “reduced to a simple formula”
Jung, C. G. (1968). The Psychology of the Child Archetype. In R. F. C. Hull (Trans.), The Collected Works of C. G Jung | Complete Digital Edition (Vol. 9: Part 4 of The Archetypes
and the Collective Unconscious, 2nd Edition, pg. 179, paragraph 301). Princeton, NJ: Princeton University Press. (Original work published 1940).
35. Jung on Archetypes: Can’t be “reduced to a simple formula”
Jung, C. G. (1968). The Psychology of the Child Archetype. In R. F. C. Hull (Trans.), The Collected Works of C. G Jung | Complete Digital Edition (Vol. 9: Part 4 of The Archetypes
and the Collective Unconscious, 2nd Edition, pg. 179, paragraph 301). Princeton, NJ: Princeton University Press. (Original work published 1940).
“Clear-cut distinctions and strict formulations are quite
impossible in this field [of archetypal psychology], seeing
that a kind of fluid interpenetration belongs to the very
nature of all archetypes. They can only be roughly
circumscribed at best. Their living meaning comes out
more from their presentation as a whole than from a single
formulation. Every attempt to focus them more sharply is
immediately punished by the intangible core of meaning
losing its luminosity. No archetype can be reduced to a
simple formula. It is a vessel which we can never empty,
and never fill. It has a potential existence only, and when it
takes shape in matter it is no longer what it was. It persists
throughout the ages and requires interpreting ever anew.
The archetypes are the imperishable elements of the
unconscious, but they change their shape continually.”
41. ● Underlying Experiential Age Context
● My Elemental Theory of Presence
○ Connections to Experiential Marketing
○ Underlying Dialectics of Presence
○ Presence Theory Evolution & Synthesis
● My Immersive Storytelling &
Experiential Design Framework
● Experiential Design & Immersive Story
Breakdowns
42. ● Skarbez, R. (2016, December 4). Thank you! From a Voices of VR alum. Personal Communication to Bye, K.
● Skarbez, R., Brooks, Jr., F. P., & Whitton, M. C. (2017). A Survey of Presence and Related Concepts. ACM Computing Surveys, 50(6), 1–39. doi:10.1145/3134301
I got a brief mention in Skarbez et al’s 2017 survey
Skarbez tips me off to Chertoff’s Presence Work (2016, Dec 4)
43. Chertoff’s Experiential Design & Presence Work (2008-2010) via Skarbez
Chertoff, D. B., Schatz, S. L., McDaniel, R., & Bowers, C. A. (2008). Improving Presence Theory Through Experiential Design. Presence: Teleoperators and Virtual Environments,
17(4), 405–413. doi:10.1162/pres.17.4.405
44. Chertoff’s Review of Presence Theory Components (2009)
Chertoff, Dustin, "Exploring Additional Factors Of Presence" (2009). Electronic Theses and Dissertations. 3910.
https://stars.library.ucf.edu/etd/3910
45. “The process of using these dimensions to create such an
experience is known as experiential design” - Chertoff (2010)
● Chertoff, Dustin, "Exploring Additional Factors Of Presence" (2009). Electronic Theses and Dissertations. 3910. https://stars.library.ucf.edu/etd/3910
● Chertoff, D. B., Goldiez, B., & LaViola, J. J. (2010). Virtual Experience Test: A virtual environment evaluation questionnaire. 2010 IEEE Virtual Reality Conference (VR).
doi:10.1109/vr.2010.5444804
Experiential Design "originated from the marketing field
where it was used to encourage people to create meaningful
emotional and social connections to a product."
49. Think
“appeals to the intellect with the objective of
creating cognitive, problem-solving experiences that
engage customers creatively.”
Relate
“expands beyond the individual's personal, private
feelings... appeal to the need to be perceived
positively by individual others... They relate the
person to a broader social system.”
Act
“enriches customers' lives by targeting
their physical experiences, showing
them alternative ways of doing
things..., alternative lifestyles and
interactions.
Feel
“appeals to customers' inner feelings
and emotions, with the objective of
creating affective experiences that
range from mildly positive moods... to
strong emotions of joy and pride.”
Sense
“appeals to the senses with the
objective of creating sensory
experiences, through sight sound, touch,
taste and smell.”
[Text via] Schmitt, B. (1999). Experiential marketing. Journal of marketing management, 15(1-3), 53-67.
50. Brakus, J. J., Schmitt, B. H., & Zarantonello, L. (2009). Brand experience: what is it? How is it measured? Does it affect loyalty?. Journal of marketing, 73(3), 52-68.
Measuring Brand Experience (2009)
● Sensory
● Affective
● Behavioral
● Intellectual
53. ● Underlying Experiential Age Context
● My Elemental Theory of Presence
○ Connections to Experiential Marketing
○ Underlying Dialectics of Presence
○ Presence Theory Evolution & Synthesis
● My Immersive Storytelling &
Experiential Design Framework
● Experiential Design & Immersive Story
Breakdowns
55. “Basic to Empedocles' philosophy is the
assumption of four eternally existing "roots,"
the arrangement and rearrangement of
which account for all genesis and olethros,
and for the particular and changing
characteristics of thnēta… They are
variously designated by the terms fire, air,
earth, and water, by the names of divinities,
and by their most obvious manifestations in
the physical world.”
