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.
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 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
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.
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
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
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 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
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.
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
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
A Primer on Presence, Immersive Storytelling, & Experiential Design - Kent By...Kent Bye
Citation: Bye, Kent. (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.
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.
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.
Designing Compelling AR and VR Experiences: A workshop taught by Mark Billinghurst and Zi Siang See on October 16th 2016 as part of the VSMM 2016 conference. Teaching how to use the ENTiTi and Wikitude Platforms for developing AR and VR experiences.
Lecture 1 of the COMP 4010 course on AR and VR. This lecture provides an introduction to AR/VR/MR/XR. The lecture was taught at the University of South Australia by Mark Billinghurst on July 21st 2021.
Metaverse - The Future of Marketing and Web 3.0.pdfthetechnologynews
The global metaverse market was valued at USD 107,100.67 Million in 2020, and it is expected to reach a value of USD 758,600.86 Million by 2027, at a CAGR of 37.1% over the forecast period (2020 - 2027).
Get To Know More : https://skyquestt.com/report/metaverse-market
The Metaverse is a virtual interactive self-sufficient ecosystem comprising mobile networks, augmented reality, social media, gaming, virtual reality, e-commerce, cryptocurrency, and workplace. This universe is envisioned as the internet's future, bringing together augmented reality (AR), virtual reality (VR), and physical worlds in a common digital arena. NFTs and online events are exploding, opening up a world of possibilities for the metaverse and associated technologies.
The transition to the Metaverse is fast approaching. Several components and features of this open-source platform have progressed to the point where they may be smoothly merged to investigate the idea of building a parallel virtual reality. NFTs and online events are exploding, opening up a world of possibilities for the metaverse.
Global Metaverse Market Segmental Analysis
The Global Metaverse Market is segmented based on Type, Technology, and Application. Based on Type it is categorized into: Mobile and Desktop. Based on Technology it is categorized into: Blockchain, VR & AR, Mixed Reality, and Others. Based on Application it is categorized into: Gaming, Online Shopping, Content Creation, Social Media, and Others. Based on region it is categorized into: North America, Europe, Asia-Pacific, South America, and MEA.
Analysis by Application
The gaming segment is expected to be the largest segment in the Metaverse market throughout the forecast period (2020-2027).Due to major ongoing innovations and advances by developers, as well as a rising focus on improving immersion and making games more realistic, the gaming segment will have the leading revenue share of more than 25% in 2021. Furthermore, corporations' growing emphasis on using games to enhance their corporate image is expected to drive revenue growth.
China, the world's second-largest economy, is expected to reach a market size of USD 103,100.26 million in 2026, with a CAGR of 38.1 % throughout the forecast period. Other notable global markets include Japan and Canada, which are expected to increase at 31.3% and 29.6%, respectively, throughout the forecast period. Germany is expected to develop at a 36.8% CAGR within Europe, while the rest of the European market would reach USD 59,500.67 Million by the conclusion of the forecast period.
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.
Lecture given by Mark Billinghurst on June 18th 2022 about how the Metaverse can be used for corporate training. In particular how combining AR, VR and other Metaverse elements can be used to provide new types of learning experiences.
Have you ever visualized anything which has an amalgamation of many technological verticals? Have you ever experienced a reality, which arrives with a twist? No Right.
Bringing to you Metaverse, a concept of virtual and augmented reality. It is a highly immersive virtually encrypted world where people from different societies and background gather, socialize, have fun, and grow together.
Want to know more about this? Get this highly informative cryptocurrency-based info-graphic into your tab and know more MetaVerse.
Want to know more about it. Scroll this through.
VIRTUAL=FAKE,REALITY=REAL
THIS GIVES US OXYMORON DEFINITION
VIRTUAL REALITY IS TO GIVE THE EFFECT OF EXISTENCE WITHOUT ACTUALLY EXISTING
IT GIVES US AN EFFECT NOT AN ILLUSION
WORKS WITH THINGS INSTEAD OF PICTURES OF THINGS
I. Metaverse Digital RevolutionMetaverse Revolution ImperativesMetaverse Present and Future InfographicsMetaverse Industry ApplicationsII. Metaverse Technology InnovationWhy Metaverse Now?Meta Metaverse XR Device PrototypesApple Metaverse XR Device Insights from PatentsRoblox Metaverse Game Platform Innovation Insights from PatentsDigital Twin Innovation Insights from PatentsMetaverse Patents Development Boom3D Metaverse Space Development: 3D Rendering 3D Metaverse Space Development: 2D to 3D Translation 3D Metaverse Object Development: 2D to 3D ConversionInteractive Experience Design: Multi-Sensory PerceptionVirtual Product Development: NFT Digital AssetsMeatavere Application Development: Retail ShoppingMeatavere Application Development: Automotive ShowroomMeatavere Application Development: TourMeatavere Application Development: MeetingMeatavere Application Development: Smart FactoryMetaverse Enterprise PlatformMetaverse Enterprise Platform System Components
III. Metaverse Business Development: Metaverse BM & InvestmentExperience EconomyMetaverse User Experiences (MUXs)Metaverse BM Innovation for New Experience EconomyMetaverse Angel/VC Investors IV. Metaverse Economic SystemNFT Functions and Legal Status NFT + DeFi ConvergenceMetaverse Economic System ComponentsMetaverse Economic System ArchitectureV. Metaverse + ESG ConvergenceESG/Sustainability ImperativeMetaverse Renewable Energy System ManagementMetaverse Factory for Sustainable Manufacturing/Supply ChainMetaverse for Sustainable Smart City Development Metaverse NFT/DeFi Based Sustainable FinancingDesigning Sustainable Metaverse Experiences (SMXs)Metaverse Impact on EnvironmentMetaverse Impact on People/Society
Change in Subjective Evaluation of weight by the Proteus EffectKengo Obana
Demo movie↓↓↓
https://www.youtube.com/watch?v=vKynwqZIuyo
If you have any questions, please contact
【Facebook】 https://www.facebook.com/aoyama.banaoh
【E-mail】aoyama.banaoh@gmail.com
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.
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.
A Primer on Presence, Immersive Storytelling, & Experiential Design - Kent By...Kent Bye
Citation: Bye, Kent. (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.
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.
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.
Designing Compelling AR and VR Experiences: A workshop taught by Mark Billinghurst and Zi Siang See on October 16th 2016 as part of the VSMM 2016 conference. Teaching how to use the ENTiTi and Wikitude Platforms for developing AR and VR experiences.
Lecture 1 of the COMP 4010 course on AR and VR. This lecture provides an introduction to AR/VR/MR/XR. The lecture was taught at the University of South Australia by Mark Billinghurst on July 21st 2021.
Metaverse - The Future of Marketing and Web 3.0.pdfthetechnologynews
The global metaverse market was valued at USD 107,100.67 Million in 2020, and it is expected to reach a value of USD 758,600.86 Million by 2027, at a CAGR of 37.1% over the forecast period (2020 - 2027).