Empedocles on Earth, Air, Fire & Water
Empedocles, & Wright, M. R. (1981). Empedocles: The extant fragments. (pp. 22) Yale University Press.
58. The limiting of basic opposites to four and their correlation to the
roots is first found in medicine. Alcmaeon worked on the
assumption of an indefinite number of opposites, but it was
Empedocles' theory that the medical writers later took over and
adapted to a fixed number of powers, and then of humors, in the
body. Philistion in a simple way listed four ideai of the body,
relating hot to fire, cold to air, dry to earth, and moist to water. In
the Hippocratic Nature of Man the four opposites were brought into
line with the humors, and with the seasons of the year, in the
following scheme:
winter (cold and wet) : phlegm
spring (wet and hot) : blood
summer (hot and dry) : yellow bile
autumn (dry and cold) : black bile
Medical Origins of Hot/Cold vs Wet/Dry
Empedocles, & Wright, M. R. (1981). Empedocles: The extant fragments. (pp. 26-27) Yale University Press.
59. Hot
Cold
Wet
Dry
Sanguine
Blood
Air
Spring
Choleric
Yellow Bile
Fire
Summer
Melancholic
Black Bile
Earth
Autumn
Phlegmatic
Phlegm
Water
Winter
Solis, Virgil (1530-1562) Sanguine Temperament, From the Four Temperaments (Plate 1), Choleric... (Plate 2), Phlegmatic... (Plate 3), Melancholic (Plate 4). Minneapolis Institute
of Art. Retrieved on April 26, 2022 from https://collections.artsmia.org/art/121403/sanguine-temperament-virgil-solis & https://collections.artsmia.org/search/virgil%20temperament.
Walkington, Thomas (1607) Optick Glasse of Humor. Retrieved on April 26, 2022 from https://becker.wustl.edu/news/humoralism-and-the-seasons/.
60. Jung’s Psychological Types of “thinking, feeling, sensation, & intuition”
inspired by Galen temperaments & the four elements (1921)
Jung, C. G. (1976). Psychological types. In R. F. C. Hull (Trans.), The collected works of C. G Jung | Complete Digital Edition (Vol. 6). (paragraphs [7] and [883]) Princeton, NJ:
Princeton University Press. (Original work published 1921).
“I have found from experience that the basic
psychological functions, that is, functions which
are genuinely as well as essentially different
from other functions, prove to be thinking,
feeling, sensation, and intuition...” [7]
“From ancient times there have been numerous
attempts to reduce the manifold differences
between human individuals to definite
categories… [Galen] distinguished four basic
temperaments: the sanguine, the phlegmatic, the
choleric, and the melancholic. The underlying
idea goes back to the fifth century B.C., to the
teachings of Hippocrates, that the human body
was composed of the four elements, air, water,
fire, and earth.” [883]
61. Thinking
Intuition
Feeling
Sensing
Jung, C. G. (1976). Psychological types. In R. F. C. Hull (Trans.), The collected works of C. G Jung | Complete Digital Edition (Vol. 6). (paragraphs [7] and [883]) Princeton, NJ:
Princeton University Press. (Original work published 1921).
73. Winter
Yin
Yin Yang
BYJU'S. (2020, March 20). Differences between sympathetic and parasympathetic nervous system. BYJUS. Retrieved
June 25, 2022, from https://byjus.com/biology/difference-between-sympathetic-and-parasympathetic/
Rest &
Digest
Fight or
Flight
Parasympathetic
Nervous
System
Sympathetic
Nervous
System
76. Lundy, M., Sutton, D., Ashton, A., Martineau, J. (2010) Quadrivium: The Four Classical Liberal Arts of Number, Geometry, Music, & Cosmology. Walker & Co.
81. Number in
Space & Time Number
Number in
Time
Geometry Music
Mathematics
Astronomy
The Quadrivium
Number in
Space
82. Objects Moving
Through Space
Abstract Patterns
& Forms
Consonance
Dissonance Cycles
In Time
World & Body Unfolding Process
Rules & Mechanics
Physics & Dynamics
The Quadrivium
Architecture &
Embodiment
in Space
83.
84. Bernal, G. (2021,April 15). Developing Galea:An open source tool at the intersection ofVR and neuroscience. MIT Media Lab. https://www.media.mit.edu/posts/galea/.
Presence Qualities of Biometric Sensors on OpenBCI’s Project GALEA
86. Mental & Social Presence
Mental Thoughts
Cognitive Processes
Cognitive Load
Social Presence
Predicted Expectations
Active Presence
Behaviors
Intention
Actions
Movement
Creations
Engagement
Emotional Presence
Affective State
Emotional Sentiment
Facial Expression
Microexpressions
Embodied Presence
Sensory Input Processing
Stress / Arousal
Physiological Reactions
Eye Gaze /Attention
Body Language
Muscle Fatigue Bye, K. (2021, June 2) "State of Privacy in XR & Neuro-Tech: Conceptual Frames" Presentation at the
VRARA Global Summit (Online). Recording available at https://www.youtube.com/watch?v=pIpD4-gYImU
87. (1) The right to identity, or the ability to
control both one’s physical and mental
integrity
(2) The right to agency, or the freedom of
thought and free will to choose one’s own
actions
(3) The right to mental privacy, or the
ability to keep thoughts protected against
disclosure
(4) The right to fair access to mental
augmentation, or the ability to ensure that
the benefits of improvements to sensory and
mental capacity through neurotechnology
are distributed justly in the population.
(5) The right to protection from
algorithmic bias, or the ability to ensure
that technologies do not insert prejudices.
Proposed Neuro-Rights
Yuste, R.,Genser, J. & Herrmann, S. "It's Time for Neuro-Rights." Horizons: Journal of International Relations and Sustainable Development, no. 18, 2021. pp 154-164. JSTOR,
https://www.cirsd.org/en/horizons/horizons-winter-2021-issue-no-18/its-time-for-neuro--rights. Accessed 31 Mar. 2021.
89. ● Underlying Experiential Age Context
● My Elemental Theory of Presence
○ Connections to Experiential Marketing
○ Underlying Dialectics of Presence
○ Presence Theory Evolution & Synthesis
● My Immersive Storytelling &
Experiential Design Framework
● Experiential Design & Immersive Story
Breakdowns
90. Skarbez, R., Brooks, Jr., F. P., & Whitton, M. C. (2017). A Survey of Presence and Related Concepts. ACM Computing Surveys, 50(6), 1–39. doi:10.1145/3134301
Overview & Categorize other Presence Theory
Approaches Surveyed in Skarbez et al, 2017
91. ● Brooks, F. P. (1988). Grasping reality through illusion — Interactive graphics serving science. Proceedings of the SIGCHI Conference on Human Factors in Computing
Systems - CHI ’88. doi:10.1145/57167.57168
● Sutherland, I. E. (1965). The ultimate display, [invited lecture], IFIP Congress 65. An abstract appears in Information Processing 1965:Proceedings of IFIP [International
Federation for Information Processing] 65, vol. 2, pp. 506-508. W.A. Kalenich, ed., Spartan Books, Washington, D.C., and Macmillan, New York.
● Bye, K., & Brooks., F. P. (2016, May 10). #359: Fred Brooks on Sutherland’s 1965 Ultimate Display Speech. Voices of VR Podcast. Retrieved on April 23, 2022 from
https://voicesofvr.com/359-fred-brooks-on-sutherlands-1965-ultimate-display-speech/
Fred Brooks Recounts Ivan Sutherland’s 1965
“Ultimate Display” Presentation
92. Sutherland, I. E. (1968). A head-mounted three dimensional display. Proceedings of the December 9-11, 1968, Fall Joint Computer Conference, Part I on - AFIPS ’68 (Fall, Part I).
doi:10.1145/1476589.1476686
Sutherland’s “Sword of Damocles” HMD (1968)
93. Minsky, M. (1980). Telepresence. Omni, 45-51.Retrieved on April 23, 2022 from http://www.housevampyr.com/training/library/books/omni/OMNI_1980_06.pdf.
“Telepresence” coined by Minsky (1980)
94. David L. Akin, Marvin L. Minsky, Eric D. Thiel, and Clifford R. Kurtzman. 1983. Space Applications of Automation, Robotics, and Machine Intelligence Systems (ARAMIS), Phase II,
Vol. 1: Telepresence Technology Base Development. Technical Report. Massachusetts Institute of Technology, Cambridge, MA. (No. NASA-CR 3734-v.1 c.1). Retrieved on April 21,
2022 from https://ntrs.nasa.gov/api/citations/19840002515/downloads/19840002515.pdf.
Telepresence Defined in 1983
95. Ellis, S. R. (1991). Nature and origins of virtual environments: a bibliographical essay. Computing Systems in Engineering, 2(4), 321–347. doi:10.1016/0956-0521(91)90001-l
Ellis’ NASA Essay on Origins of Virtual Environments (1991)
96. Fisher, S. S., McGreevy, M., Humphries, J., & Robinett, W. (1987). Virtual environment display system. Proceedings of the ACM 1986 Workshop on 3D Interactive Graphics - SI3D
’86., Chapel Hill, North Carolina, October 23-24, 1986. doi:10.1145/319120.319127
NASA’s Virtual Environment Display System (1986)
97. [unnamed editors] (1992). Welcome to the new journal! Presence: Teleoperators and Virtual Environments, 1(1), iii. doi:10.1162/pres.1992.1.1.iii
“Presence” Journal Launched at start of 1992
98. Sheridan, T. B. (1992). Musings on Telepresence and Virtual Presence. Presence: Teleoperators and Virtual Environments, 1(1), 120–126. doi:10.1162/pres.1992.1.1.120
Telepresence
“sense of being
physically
present with virtual
object(s) at the
remote teleoperator
site”
Virtual Presence
“sense of being
physically
present with visual,
auditory, or force
displays generated
by a computer”
Sheridan’s Telepresence vs Virtual Presence (1992)
99. Slater is Focused on Sensorimotor Contingencies of the
Illusions of Presence & Not Subjective Phenomenology (2009)
“Immersive systems can be
characterized by the
sensorimotor contingencies
(SCs) that they support…” as
they “...define a set of valid
actions that are meaningful in
terms of perception within the
virtual environment depicted.”