Get To Know More : https://skyquestt.com/report/metaverse-market
The Metaverse is a virtual interactive self-sufficient ecosystem comprising mobile networks, augmented reality, social media, gaming, virtual reality, e-commerce, cryptocurrency, and workplace. This universe is envisioned as the internet's future, bringing together augmented reality (AR), virtual reality (VR), and physical worlds in a common digital arena. NFTs and online events are exploding, opening up a world of possibilities for the metaverse and associated technologies.
The transition to the Metaverse is fast approaching. Several components and features of this open-source platform have progressed to the point where they may be smoothly merged to investigate the idea of building a parallel virtual reality. NFTs and online events are exploding, opening up a world of possibilities for the metaverse.
Global Metaverse Market Segmental Analysis
The Global Metaverse Market is segmented based on Type, Technology, and Application. Based on Type it is categorized into: Mobile and Desktop. Based on Technology it is categorized into: Blockchain, VR & AR, Mixed Reality, and Others. Based on Application it is categorized into: Gaming, Online Shopping, Content Creation, Social Media, and Others. Based on region it is categorized into: North America, Europe, Asia-Pacific, South America, and MEA.
Analysis by Application
The gaming segment is expected to be the largest segment in the Metaverse market throughout the forecast period (2020-2027).Due to major ongoing innovations and advances by developers, as well as a rising focus on improving immersion and making games more realistic, the gaming segment will have the leading revenue share of more than 25% in 2021. Furthermore, corporations' growing emphasis on using games to enhance their corporate image is expected to drive revenue growth.
China, the world's second-largest economy, is expected to reach a market size of USD 103,100.26 million in 2026, with a CAGR of 38.1 % throughout the forecast period. Other notable global markets include Japan and Canada, which are expected to increase at 31.3% and 29.6%, respectively, throughout the forecast period. Germany is expected to develop at a 36.8% CAGR within Europe, while the rest of the European market would reach USD 59,500.67 Million by the conclusion of the forecast period.
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.
Lecture given by Mark Billinghurst on June 18th 2022 about how the Metaverse can be used for corporate training. In particular how combining AR, VR and other Metaverse elements can be used to provide new types of learning experiences.
Have you ever visualized anything which has an amalgamation of many technological verticals? Have you ever experienced a reality, which arrives with a twist? No Right.
Bringing to you Metaverse, a concept of virtual and augmented reality. It is a highly immersive virtually encrypted world where people from different societies and background gather, socialize, have fun, and grow together.
Want to know more about this? Get this highly informative cryptocurrency-based info-graphic into your tab and know more MetaVerse.
Want to know more about it. Scroll this through.
VIRTUAL=FAKE,REALITY=REAL
THIS GIVES US OXYMORON DEFINITION
VIRTUAL REALITY IS TO GIVE THE EFFECT OF EXISTENCE WITHOUT ACTUALLY EXISTING
IT GIVES US AN EFFECT NOT AN ILLUSION
WORKS WITH THINGS INSTEAD OF PICTURES OF THINGS
I. Metaverse Digital RevolutionMetaverse Revolution ImperativesMetaverse Present and Future InfographicsMetaverse Industry ApplicationsII. Metaverse Technology InnovationWhy Metaverse Now?Meta Metaverse XR Device PrototypesApple Metaverse XR Device Insights from PatentsRoblox Metaverse Game Platform Innovation Insights from PatentsDigital Twin Innovation Insights from PatentsMetaverse Patents Development Boom3D Metaverse Space Development: 3D Rendering 3D Metaverse Space Development: 2D to 3D Translation 3D Metaverse Object Development: 2D to 3D ConversionInteractive Experience Design: Multi-Sensory PerceptionVirtual Product Development: NFT Digital AssetsMeatavere Application Development: Retail ShoppingMeatavere Application Development: Automotive ShowroomMeatavere Application Development: TourMeatavere Application Development: MeetingMeatavere Application Development: Smart FactoryMetaverse Enterprise PlatformMetaverse Enterprise Platform System Components
III. Metaverse Business Development: Metaverse BM & InvestmentExperience EconomyMetaverse User Experiences (MUXs)Metaverse BM Innovation for New Experience EconomyMetaverse Angel/VC Investors IV. Metaverse Economic SystemNFT Functions and Legal Status NFT + DeFi ConvergenceMetaverse Economic System ComponentsMetaverse Economic System ArchitectureV. Metaverse + ESG ConvergenceESG/Sustainability ImperativeMetaverse Renewable Energy System ManagementMetaverse Factory for Sustainable Manufacturing/Supply ChainMetaverse for Sustainable Smart City Development Metaverse NFT/DeFi Based Sustainable FinancingDesigning Sustainable Metaverse Experiences (SMXs)Metaverse Impact on EnvironmentMetaverse Impact on People/Society
Change in Subjective Evaluation of weight by the Proteus EffectKengo Obana
Demo movie↓↓↓
https://www.youtube.com/watch?v=vKynwqZIuyo
If you have any questions, please contact
【Facebook】 https://www.facebook.com/aoyama.banaoh
【E-mail】aoyama.banaoh@gmail.com
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.
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.
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
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.
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.
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.
Multimodal Semiotics and Collaborative Design in Virtual Worlds (PhD Presenta...agursimsek
Multimodal Semiotics and Collaborative Design: A Social Semiotic Approach to the Co-production of Virtual Places and Artifacts in Second Life
by
Remzi Ateş Gürşimşek
Public defense of research for the degree of Doctor of Philosophy
Department of Communication, Business and Information Technologies
Roskilde University, Denmark 2012
Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy
Are there social and cultural issues raised by virtual, mixed and augmented reality technologies of particular interest to Digital Humanities researchers? I will also discuss related emerging and merging themes in serious game research and a relatively new concept, immersive literacy.
Wake Me Up When December Ends: Making Sense of Chatbot 'Authors'Leah Henrickson
Presented at The Power of the Written Word (Universiteit van Amsterdam and Vrije Universiteit Amsterdam, 14 July 2022), the 2022 annual conference for the Society for the History of Authorship, Reading and Publishing. Presents work in progress related to thanabots: chatbots trained on the data of the dead. Suggests the use of a lifeworld perspective for analysis of thanabot development, functonality, and output. Concludes with a call to action for book historians to contribute to conversations about digital phenomena.
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
This PhD research project is presented at The Chinese University of Hong Kong, with a ‘research through design’ approach that decodes the architectural pattern of a historical city, Kashgar, China. The proposed PhD project converts messages coded in Kashgar’s brick architecture into an intelligible language that would allow a particular community—young generation—to engage in digital heritage production.
World building is an essential component of story creation. Here we discuss points of what it means to build a world, how to prototype one using Unity 3D, and the wonderful contributions from Alex McDowell at the X Media Lab Transmedia conference.