Slater, M. (2009, Dec 14). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B:
Biological Sciences, 364(1535), 3549–3557. doi:10.1098/rstb.2009.0138.
100. Slater defines “Immersion” as
objective system features (1996)
Slater, M., Linakis, V., Usoh, M., & Kooper, R. (1996). Immersion, presence and performance in virtual environments. Proceedings of the ACM Symposium on Virtual Reality
Software and Technology - VRST ’96. doi:10.1145/3304181.3304216
101. ● Brown, E., & Cairns, P. (2004). A grounded investigation of game immersion. Extended Abstracts of the 2004 Conference on Human Factors and Computing Systems -
CHI ’04. doi:10.1145/985921.986048
● Haywood, N., Cairns, P. (2006). Engagement with an Interactive Museum Exhibit. In: McEwan, T., Gulliksen, J., Benyon, D. (eds) People and Computers XIX — The
Bigger Picture. Springer, London. doi:10.1007/1-84628-249-7_8
● Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., & Walton, A. (2008). Measuring and defining the experience of immersion in games. International
Journal of Human-Computer Studies, 66(9), 641–661. doi:10.1016/j.ijhcs.2008.04.004
Lots of Overlap Between Presence & Game Immersion
Brown & Cairns (2004)
● Engagement
● Engrossment
● Total Immersion (aka
Presence)
Haywood & Cairns (2006)
● Participation
● Narration
● Co-Presence with Others
Jennet et al (2008)
● Flow:
○ Lack of awareness of time.
● Cognitive absorption:
○ Loss of awareness of the real
world.
● Presence:
○ Involvement and a sense of
being in the task environment.
102. Sheridan, T. B. (1992). Musings on Telepresence and Virtual Presence. Presence: Teleoperators and Virtual Environments, 1(1), 120–126. doi:10.1162/pres.1992.1.1.120
Sheridan’s Principal Determinants for the Sense of Presence (1992)
Active
Presence
Sensory
Presence
Embodied &
Spatial
Presence
103. Heeter, C. (1992). Being There: The Subjective Experience of Presence. Presence: Teleoperators and Virtual Environments, 1(2), 262–271. doi:10.1162/pres.1992.1.2.262
Heeter’s Three Subjective Dimensions of Presence (1992)
"Subjective Personal Presence
is a measure of the extent to which
and the reasons why you feel like
you are in a virtual world."
"Social Presence refers to the extent
to which other beings (living or
synthetic) also exist in the world
and appear to react to you."
"Environmental Presence refers to
the extent to which the environment
itself appears to know that you are
there and to react to you."
104. Witmer, B. G., & Singer, M. J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence, 7(3), 225-240.
Witmer & Singer’s 1998 Presence Definition
“Presence is defined as the
subjective experience of being
in one place or environment,
even when one is physically
situated in another.”
105. Skarbez, R., Brooks, Jr., F. P., & Whitton, M. C. (2017). A Survey of Presence and Related Concepts. ACM Computing Surveys, 50(6), 1–39. doi:10.1145/3134301
Survey of Presence Concepts (Skarbez et al, 2017):
Social Presence Illusion & Copresence Illusion
106. Oh, C. S., Bailenson, J. N., & Welch, G. F. (2018). A systematic review of social presence: Definition, antecedents, and implications. Frontiers in Robotics and AI, 114.
Oh et al’s Systematic Review of Social Presence (2018)
Features that
Influence Social Presence
● Modality
● Visual Representations
Interactivity
● Haptic Feedback
● Depth Cues
● Audio Quality
● Display
107. Bye, K. & Darnell, E. (2016, February 2). #290: Storytelling in VR & the Tradeoffs of Empathy and Interactivity. Retrieved on April 22, 2022 from
https://voicesofvr.com/290-storytelling-in-vr-the-tradeoffs-of-empathy-and-interactivity/
VR Storytelling at Sundance: Emotional Presence
108. Kelso, M. T., Weyhrauch, P., & Bates, J. (1993). Dramatic Presence. Presence: Teleoperators and Virtual Environments, 2(1), 1–15. doi:10.1162/pres.1993.2.1.1
Dramatic Presence causing “immediate, personal emotions” (1993)
109. Green, M. C., Brock, T. C., & Kaufman, G. F. (2004). Understanding Media Enjoyment: The Role of Transportation Into Narrative Worlds. Communication Theory, 14(4), 311–327.