Blending Disciplines for a Blended Reality: Virtual Guides for a Living Histo...JDecker3
This article describes the early stages of a virtual guide for onsite museum experiences, a project undertaken at Rochester Institute of Technology (RIT) involving students and faculty in computer science, museum studies, art and design, and theatre in conjunction with Genesee Country Village & Museum, the third-largest living history museum in the US and the largest in NY state. Our work focuses on the use of augmented reality, where technology and devices are used to superimpose digital assets over real elements in physical spaces, to demonstrate potential for enhancing storytelling within a historic village context. We outline our process—involving students and faculty from three colleges within our university, and staff from the museum partner—from exploration, research, and design to capture, delivery, and testing. With four faculty leading a cross-disciplinary collaboration among more than eighty students, three additional faculty from RIT (theatre and music), and six museum staff members thus far, our interest lies in facilitating opportunities for incidental learning (Crawford and Machemer 2008). We are keenly interested in pushing the boundaries of Pomerantz’s “spirit of experimentation” (2019) among the students and instructors where the former learn about the technology and subject matter, while the faculty forfeit prescriptive outcomes in an effort to foster experimentation within the context of courses and assignments where this project is facilitated. Ultimately, we see this application of XR as a mode for the conception, creation, and dissemination of storytelling within the classroom experience that simultaneously shares attributes of constructivist learning proffered in education and museums.
Integrating social media into online educational spaces: Modeling professiona...University of Waterloo
New Media, and social media in particular, offer new sites for learning, literacy sponsorship, and writing. The panelists in this session explore how these outlets are being used both within the classroom and by outside organizations, to support and invigorate learning and literacy practices.
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.
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.
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.
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.
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.
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.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
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.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
6. “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.
7. Placed in a
Context with
Pressure
Make
Choices &
Take Action
Essential
Character is
Revealed
+ =
Unfolding Process Over Time
15. 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/
16. 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
18. Lebowitz, Josiah and Klug, Chris. (2011) "Interactive Storytelling forVideo Games:A Player-Centered Approach to Creating Memorable Characters and Stories." (pp. 120) Focal Press.
Authored
Narrative
Generative
Narrative
Spectrum of Meaningful Engagement
19. 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
21. 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
25. Lebowitz, Josiah and Klug, Chris. (2011) "Interactive Storytelling forVideo Games:A Player-Centered Approach to Creating Memorable Characters and Stories." (pp. 120) Focal Press.
Authored
Narrative
Generative
Narrative
Spectrum of Meaningful Engagement
26. 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
28. 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/
29. Whearley, N. (2020, December 11). Teach a class. Retrieved March 03, 2021, from https://dschool.stanford.edu/teaching-learning/teach-a-class
30. 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
40. 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/.
41.
42. 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/
43. Protopia Futures [Framework]
Protopian visions are anchored in principles of:
● Plurality — beyond binaries,
● Community — beyond borders,
● Celebration of Presence,
● Regenerative Action & Life as Technology,
● Symbiotic Spirituality,
● Creativity & Emergent Subcultures,
● & Evolution of Cultural Values.
Monika, et al. (2021, May 18). Protopia Futures [Framework]. Medium. Retrieved November 4, 2021, from https://medium.com/protopia-futures/protopia-futures-framework-f3c2a5d09a1e.
butions: Ash Baccus-Clark, Alina Negoita, Amber Case, Angie Davis, Ari Kuschnir, Carmen Aguilar Y Wedge, Caroline Barrueco, Charles Shafaieh, Dorothy R. Santos, Efflam Mercier,
ilne, Ibtisam Ahmed, India Osborne, Jamie Perera, Jenka Gurfinkel, Jess Vovers, Joseph Purdam, Kayus Bankole, Kefiloe Siwisa, Kevin Bethune, Lidia Zuin, Luisa Ji, Mark Gonzales, Mary
Heinrich, Phoenix Perry, Pumla Maswangany, Radha Mistry, Rasigan Maharajh, Regina Walton, Romi Ron Morrison, Sarah B Brooks, Sydette Harry, Tiana Garoogian, Tyson Yunkaporta.
Mario Mimoso & Monika Bielskyte.
44. 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
48. 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.
49.
50. 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
51. 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
52. 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
53. 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/.
54. Placed in a
Context with
Pressure
Make
Choices &
Take Action
Essential
Character is
Revealed
+ =
Unfolding Process Over Time
55. ● Experiential Design Framework
● Perception as Process
● Process, Potential, & Participation
● The Liveness of Live
● XR Performance Trends
57. 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
58. 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
62. ● Experiential Design Framework
● Perception as Process
● Process, Potential, & Participation
● The Liveness of Live
● XR Performance Trends
63. Process Thought at a New Threshold - October 31, 2020
Cobb Institute. (Recorded 2020, October 31, Published 2020, November 28). Process Thought at a New Threshold [Video file]. YouTube. Retrieved on November 8, 2021
from https://www.youtube.com/watch?v=wl1jUJhw_zI
64. Interview with Whitehead Scholar Matt Segall on Process Philosophy
Bye, K., & Segall, M. D. (2020, December 10). #965: Primer on Whitehead’s Process Philosophy as a Paradigm Shift & Foundation for Experiential Design. Voices of VR podcast.
Retrieved November 8, 2021, from https://voicesofvr.com/primer-on-whiteheads-process-philosophy-as-a-paradigm-shift-foundation-for-experiential-design/.
65. Whitehead’s Process Philosophy
Whitehead, A. N. (1978). Process and reality. (pp. 59) Free Press.
"Every actual entity is what it is, and is with
its definite status in the universe,
determined by its internal relations to other
actual entities. 'Change' is the description of
the adventures of eternal objects in the
evolving universe of actual things.”
-Alfred North Whitehead
67. ● Rovelli, C. (1996). Relational quantum mechanics. International Journal of Theoretical
Physics, 35(8), 1637–1678. doi:10.1007/bf02302261
● Epperson, Michael & Elias Zafiris, 2013, Foundations of Relational Realism, Lanham,
MD: Lexington Books.
● Epperson, Michael, 2004, Quantum Mechanics and the Philosophy of Alfred North
Whitehead, New York: Fordham University Press.
● Stapp, Henry, 1993, Mind, Matter, and Quantum Mechanics, Berlin: Springer Verlag.
● Stapp, Henry, 2007, Mindful Universe: Quantum Mechanics and the Participating
Observer, Berlin: Springer Verlag.
● Malin, Shimon, 2001, Nature Loves to Hide: Quantum Physics and the Nature of
Reality, a Western Perspective, Oxford: Oxford University Press.
● Hättich, Frank, 2004, Quantum Processes: A Whiteheadian Interpretation of Quantum
Field Theory, Münster: Agenda Verlag.
● Citations from Desmet, Ronald and Andrew David Irvine, "Alfred North Whitehead", The
Stanford Encyclopedia of Philosophy (Fall 2018 Edition), Edward N. Zalta (ed.), Retrieved on
November 8, 2021 from https://plato.stanford.edu/archives/fall2018/entries/whitehead/.
Relational Interpretations of Quantum Mechanics
68. Eastman, T. E. (2020). Untying the Gordian Knot: Process, reality and context. Rowman & Littlefield.
Cobb Institute. (Recorded 2021, August 21, Published 2021, August 29). Tim Eastman Unties the Gordian Knot - Session 3 [Video file]. YouTube. Retrieved on November 8,
2021 from https://www.youtube.com/watch?v=mcujSZojJ6Y.
Tim Eastman’s Untying the Gordian Knot: Process, Reality, & Context
69. Block Model of the Universe is Deterministic
with No Novelty, Creativity, or Participation as
Past, Present, Future have all already happened
Tegmark, M. (2015, October 1). Life is a braid in spacetime - Issue 29: Scaling. Nautilus. Retrieved November 8, 2021, from
https://nautil.us/issue/29/scaling/life-is-a-braid-in-spacetime-rp.
71. Space is Emergent from “dynamical
topological quantum event structures”
-Kastner et al. 2018
Relational Realism argues against “classical block world”
Kastner, R. E., Kauffman, S., Epperson, M. (2018, March 27) Taking Heisenberg's Potentia Seriously, International Journal of Quantum Foundations, Volume 4, Issue 2, pages
158-172. Retrieved on November 7, 2021 from https://ijqf.org/archives/4643.
Epperson, M., & Zafiris, E. (2013). Foundations of Relational Realism: A topological approach to quantum mechanics and the philosophy of nature. Lexington Books.
72. Science Animated (2019, May 21) Quantumland and Transactions [Video file]. YouTube. Retrieved on November 8, 2021 from
https://www.youtube.com/watch?v=3J9JeJMAOBw.
Spacetime Emerges from the Quantum Substrate
Spacetime = Actualized Reality
Quantum Potentiae = Probabilities
73. Kastner, R. E. (2013). The transactional interpretation of quantum mechanics: The reality of possibility. (pp. 2) Cambridge University Press.
Images: Science Animated (2019, May 21) Quantumland and Transactions [Video file]. YouTube. Retrieved on November 8, 2021 from
https://www.youtube.com/watch?v=3J9JeJMAOBw.
“Possible events are real, but not actual; they exist, but not in spacetime”
74. FloWave Ocean Energy Research Facility. (Recorded 2014, April. Published 2015, May 1). Flowave Exhibition Video 2014. YouTube. Retrieved November 14, 2021, from
https://www.youtube.com/watch?v=WffR6HrEqTA.
75. Experience as streams of “concresence” processes
Desmet, Ronald and Andrew David Irvine, "Alfred North Whitehead", The Stanford Encyclopedia of Philosophy (Fall 2018 Edition), Edward N. Zalta (ed.), Retrieved on November
8, 2021 from https://plato.stanford.edu/archives/fall2018/entries/whitehead/.
theslowmoguys. (2019, February 13). 90 ft. Vertical Spike Wave in Slow Mo. YouTube. Retrieved November 14, 2021, from https://www.youtube.com/watch?v=iWKFPTgkpXo.
“His theory of feelings claims
that not only our perception,
but our experience in general
is a stream of elementary
processes of concrescence
(growing together) of many
feelings into one—“the many
become one, and are
increased with one” (1929c
[1985: 21]).”
-Desmet et al.
76. theslowmoguys. (2019, February 13). 90 ft. Vertical Spike Wave in Slow Mo. YouTube. Retrieved November 14, 2021, from https://www.youtube.com/watch?v=iWKFPTgkpXo.
77. ● Experiential Design Framework
● Perception as Process
● Process, Potential, & Participation
● The Liveness of Live
● XR Performance Trends
78. ● Why do it live vs pre-recording it?
○ Collaborative co-creation
● Providing meaningful potentials for
interactors to express their agency
○ Have parts of your character revealed
○ Seeing traces of your agency
● Novelty, Immersion, Engagement, Plausibility
● Shared intention set by a good invitation
● Cultivate serendipity & synchronicity
79. FloWave Ocean Energy Research Facility. (Recorded 2014, April. Published 2015, May 1). Flowave Exhibition Video 2014. YouTube. Retrieved November 14, 2021, from
https://www.youtube.com/watch?v=WffR6HrEqTA.
81. Primas, H. (2017). Knowledge and time. (pp. 3) Sprinter International PU.
Spacetime is Locally Boolean, but emergent from Globally Non-Boolean Quantum Potential
“A partial Boolean algebra is a family of Boolean
algebras whose operations coincide on overlaps
so that it is locally Boolean, yet globally
non-Boolean…
The family of Boolean contexts plays a privileged
role since a sound theory should be able to
describe intersubjectively communicable empirical
propositions.Therefore the overall non-Boolean
framework must have a locally Boolean logical
structure. This guarantees that aspects of reality
can be perceived by projections onto empirically
accessible Boolean reference frames.”
-Hans Primas
82. Science Animated (2019, May 21) Quantumland and Transactions [Video file]. YouTube. Retrieved on November 8, 2021 from
https://www.youtube.com/watch?v=3J9JeJMAOBw.
Primas describes a partial Boolean algebra as
"locally Boolean, yet globally non-Boolean"
Actualized Reality = Boolean Logic
Quantum Potentiae = Non-Boolean Logic
83. Primas, H. (2010, May 1). Complementary Time Concepts. The Forgotten Present: A Quest for a Richer Concept of Time, Second Circular for the Parmenides Workshop.
Munich-Pullach; Germany. Retrieved on November 7, 2021 from https://www.yumpu.com/en/document/view/25159165/pdf-file-parmenides-foundation
“Full understanding of time is not possible within a Boolean Logic framework”
84. Non-Boolean Logic with
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
Boolean Logic with
Particle-like Actuals
85. 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
86. 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/
89. ● Why do it live vs pre-recording it?
○ Collaborative co-creation
● Providing meaningful potentials for
interactors to express their agency
○ Have parts of your character revealed
○ Seeing traces of your agency
● Novelty, Immersion, Engagement, Plausibility
● Shared intention set by a good invitation
● Cultivate serendipity & synchronicity
90. 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
91. 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
92. 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
93. Lebowitz, Josiah and Klug, Chris. (2011) "Interactive Storytelling forVideo Games:A Player-Centered Approach to Creating Memorable Characters and Stories." (pp. 120) Focal Press.
Authored
Narrative
Generative
Narrative
Spectrum of Meaningful Engagement
96. LadyDragonflyCC. (2012, May 14). Leaving hand prints & making feet. Flickr. Retrieved November 13, 2021, from
https://www.flickr.com/photos/ladydragonflyherworld/7153735041.
Being able to see
traces of your
agency in the
experience
97. ● Why do it live vs pre-recording it?
○ Collaborative co-creation
● Providing meaningful potentials for
interactors to express their agency
○ Have parts of your character revealed
○ Seeing traces of your agency
● Increased levels of Presence & Plausibility
● Shared intention set by a good invitation
● Cultivate serendipity & synchronicity
99. ● Why do it live vs pre-recording it?
○ Collaborative co-creation
● Providing meaningful potentials for
interactors to express their agency
○ Have parts of your character revealed
○ Seeing traces of your agency
● Increased levels of Presence & Plausibility
● Shared intention set by a good invitation
● Cultivate serendipity & synchronicity
101. ● Why do it live vs pre-recording it?