doi:10.1111/j.1468-2885.2004.tb00317.x
Emotional Involvement via Transportation in Narrative Worlds (2004)
110. Skarbez, R., Brooks, Jr., F. P., & Whitton, M. C. (2017). A Survey of Presence and Related Concepts. ACM Computing Surveys, 50(6), 1–39. doi:10.1145/3134301
Survey of Presence Concepts (Skarbez et al, 2017)
111. Mental & Social Presence
Active Presence
● Agency
● Modify Environment
● Engagement
● Participation
● Control
● Plausibility Illusion [Interactivity]
● Action Fidelity
Emotional Presence
● Involvement & Engagement
● Flow
● Absorption
● Engrossment
● Transportation & Transportability
● Total Immersion
● Narration & Dramatic Presence
● Meaningfulness
Embodied Presence
● Sensory Presence & Sensory Modality
● Embodiment, Body Ownership, Avatar,
Self-Presence, & Subjective Personal Presence
● Perceptual Immersion
● Spatial Presence, Place Illusion
● Realism, Fidelity, Scene Realism,
Experiential Fidelity
● Multimodal Presentation, Telepresence
● Separation Anxiety Bye, K. (2021, June 2) "State of Privacy in XR & Neuro-Tech: Conceptual Frames" Presentation at the
VRARA Global Summit (Online). Recording available at https://www.youtube.com/watch?v=pIpD4-gYImU
● Telepresence Mental Model
● Co-Presence with Others
● Anticipation of Events
● Consistency of
Information
● Interface Awareness
● Communicative
Immersion
● Plausibility Illusion
● Coherence
● Reality Judgment
● Cognitive Absorption
● Social Presence
● Selective Attention
● Psychological
Immersion
112. ● Underlying Experiential Age Context
● My Elemental Theory of Presence
○ Connections to Experiential Marketing
○ Underlying Dialectics of Presence
○ Presence Theory Evolution & Synthesis
● My Immersive Storytelling &
Experiential Design Framework
● Experiential Design & Immersive Story
Breakdowns
113. “True character is revealed in the choices
a human being makes under pressure -
the greater the pressure, the deeper the
revelation, the truer the choice to the
character's essential nature.”
― Robert McKee
McKee, R. (1997). Story: Substance, structure, style, and principles of screenwriting. (pp. 101) ReganBooks.
114. Placed in a
Context with
Pressure
Make
Choices &
Take Action
Essential
Character is
Revealed
+ =
Unfolding Process Over Time
121. VR, AR,
& Immersive Theatre
Books
Film
Radio
Video Games
Internet
TV
Theatre
Mobile Phone
Oral
Storytelling
122. Tricart, C. (2022, March 14). Immersive Storytelling. SXSW Film & Interactive Film Festival. [Keynote presentation]. Austin, TX; Austin Convention Center. Retrieved on April 1,
2022 from https://voicesofvr.com/1074-celine-tricarts-sxsw-keynote-on-immersive-storytelling-live-action-role-play-emotional-bleed/
1st Person POV (Experiencing Your Own Qualities of Presence) vs
3rd Person POV (Watching the Character’s Presence)
Mediated
through a
2D Frame
Illusion of
Non-Mediated
Presence
within a 3D
Spatial Context
125. Alex McDowell’s Brief History of Storytelling
McDowell, Alex. (2020, January 25). Storytelling shapes the future. Retrieved March 03, 2021, from https://www.theantiagency.org/storytelling-shapes-the-future/
128. Image retrieved from Forsyth, K (2013, January) on November 13, 2021:
https://web.archive.org/web/20130420041820/http://www.kateforsyth.com.au/images/Blog%20January%202013/ThreeActStructureFlat.jpg
Fully Traditional Stories
Authored
Narrative
Generative
Narrative
130. Authored
Narrative
Generative
Narrative
Laskow, S. (2017, June 13).These maps reveal the hidden structures of 'Choose your own adventure' books.Atlas Obscura. Retrieved November 14, 2021, from
https://www.atlasobscura.com/articles/cyoa-choose-your-own-adventure-maps.