○ Collaborative co-creation
● Providing meaningful potentials for
interactors to express their agency
○ Have parts of your character revealed
○ Seeing traces of your agency
● Increased levels of Presence & Plausibility
● Shared intention set by a good invitation
● Cultivate serendipitous collisions
102. A Serendipitous Collision is when
two or more people
who are open to connection
have an unplanned exchange,
discover a shared intention,
and create something together
that neither party could achieve alone.
104. Gifting Circles
Goodwin, M. (2019, March 4). How to host a conference gift economy style. Shareable. Retrieved November 13, 2021, from
https://www.shareable.net/how-to-host-a-conference-gift-economy-style/.
105. Unconferences & Open Space Technologies
Law of Two-Feet
If at any time you find
yourself in any situation
where you are neither
learning nor contributing,
use your two feet, go
someplace else.
Bye, K. (2020, March 16). “...eventually emergent unconference architectures” pic.twitter.com/mf3f1dmkfq. Twitter. Retrieved November 13, 2021, from
https://twitter.com/kentbye/status/1239681318876622848. Photo by Laughing Squid at Bar Camp 2007.
Open space technology. Wikiversity. (n.d.). Retrieved November 13, 2021, from https://en.wikiversity.org/wiki/Open_Space_Technology.
106. ● Why do it live vs pre-recording it?
○ Collaborative co-creation
● Providing meaningful potentials for
interactors to express their agency
○ Have parts of your character revealed
○ Seeing traces of your agency
● Increased levels of Presence & Plausibility
● Shared intention set by a good invitation
● Cultivate serendipitous collisions
107. ● Experiential Design Framework
● Perception as Process
● Process, Potential, & Participation
● The Liveness of Live
● XR Performance Trends
111. Façade (2005)
Bye, K., Stern., A., & LeBron, L. (2016, February 6) #293: AI & the Future of Interactive Drama. Voices of VR Podcast. Retrieved November 13, 2021, from
https://voicesofvr.com/293-ai-the-future-of-interactive-drama/.
Bye, K., & Mateas, M. (2018, February 11) #4: Interactive Storytelling Pioneer Michael Mateas on Balancing Authorial Control with Generative AI. Voices of AI Podcast Retrieved
November 13, 2021, from https://web.archive.org/web/20180213175216/http://voicesofai.com/4-interactive-storytelling-pioneer-michael-mateas-on-balancing-authorial-control-with-generative-ai/
112. Bad News (2016)
Bye, K., & Samuel, B. (2018, February 9) #2: Modeling Social Dynamics in Gaming with Ben Samuel. Voices of VR Podcast. Retrieved November 13, 2021, from
https://web.archive.org/web/20180213175217/http://voicesofai.com/2-modeling-social-dynamics-in-gaming-with-ben-samuel/
113. Virtual Virtual Reality (2017)
Bye, K., Gorman, S., & Cannizzaro, D. (2018, February, 6) #621: Balancing Player Control & Authorial Control with “Virtual Virtual Reality.” Voices of VR Podcast. Retrieved
November 13, 2021, from https://voicesofvr.com/621-balancing-player-control-authorial-control-with-virtual-virtual-reality/.
114. Hero (2018)
Bye, K., Khonsari, N., Khonsari, V., & Brown, B. (2018) Voices of VR Podcast Interview Pending Publication.
115. Loveseat (2019)
Bye, K., Benzing, K., Harris, J. Martin, J. D., & Kebede, S. (Recorded September 2019, Published March 16, 2021) #984: Live Theater + VR Experiments with Kiira Benzing’s
“Loveseat.” Voices of VR Podcast. Retrieved November 13, 2021, from https://voicesofvr.com/984-live-theater-vr-experiments-with-kiira-benzings-loveseat/.
116. The Under Presents (2019)
Bye, K., Gorman, S., Cannizzaro, D., & Ahmadinejad, T. (2019, February 19) #739: Live Immersive Theater Actors in VR with “The Under”. Voices of VR Podcast. Retrieved
November 13, 2021, from https://voicesofvr.com/739-live-immersive-theater-actors-in-vr-with-the-under/.
Bye, K., Gorman, S., & Soto T. L. (2019, November 20) #845: Narrative Innovations, Live Immersive Theater Actors, & VR Spacetime mechanics with Tenderclaws’ “The Under
Presents.” Voices of VR Podcast. Retrieved November 13, 2021, from
https://voicesofvr.com/845-narrative-innovations-live-immersive-theater-actors-vr-spacetime-mechanics-with-tenderclaws-the-under-presents/.
117. Tempest (2020)
Bye, K., Gorman, S. & Flati, G. (2020, July 6) #924: Tender Claws’ Live Immersive Theater Show “Tempest” Creates a New Fusion of VR Storytelling. Voices of VR Podcast.
Retrieved November 13, 2021, from https://voicesofvr.com/924-tender-claws-live-immersive-theater-show-tempest-creates-a-new-fusion-of-vr-storytelling/.
118. Anti-Gone (2020)
Bye, K., Triantafyllidis, T. & Stallones, C. (2020) #900 Sundance: Combining Live Theater with Open World Exploration in ‘Anti-Gone.’ Voices of VR Podcast. Retrieved
November 13, 2021 from https://voicesofvr.com/900-sundance-combining-live-theater-with-open-world-exploration-in-anti-gone/.
119. Finding Pandora X (2020)
Bye, K., Benzing, K., & Popper, J. (2020) Voices of VR Podcast Interview Pending Release.
120. MetaMovie Project: Alien Rescue (2020)
Bye, K., Moore, J., Botha, M., Rigo, N. & Rougaeu, K, & Changa, A. (2020) Voices of VR Podcast Interview Pending Release.
121. Tinker (2021)
Bye, K., & Ward. L. (2021) Voices of VR Podcast Interview Pending Release.
122. Welcome to Respite (2021)
Bye, K., Aloisio, A., Roy. B., Frank, W., & Tull. B. (2021, October 7) #1015: Blending Immersive Theater with Social VR & VRChat Worldbuilding with “Welcome to Respite.”
Voices of VR Podcast. Retrieved November 13, 2021, from https://voicesofvr.com/1015-blending-immersive-theater-with-social-vr-vrchat-worldbuilding-with-welcome-to-respite/
124. Artificial: Room One (2019)
Bye, K., & Devriendt, A. (2019, September 12) #850 DocLab: Using Theater to Explore AI & the Future of CAPTHCA with “Artificial: Room One”. Voices of VR Podcast. Retrieved
November 13, 2021, from https://voicesofvr.com/850-doclab-using-theater-to-explore-ai-the-future-of-capthca-with-artificial-room-one/.
125. A Machine for Viewing (2019)
Bye, K., Raby, O. Misek, R., & Shackleton, C. (2020, March 12) #899 Sundance: Comparing Film to VR in a Series of Film Essays in ‘A Machine for Viewing.’ Voices of VR
Podcast. Retrieved November 13, 2021, from https://voicesofvr.com/899-sundance-comparing-film-to-vr-in-a-series-of-film-essays-in-a-machine-for-viewing/.
126. 7 Sounds (2021)
Bye, K., Green, S. & Samson, JD (2021) Voices of VR Podcast Interview Pending Publication.