Branching Path Stories
134. Participatory Experience
with Dynamic
Waves of Potential
Abouhaib,A. (2014). Retrieved on November 13, 2021 from
http://ffden-2.phys.uaf.edu/webproj/212_spring_2014/Abdel_Abouhaib/101559128653564b3256663/uploads/2/8/6/1/28617611/1047737_orig.jpg
Passive Experience
with Static
Particle-like Actuals
135. Skimmers, Dippers, & Divers
Skimmer
Dipper
Diver
Kumar, G., & Singh, K. (2014). Enhanced Learning and Retention of Course Content among Global Education using Multimedia Aids. Retrieved on November 13, 2021 from
https://www.ijettcs.org/Volume2Issue6/IJETTCS-2013-12-25-097.pdf
136. Skimmers, Dippers, & Divers
Skimmer
Dipper
Diver
Kumar, G., & Singh, K. (2014). Enhanced Learning and Retention of Course Content among Global Education using Multimedia Aids. Retrieved on November 13, 2021 from
https://www.ijettcs.org/Volume2Issue6/IJETTCS-2013-12-25-097.pdf
138. Microsoft (2020, August 26). What is mixed reality? Retrieved April 02, 2021, from https://docs.microsoft.com/en-us/windows/mixed-reality/discover/mixed-reality
AR Modify Your Existing Context
VR Completely Switch Your Existing Context
140. Alex McDowell’s World Building Mandala
McDowell, Alex. (2020, January 25). Storytelling shapes the future. Retrieved March 03, 2021, from https://www.theantiagency.org/storytelling-shapes-the-future/
141. Whearley, N. (2020, December 11). Teach a class. Retrieved March 03, 2021, from https://dschool.stanford.edu/teaching-learning/teach-a-class
142. Lessig’s Pathetic
Dot Theory
Nested Contexts
vs
Market
Law
Cultural
Norms
Technology
Architecture
& Code
User
Lessig, Lawrence, (2006). Code 2.0, Chapter: What Things Regulate ( pp. 120–137). New York : Basic Books
150. Bye, K. (2016, April 28). The Human Experience of Virtual Reality: A Model of the VR Landscape [Presentation],
Silicon Valley Virtual Reality Conference, April 28, 2016 (San Jose, CA). Published on YouTube, May 3, 2016. Retrieved on November 10, 2021 from
https://www.youtube.com/watch?v=acp0Ul0QlmI. Also Published on Voices of VR Podcast on May 4, 2016. Retrieved on November 10, 2021 from
https://voicesofvr.com/355-the-human-experience-of-virtual-reality-a-model-of-the-vr-landscape/.
151.
152. Diller, A., Ayim, M., Pauly Morgan, K., & Houston, B. (1996). Figure 8.1 (p. 107). In The Gender Question in Education: Theory, Pedagogy, & Politics. Routledge, Taylor et Francis Group.
Intersecting Axes of Privilege, Domination, & Oppression
154. Placed in a
Context with
Pressure
Make
Choices &
Take Action
Essential
Character is
Revealed
+ =
Unfolding Story Over Time
155. Are You a Ghost or an Embodied Character?
Does You Have Impact on the Story?
Bye, K., & Dolan, D. (2016, February 4) #292:The Four DifferentTypes of Stories inVR.Voices ofVR Podcast. Retrieved November 14, 2021 from
https://voicesofvr.com/292-the-four-different-types-of-stories-in-vr/.
157. Passi, E. (2017, January 10). Bringing the Westworld attribute matrix to life. Medium. Retrieved November 14, 2021, from
https://epassi.medium.com/recreating-the-westworld-attribute-matrix-3e72d9d419df.
158. Virtue Continuum
Lanctot, J. D., Irving, J. A. (2010). Character and Leadership: Situating Servant Leadership in a Proposed Virtues Framework. International Journal of Leadership Studies, Vol. 6 Iss. 1,
2010. Retrieved November 14, 2021 from https://www.regent.edu/acad/global/publications/ijls/new/vol6iss1/2_Final%20Edited%20Lanctot%20and%20Irving_pp%2028-50.pdf via
https://www.regent.edu/acad/global/publications/ijls/new/vol6iss1/home.htm
159. Big Five Personality Characteristics
Barrick, M. R., & Mount, M. K. (1991). The Big Five Personality Dimensions and Job Performance: a Meta-analysis. Personnel Psychology, 44(1), 1–26.
doi:10.1111/j.1744-6570.1991.tb00688.x. Image via https://commons.wikimedia.org/wiki/File:Wiki-grafik_peats-de_big_five_ENG.png
160. Sacharin, V., Schlegel, K., & Scherer, K. R. (2012). Geneva Emotion Wheel rating study (Report). Geneva, Switzerland: University of Geneva, Swiss Center for Affective
Sciences. Retrieved on November 13, 2021 from https://www.unige.ch/cisa/files/4514/6720/4016/Geneva_Emotion_Wheel_Rating_Study_Report_2012_08_11_2.0.pdf.
Tschannen-Moran, B. (2012, February). Appreciative Empathy: New Frameworks for New Conversations. International Journal of Appreciative Inquiry: AI Practitioner. Volume 14
Number 1. Retrieved November 14, 2021 from http://www.schooltransformation.com/wp-content/uploads/2012/06/Appreciative_Empathy.pdf
Feelings Needs
161. Placed in a
Context with
Pressure
Make
Choices &
Take Action
Essential
Character is
Revealed
+ =
Unfolding Process Over Time
162. ● Underlying Experiential Age Context
● My Elemental Theory of Presence
○ Connections to Experiential Marketing
○ Underlying Dialectics of Presence
○ Presence Theory Evolution & Synthesis
● My Immersive Storytelling &
Experiential Design Framework
● Experiential Design & Immersive Story
Breakdowns
163. Beat Saber (2018)
Character: Incremental improvements of
perception, timing, and embodied movements to develop
speed, agility, precision, and cultivate flow states.