127. 11 Fifth Wall Forum Prototypes (2021)
Bye, K. (2021, March 13). 1/ here's a thread covering the Fifth Wall Forum reveal event premiering 11 prototypes of immersive projects built in 3 months... Twitter. Retrieved
November 14, 2021, from https://twitter.com/kentbye/status/1370820348501913602.
128. OnBoardXR #1-#3 (2020-21)
Bradley, B. (2021, October 14). Have you ever experienced #VRtheater? #onboardxr is a seasonal, pay-what-you-want... Twitter. Retrieved November 14, 2021, from
https://twitter.com/brendanAbradley/status/1448798636402307120.
Bye, K. (2021, March 13). 1/ here's a thread covering the Fifth Wall Forum reveal event premiering 11 prototypes of immersive projects built in 3 months... Twitter. Retrieved
November 14, 2021, from https://twitter.com/kentbye/status/1370820348501913602.
131. Prom Week (2011)
Bye, K., & Samuel, B. (2018, February 9) #2: Modeling Social Dynamics in Gaming with Ben Samuel. Voices of VR Podcast. Retrieved November 13, 2021, from
https://web.archive.org/web/20180213175217/http://voicesofai.com/2-modeling-social-dynamics-in-gaming-with-ben-samuel/
132. IMMERSE (2015)
Bye, K., Stern., A., & LeBron, L. (2016, February 6) #293: AI & the Future of Interactive Drama. Voices of VR Podcast. Retrieved November 13, 2021, from
https://voicesofvr.com/293-ai-the-future-of-interactive-drama/.
Bye, K., & Mateas, M. (2018, February 11) #4: Interactive Storytelling Pioneer Michael Mateas on Balancing Authorial Control with Generative AI. Voices of AI Podcast Retrieved
November 13, 2021, from https://web.archive.org/web/20180213175216/http://voicesofai.com/4-interactive-storytelling-pioneer-michael-mateas-on-balancing-authorial-control-with-generative-ai/
133. TeachLivE (2005)
Bye, K., Hughes, C. (2016, July 31) Voices of VR Podcast. #409: Wizard of Oz Narratives: Puppeting Virtual Characters with Improv Acting. Retrieved November 13, 2021, from
https://voicesofvr.com/409-wizard-of-oz-narratives-puppeting-virtual-characters-with-improv-acting/.
134. USC Shoah Foundation’s
Dimensions in Testimony (2013)
Bye, K., Smith., S. (2020, January 24) #879 VR for Good: StoryFile is an Oral History Platform with a Conversational Interface. Voices of VR Podcast. Retrieved November 13,
2021, from https://voicesofvr.com/879-vr-for-good-storyfile-is-an-oral-history-platform-with-a-conversational-interface/.
135. Storyfile Oral Histories (2020)
Bye, K., Smith., S. (2020, January 24) #879 VR for Good: StoryFile is an Oral History Platform with a Conversational Interface. Voices of VR Podcast. Retrieved November 13,
2021, from https://voicesofvr.com/879-vr-for-good-storyfile-is-an-oral-history-platform-with-a-conversational-interface/.
136. Stand Up Training for Nurses (2016)
Bye, K., & Robb, A. (2016, August 12) #417: Social Presence & Training Social Dynamics with Virtual Humans. Voices of VR Podcast. Retrieved November 13, 2021, from
https://voicesofvr.com/417-social-presence-training-social-dynamics-with-virtual-humans/.
137. Portico.ai Soft Skills Training (2017)
Bye, K., & Meado, J. (2017) Voices of VR Podcast Interview Pending Publication.
138. Fall in Love (2017)
Bye, K., & Cornish, K. (2017) Voices of VR Podcast Interview Pending Publication.
139. 2nd Civil War (2019)
Bye, K., & Cornish, K. (2019) Voices of VR Podcast Interview Pending Publication.
140. AVEnueS (2019)
Bye, K., Harding, C. & Tierney, M. (2020, January 24) #880 VR for Good: Using Conversational Interfaces in VR to Train Child Welfare Caseworkers. Voices of VR Podcast.
Retrieved November 13, 2021, from https://voicesofvr.com/880-vr-for-good-using-conversational-interfaces-in-vr-to-train-child-welfare-caseworkers/.
141. Starship Commander: Arcade (2018)
Bye, K., & Mejia, A. (2017, February 2017) #503: Conversational Gameplay & Interactive Narrative in Human Interact’s ‘Starship Commander.’ Voices of VR Podcast. Retrieved
November 13, 2021, from https://voicesofvr.com/503-conversational-gameplay-interactive-narrative-in-human-interacts-starship-commander/.
Bye, K., & Wright, S. (2019, January 25) #729: AI Voice Commands Enable Diplomacy as a Gameplay Mechanic with “Starship Commander.” Voices of VR Podcast. Retrieved
November 13, 2021, from https://voicesofvr.com/729-ai-voice-commands-enable-diplomacy-as-a-gameplay-mechanic-with-starship-commander/.
Bye, K., & Mejia, A. (2020, October 24) #955: Voice Worldbuilding with “Starship Commander” Cinematic Arcade Adventure + Indie VR Documentary. Voices of VR Podcast.
Retrieved November 13, 2021, from https://voicesofvr.com/955-voice-worldbuilding-with-starship-commander-cinematic-arcade-adventure-indie-vr-documentary/.
142. Breathe (2019)
Bye, K., Galafassi, D., & Mangiat, S. (2020, March 10) #888 Sundance: ‘Breathe’ Visualizes How Breath Connects Us to Each Other in Social AR Experience. Voices of VR
Podcast. Retrieved November 13, 2021, from https://voicesofvr.com/888-sundance-breathe-visualizes-how-breath-connects-us-to-each-other-in-social-ar-experience/.
143. Chomsky vs Chomsky (2020)
Bye, K., Rodriguez, S., Bishop, C., & Burk, M. (2020, March 10) #898 Sundance: Questioning AI of Chomsky Trained with 60 Years of Data in ‘Chomsky vs Chomsky.’ Voices of
VR Podcast. Retrieved November 13, 2021, from https://voicesofvr.com/898-sundance-questioning-ai-of-chomsky-trained-with-60-years-of-data-in-chomsky-vs-chomsky/.
144. Neurable’s Telepathic BCI Demo (2017)
Bye, K., & Alcaide, R. (Recorded 2017, Publish 2019, September 12) #812: Neuroscience & VR: Neurable Brain-Computer Interface & Telekinetic Presence. Voices of VR
Podcast. Retrieved November 13, 2021, from https://voicesofvr.com/812-neuroscience-vr-neurable-brain-computer-interface-telekinetic-presence/.
145. Frankenstein AI (2018)
Bye, K., Weiler, L. & Ginsberg, R. (2018, March 9) #631: Using AI to Drive Conversations, Create Culture, & Foster Understanding. Voices of VR Podcast. Retrieved November
13, 2021, from https://voicesofvr.com/631-using-ai-to-drive-conversations-create-culture-foster-understanding/.