Story: n/a
[Top-selling VR app of all
time].
Context: A VR
rhythm game that
gamifies exercise
through embodied
puzzles and music
● Satisfying game mechanic
loop
● Easy to play, difficult to
master
● Needs precise movements
● Musical immersion
● Cultivate flow states
● Low barrier to massive fun
● Lots of music licensing
deals with big artists
● Solving puzzles w your body
● Duck & dodge walls
● Haptic responses
● Spatializing Rhythm
● Develop spatial perception
● Unconscious reactions
● Fitness apps
● Anticipating how to move
hands yields higher score.
● Develop pattern recognition
● Scoring encourages
improvements
● Global leaderboard
● Multiplayer options
164. VRChat (2014)
Character: Expression of Identity and connecting
to groups of friends
Story: n/a
[VRChat is the closest
experience as to what I
imagine what the
Metaverse will become.]
Context: Social VR
Platform emphasizes
custom avatars, custom
worlds, & private
Instances
● Deep intimacy from private
instances & communities
● Limited facial tracking
● Immersive theatre worlds
● Exploration
● Some games, but mostly
lives into VRChat name
● Full-body tracked avatars
● Upload customized avatars
● Going all in on the Virtual
Body Ownership Illusion
● Interactive & haptic avatars
● Most fully-fledged social VR
community w social presence
● Underground communities &
subcultures
● Deep control/complicated UI
● Social graph
165. The Collider (2018)
Context: 1-on-1
immersive theater (both
audience) with guided
[linear] audio, 1 inside VR
& 1 outside VR
Story: Enter an
imaginal machine that
collides you with another
audience member.
[Linear audio, Emergent
story].
● A meditation on possibilities
○ Can play/torment other
person
Character: Explores your relationship to
boundaries, power, dependency, & temptations to be
transgressive.
● Recall memory of
emotionally salient moment
Power Over vs Power Under
+ Sandplay
● Fun embodied interactions
● Puppeteer other user in VR
● What will you Choose?
● Asymmetric Information
● Don’t know you’re
interacting with human
while in VR
● Audio-guided onboarding
● Audience self-debriefing
166. Context:
Volumetric capture of
homes, nature & sewers
to find cover, military
bases, Indigenous POV
● Mostly non-interactive piece
Character: Embody a ghost who sees situations
that’d threaten your mortality. Connect stories of
personal trauma to collective trauma of nuclear anxiety.
● Really emotionally evocative
to relive this scenario.
● Emotional impacts of
colonialism & Imperialism
● Embed yourself within the
volumetric context to bear
witness to reactions
● 1:1 scale & tabletop scales
● Go to diff chaotic scenes
● Watch nuke war sim
● Non-live social presence
from volumetric capture
● Imagine different futures
On the Morning You Wake
(to the End of the World) (2022)
Story: Live through a
false HI ballistic missile
warning leaving you
asking why is nuclear
annihilation even a thing?
[3 chapters, linear, &
non-interactive]
167. MetaMovie: Alien Rescue (2020)
Character: Embody the main protagonist who
can improv lines & help drive the narrative (or be a more
observational flying robot). Be the hero or the villain.
Context: Space/
adventure, immersive
theater, role-play & shooter
with 3-4 actors & 6-10
embodied audience robots.
● Live improv
● Maximum expression of
agency
● Explore space
● Emotionally engaged in the
adventure
● Dramatic Presence
● Some horror elements
● Fully embody a character
● Environmental storytelling
Story:
Emergent, Live Action
Role Play with 2 main
branches. Either rescue
alien as a team or choose
other narrative branch.
● Immersed in social context
of other actors
● Non-verbal communication
with embodied audience
● 2 main narrative branches
● Light puzzles
● Negotiation as a mechanic
168. Context: Migration
journey from Japan to
Canada, new home,
work, then exiled to
Japanese Internment.
Character:Ghost of a character watching
protagonist’s experience of racism & discrimination. Embody
1st person POV to participate at key moments in the story.
Story: Reckoning of
Japanese Internment via
linear immersive story
with participatory parts,
theatrically staged.
Book of Distance (2019)
● Participate with props, take
pictures, engage with
environment across
different contexts & key
moments in the story.
● Very emotionally moving to
bear witness to the grief of
loss & discrimination.
● Great lighting & color sets
mood
● Theatrically-staged piece
● Very effective embodied
interactions
● Environmental storytelling
● Narrator who breaks 4th
wall & with characters who
talk with each other
● Mundane actions make you
feel a part of the family
● Some visceral experiences
of bureaucracy
169. Context: A road
trip through space & time
anchored by an
emotionally-moving song
as artists find their voice.
Character: Sit in front seat as an invisible ghost
watching many ups & downs with father & daughter on their
relationship to music. Car is a main character who dies at end.