148. Magic Leap’s Mica (2018)
Bye, K., & Wroe, A. (2019, February 20) #743: Storytelling in AR Panel at Sundance New Frontier 2019. Voices of VR Podcast. Retrieved November 13, 2021, from
https://voicesofvr.com/743-storytelling-in-ar-panel-at-sundance-new-frontier-2019/.
149. Elsinore (2019)
Bye, K., & Siu, K. (2018, February 12) #5: Real-Time Scheduling of Hamlet’s Fate in Indie Game “Elsinore.” Voices of AI Podcast. Retrieved November 13, 2021 from
https://web.archive.org/web/20180220050616/http://voicesofai.com/5-real-time-scheduling-of-hamlets-fate-in-indie-game-elsinore/.
152. Draw Me Close (2017)
Bye, K., & Nicolls, J. (2017, September, 7) #574: Blending Immersive Theater & VR with ‘Draw Me Close’ by NFB & National Theatre. Voices of VR Podcast. Retrieved
November 13, 2021, from https://voicesofvr.com/576-blending-immersive-theater-vr-with-draw-me-close-by-nfb-national-theatre/.
Bye, K., & Oppenheim, D. (2017) Voices of VR Podcast Interview Pending Release.
153. Believe Your Eyes (2016)
Bye, K., & Duggan, K. (2019, September, 24) #824: Dreams & Symbolic Language of VR: Blurring the Lines of Reality with Punchdrunk. Voices of VR Podcast. Retrieved
November 13, 2021, from https://voicesofvr.com/824-dreams-symbolic-language-of-vr-blurring-the-lines-of-reality-with-punchdrunk/.
154. Interlooper (2019)
Bye, K., Guta, M. (2019, February 16) #737: Looping Real-Time, Volumetric, Embodied Interactions with “Interlooped.” Voices of VR Podcast. Retrieved November 13, 2021,
from https://voicesofvr.com/737-looping-real-time-volumetric-embodied-interactions-with-interlooped/.
Bye, K., Ruiz, J. B. (2019, February 16) #738: Imverse’s Real-Time Volumetric Capture with Voxels. Voices of VR Podcast. Retrieved November 13, 2021, from
https://voicesofvr.com/738-imverses-real-time-volumetric-capture-with-voxels/.
155. Where There’s Smoke (2019 & 2020)
Bye, K., & Weiler, L. (2019) Voices of VR Podcast Interview Pending Publication.
Bye, K., & Weiler, L. (2020) Voices of VR Podcast Interview Pending Publication.
156. Agence (2020)
Bye, K., Gagliano, P. & Oppenheim, D. (2020, September 28) #947: Training AI in a Story World: “Agence” Dynamic Film Combines Reinforcement Learning with Immersive
Storytelling. Voices of VR Podcast. Retrieved November 13, 2021, from
https://voicesofvr.com/947-training-ai-in-a-story-world-agence-dynamic-film-combines-reinforcement-learning-with-immersive-storytelling/.
157. Half-Life: Alyx (2020)
Bye, K., Hellberg, C.F.V., & Cojocaru, A.I. (Recorded on May 2, 2020, Published on May 3, 2020) “Half Life Alyx's” Immersive Architecture & Experiential Design (3 presentations
+ discussion). YouTube. Retrieved November 13, 2021 from https://www.youtube.com/watch?v=wnnGjoZ6QsI.
158. Blortasia (2017)
Bye, K., & Mack, K. (2017, September 28) 581: Using Abstract VR Art for Neural Entrainment & Brain Research + Can Creative AI Become Conscious? Voices of VR Podcast.
Retrieved November 13, 2021, from https://voicesofvr.com/581-using-abstract-vr-art-for-neural-entrainment-brain-research-can-creative-ai-become-conscious/.
159. Anandala (2021)
Bye, K., Mack, K. (2019, August 12) #798: VR Artist Kevin Mack: Architecting Awe with VR-Native, Cooperative AI Agents. Voices of VR Podcast. Retrieved November 13, 2021,
from https://voicesofvr.com/798-vr-artist-kevin-mack-architecting-awe-with-vr-native-cooperative-ai-agents/.
Bye, K., Mack, K. (2021, September 7) #1004: ANANDALA is an Awe-Inspiring, Generative Art of Embodied AI that Cultivates Perpetual Novelty. Voices of VR Podcast. Retrieved
November 13, 2021, from https://voicesofvr.com/1004-anandala-is-awe-inspiring-generative-art-of-embodied-ai-that-cultivates-perpetual-novelty/.
162. The Collider (2018)
Bye, K., Abdalla, M., & Rose, A. (2019) #767: “The Collider:” Exploring Power Dynamics with Your Body as the Platform. Voices of VR Podcast. Retrieved November 13, 2021,
from https://voicesofvr.com/767-the-collider-exploring-power-dynamics-with-your-body-as-the-platform/.
163. Exploring Home (2021)
Bye, K., & Vogl., S. L. (2021) Voices of VR Podcast Interview Pending Publication.
164. Metamorphic (2020)
Bye, K., Fitzgerald. J., Niederhauser, M., Allsbrook, W. & Zananiri, E. (2020, March 13) #902 Sundance: ‘Metamorphic’ Explores Context-Dependent Embodiment & Social
Dynamics with Remixed Quill Art. Voices of VR Podcast. Retrieved November 13, 2021, from
https://voicesofvr.com/902-sundance-metamorphic-explores-context-dependent-embodiment-social-dynamics-with-remixed-quill-art/.
165. Wolves in the Walls (2018)
Bye, K., Billington, P., & Shamash, J. (Recorded 2018, Published 2019, February 4) #731: Natural & Intuitive Character Interactions in VR with “Wolves in the Walls.” Voices of
VR Podcast Retrieved November 13, 2021 from https://voicesofvr.com/731-natural-intutive-character-interactions-in-vr-with-wolves-in-the-walls/.
Bye, K., & Shamash, J. (2019) Voices of VR Podcast Interview Pending Release.
No Proscenium. (2019, April 2). Behind the scenes: How we made 'wolves in the walls' VR with third rail projects. Medium. Retrieved November 14, 2021, from
https://noproscenium.com/behind-the-scenes-how-we-made-wolves-in-the-walls-vr-with-third-rail-projects-dd50eeb14bf6.
166. Double (2020)
Knot: A Trilogy (2021)
Bye, K., Rosenberg, D., Neath, G. (2020, October 3) #950: Darkfield Radio’s Binaural Audio Performances Blur the Lines of Reality. Voices of VR Podcast. Retrieved November
13, 2021, from https://voicesofvr.com/950-darkfield-radios-binaural-audio-performances-blur-the-lines-of-reality/.
168. A Jester’s Tale (2019)
Bye, K., Malik, A. J. (2020, January 24) #869 VR for Good: Using AR to Explore Moral Dilemmas of Anthropomorphized Virtual Beings with Asad J. Malik’s ‘Jester’s Tale.’ Voices
of VR Podcast. Retrieved November 13, 2021, from
https://voicesofvr.com/869-vr-for-good-using-ar-to-explore-moral-dilemmas-of-anthropomorphized-virtual-beings-with-asad-j-maliks-jesters-tale/.
169. The Dial (2019)
Bye, K., & Flaherty, P. (2019, February 12) #734: AR + Projection Map Storytelling with “The Dial:” Blending Layers of Digital Reality. Voices of VR Podcast. Retrieved November
13, 2021, from https://voicesofvr.com/734-ar-projection-map-storytelling-with-the-dial-blending-layers-of-digital-reality/.
170. Only Expansion (2019)
Bye, K., Speakman, D. (2019, December 12) #847 DocLab: Augmented Audio Tour with Duncan Speakman’s “Only Expansion.” Voices of VR Podcast. Retrieved November 13,
2021, from https://voicesofvr.com/847-doclab-augmented-audio-tour-with-duncan-speakmans-only-expansion/.
171. Look Inside (2019)
Bye, K., van der Weide, N. (2019, December 12) #853 DocLab: Testing Boundaries in an Audio Tour of a Stranger’s Home with Nadja van der Weide’s “Look Inside.” Voices of
VR Podcast. Retrieved November 13, 2021, from
https://voicesofvr.com/853-doclab-testing-boundaries-in-an-audio-tour-of-a-strangers-home-with-nadja-van-der-weides-look-inside/.
172. Sweet Dreams (2019)
Bye, K., McNicholas, R., & Whitley, N. (2019, February 19) #736: Integrating Taste into Narrative & Navigating an Unconscious Matrix of Memories & Associations. Voices of VR
Podcast. Retrieved November 13, 2021, from https://voicesofvr.com/736-integrating-taste-into-narrative-navigating-an-unconscious-matrix-of-memories-associations/.
173. Cosmos Within Us (2019)
Bye, K., & Martir, T. (2019) Voices of VR Podcast Interview Pending Publication.
174. Frankenstein AI (2018)
Bye, K., Powers, B, & Ratcliffe, J. (2019, January 25) #728: AI-Guided Dance to Express Collective Sentiment with Frankenstein AI. Voices of VR Podcast. Retrieved November
13, 2021, from https://voicesofvr.com/728-ai-guided-dance-to-express-collective-sentiment-with-frankenstein-ai/.
175. Dream (2020)
Bye, K., Hill, P., & McNicholas, R. (2021, March 24) #986: Live Mocap Theater Performance in UE4 with “Dream” by Royale Shakespeake Company & Marshmallow Laser Feast.
Voices of VR Podcast. Retrieved November 13, 2021, from
https://voicesofvr.com/986-live-mocap-theater-performance-in-ue4-with-dream-by-royale-shakespeake-company-marshmallow-laser-feast/.
176. We Live in an Ocean of Air (2019)
Bye, K., & Ersin, E. H. (2020, January 23) #865 VR for Good: ‘We Live in an Ocean of Air’ Location-Based Entertainment Experience from Marshmallow Laser Feast. Voices of
VR Podcast. Retrieved November 13, 2021, from
https://voicesofvr.com/865-vr-for-good-we-live-in-an-ocean-of-air-location-based-entertainment-experience-from-marshmallow-laser-feast/.
177. Scarecrow (2020)
Bye, K., Jung, J., Lee, S., & Yoo, C. (2020, March 10) #885 Sundance: ‘Scarecrow’ is a 1:1 Immersive Theater VR Piece with Thermal Haptics. Voices of VR Podcast. Retrieved
November 13, 2021, from https://voicesofvr.com/885-sundance-scarecrow-is-a-11-immersive-theater-vr-piece-with-thermal-haptics/.
179. La Comedie Virtual (2020)
Bye, K. & Jobin, G. (2020) Voices of VR Podcast Interview Pending Publication.
180. ZIKR: A Sufi Revival (2018)
Bye, K., & Arora, G. (2018, August 25) #688: A Sufi Zikr as Social VR Ritual. Voices of VR Podcast. Retrieved November 13, 2021, from
https://voicesofvr.com/688-a-sufi-zikr-as-social-vr-ritual/.
181. Atomu (2020)
Bye, K., Ali, S., & Dada, Y. (2020, March 10) #886 Sundance: Group Ritual in VR: ‘Atomu’ & the Kikiyu Tribal Mythology on Gender Identity. Voices of VR Podcast. Retrieved
November 13, 2021, from https://voicesofvr.com/886-sundance-group-ritual-in-vr-atomu-the-kikiyu-tribal-mythology-on-gender-identity/.
182. All Kinds of Limbo (2020)
Bye, K., Brandon, N., & Coffey, T. (2020, March 12) #896 Sundance: ‘All Kinds of Limbo’ is a Musical Performance for 20 People in Quests. Voices of VR Podcast. Retrieved
November 13, 2021, from https://voicesofvr.com/896-sundance-all-kinds-of-limbo-is-a-musical-performance-for-20-people-in-quests/.
183. POV: Points of View (2020)
Bye, K. & Glass, A. (2021) Voices of VR Podcast Interview Pending Publication.
184. Traveling the Interstitium with Octavia Butler (2021)
Bye, K., Sinclair, K., & Melenciano, A. (2021, February 23) #981: Worldbuilding with the Guild of Future Architects’ Futurist Writer’s Room: “Traveling the Intersitium with Octavia
Butler” Retrieved November 13, 2021, from https://voicesofvr.com/981-worldbuilding-with-the-guild-of-future-architects-futurist-writers-room-traveling-the-intersitium-with-octavia-butler/.
185. The Changing Same (2021)
Bye, K., Brewster, J., Stephenson, M., & Elayat, Y. (2021, February 18) #977: “The Changing Same:” Volumetric Storytelling Innovations, Connecting the Past to the Present with
the Cycles of Racial Terror. Voices of VR Podcast. Retrieved November 13, 2021, from
https://voicesofvr.com/977-the-changing-same-volumetric-storytelling-innovations-connecting-the-past-to-the-present-with-the-cycles-of-racial-terror/
186. Aboriginal Territories in Cyberspace (2018)
Bye, K., & Lewis, J. E. (2018, June 8) #654: Indigenous Futurism & Aboriginal Territories in Cyberspace with Jason Edward Lewis. Voices of VR Podcast. Retrieved November
13, 2021, from https://voicesofvr.com/654-indigenous-futurism-aboriginal-territories-in-cyberspace-with-jason-edward-lewis/.
187. 2167 Indigenous VR Project (2018)
Bye, K., & Lewis, J. E. (2018, June 8) #654: Indigenous Futurism & Aboriginal Territories in Cyberspace with Jason Edward Lewis. Voices of VR Podcast. Retrieved November
13, 2021, from https://voicesofvr.com/654-indigenous-futurism-aboriginal-territories-in-cyberspace-with-jason-edward-lewis/.
188. Neurospeculative Afrofeminism (2017)
Bye, K., Aguilar y Wedge, C., Baccus-Clark, A., Tankal, E. & Bartov, N (2017, March 3) #511: Neurospeculative Afrofeminism: Building the Future You Want to Live Into. Voices of
VR Podcast. Retrieved November 14, 2021 from https://voicesofvr.com/511-neurospeculative-afrofeminism-building-the-future-you-want-to-live-into/.