Story: Time-lapse
story of a car serving as
a selfless giving tree.
Many coming-of-age
moments of daughter
with her father in the car.
● More of a passive linear
story.
● Very emotionally moving.
● Nostalgia & memories
● Amazing song carries this
piece
● Time lapse across time
● Non-interactive story,
although there is a 6DoF
version and a 360 version.
● Sitting in a car throughout
the entire piece feels very
plausible, immersive, &
deep sense of
environmental presence.
● Watching the familial
dynamics of virtual beings.
● Choosing where to look.
Pearl (2017)
170. Character: You embody a character, but have no
real narrative agency with 5+ other characters, who are
not coping too well with merging consciousnesses.
Story: A story of
merging consciousness
5x within a large story of
escaping a virtual world
that’s shutting down.
Context: Open-
world exploration, but w
tight guardrails. Travel in
a mobile mech/home
with roommates, but also
switch POV scales
● Mostly a directed piece, but
still provides a great
illusionary experience of
open world exploration
● Lots of battling enemies
● Implemented external &
internal storytelling engine
to dynamically
● Different parts of these
overlapping stories can be
triggered by different things.
● Random VR indie art/music.
● Amazing, fractally-nested
world within a world
architecture
● Environmental storytelling
● Very much a spatial journey
● Solving lots of puzzles
● Tons of character dialogue
& monologue (lots of ASMR
speaking in your head).
● Quirky & surreal humor
Virtual Virtual Reality 2 (2022)
171. Context:
Experiences of home,
loss, grief, and exile.
A dream-like embodied
journey with symbols.
Character: Embody main protagonist, but don’t speak
to anyone. Manages to deliver a series of symbolic unconscious
interactions that are unlocked into conscious awareness at end.
Story: Go through
symbolic experiences of
loss & slog through
virtual bureaucratic lines
to recreate a specific
empathy experience.
● Simple interactions, but
ultimately very intuitive &
powerful.
● Otherwise pretty light
engagement as most of the
experience is on rails.
● I had a really, viscerally
deep emotional reaction
after experiencing this
piece.
● Cultivates empathy through
narrative story in a unique
way.
● Does great job of cultivating
a deep sense of spatial &
environmental presence.
● Has some embodied
interactions that really work
the unconscious psyche.
The Key (2019)
● You’re forced to make a bit
of a Sophie’s Choice.
● Uses surreal dream logic
172. Character: You have a seat at the table as an
invisible ghost while African Americans speak candidly
about their experiences of racism. Powerful to bear witness.
Story: Situated at
Ben’s Chilli Bowl, explores
racial violence, Green
Book history, & places of
refuge for the African
American Community.
Context: The
experience of racism &
Traveling While Black
while in America amidst
all of this racial violence.
● Non-interactive 360 video.
● Evoked a deep experience
of empathy, grief, &
compassion as I bore
witness to these
experiences of trauma.
● Made it feel like I had an
embodied presence w their
360° camera placements.
● Experimented with body
transfer by looking at mirror
in 360° video, which changed
my identity to a black man.
● Successfully recreates the
feeling of being present for
a really intimate
conversation, but for a
conversation that would
probably be way different if I
were actually there.
Travelling While Black (2019)
173. ● Underlying Experiential Age Context
● My Elemental Theory of Presence
○ Connections to Experiential Marketing
○ Underlying Dialectics of Presence
○ Presence Theory Evolution & Synthesis
● My Immersive Storytelling &
Experiential Design Framework
● Experiential Design & Immersive Story
Breakdowns
175. Photo by Amir Khidojatov of Paul Tyler and Kent Bye Q&A after "A Primer on Presence, Immersive Storytelling, & Experiential Design." (2022, May 5)
Presented at Storycon: A collision of (he)art and technology. Brussels, Belgium; BOZAR - Centre for Fine Arts.
176. Photo by Amir Khidojatov of Paul Tyler and Kent Bye Q&A after "A Primer on Presence, Immersive Storytelling, & Experiential Design." (2022, May 5)
Presented at Storycon: A collision of (he)art and technology. Brussels, Belgium; BOZAR - Centre for Fine Arts.
177. Photo by Amir Khidojatov of Paul Tyler and Kent Bye Q&A after "A Primer on Presence, Immersive Storytelling, & Experiential Design." (2022, May 5)
Presented at Storycon: A collision of (he)art and technology. Brussels, Belgium; BOZAR - Centre for Fine Arts.
178. Photo by Amir Khidojatov of Paul Tyler and Kent Bye Q&A after "A Primer on Presence, Immersive Storytelling, & Experiential Design." (2022, May 5)
Presented at Storycon: A collision of (he)art and technology. Brussels, Belgium; BOZAR - Centre for Fine Arts.
179. Photo by Amir Khidojatov of Kent Bye "A Primer on Presence, Immersive Storytelling, & Experiential Design." (2022, May 5)
Presented at Storycon: A collision of (he)art and technology. Brussels, Belgium; BOZAR - Centre for Fine Arts.