Players in VRChat were surprised to see another gamer experiencing an apparent seizure in-game. The video of the incident, uploaded by YouTuber Rogue Shadow VR, is rather surreal. You see a red robot writing around on the ground, unable to communicate. Soon, the mood changes in the room and all the cartoon-y avatars come to see what is going on. When he does come to, the community, save a few bad eggs, does their best to help and comfort him.
The robot, who goes by the moniker DrunkenUnicyclist, shared with Kotaku:
“I honestly don’t remember a lot of it. I do remember feeling cold all the sudden. After that, I woke up and I was on the floor. I could hear these voices.” DrunkenUnicyclist added that he has had a seizure in the past, when he was five, although he says he doesn’t suffer from epilepsy or any other condition that might have caused this.
Participants in a VRChat room watched as the avatar of one of the participants appeared to go into a grand mal seizure, accompanied by distressed sounds audible through the voice-chat. Read the rest
In 1995, Penn and Teller released Desert Bus, the worst game ever made, a "VeriSimulator" that challenged you to keep a bus moving between the white lines on an eight-hour Arizona/Nevada drive. If you made it, you got to spend another 8 hours driving back. The bus had just enough veer in its steering that you had to correct it periodically, so you couldn't just tape the controller button down. Read the rest
Artists are creating experiences in virtual reality, and it's especially exciting to hear that multimedia pioneer Laurie Anderson has entered this space. With Taiwanese new media artist Hsin-Chien Huang, she has created "Chalkroom" (aka "La Camera Insabbiata"), an immersive virtual reality experience that lets its viewers to fly through words and stories.
Prompted by this interview with the Louisiana Museum, Open Culture writes:
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The piece allows viewers the opportunity to travel not only into the space of imagination a story creates, but into the very architecture of story itself—to walk, or rather float, through its passageways as words and letters drift by like tufts of dandelion, stars, or, as Anderson puts it, like snow. “They’re there to define the space and to show you a little bit about what it is,” says the artist in the interview above, “But they’re actually fractured languages, so it’s kind of exploded things.” She explains the “chalkroom” concept as resisting the “perfect, slick and shiny” aesthetic that characterizes most computer-generated images. “It has a certain tactility and made-by-hand kind of thing… this is gritty and drippy and filled with dust and dirt.”
Chalkroom, she says, "is a library of stories, and no one will ever find them all.” It sounds to me, at least, more intriguing than the premise of most video games, but the audience for this piece will be limited, not only to those willing to give it a chance, but to those who can experience the piece firsthand, as it were, by visiting the physical space of one of Anderson’s exhibitions and strapping on the VR goggles.
Filmmaker/writer/games developer Jim "Ghosts With Shit Jobs" Munroe (previously) has just launched his first VR venture. Manimal Sanctuary is a "lurking simulator" that "leverages low-end VR technology to enable every player’s ultimate fantasy: to play a creature part coral reef, part Cthulhu, who consumes human emotions. Set after the rest of the city is consumed by gibbering monstrosities, you eavesdrop on the survivors and their dramas involving things like bad potato crops and graffiti tags. And if those everyday emotions aren’t filling enough, you can always uncover some devastating secrets…" Read the rest
This is insane. RELEASE THE BIRDS!
KFC has given us a lot of really odd advertising, but this really something. Read the rest
German Swiss painter Arnold Böcklin reimagined "Tomb Island" over and over, pursuing both the scene's dark mystery and its runaway commercial appeal: with the title improved by a canny agent, it became the first great fantasy art wall print. And soon you'll be able to explore each of the variations in virtual reality.
There's precious little to tease the project beyond the trailer embedded above, but I always thought Tomb Island would be the perfect setting for a retro Myst-style mystery adventure game and it looks like I'm going to get exactly what I want.
Here's a 30-minute keynote that Bruce Sterling gave in 1994 to the ICA's "Towards the Aesthetics of the Future" VR conference in London. You should watch it, if only for the insight it gives into the early years of today's most contested technology questions. Read the rest
In VR, everyone can hear you scream.
(Oculus, Samsung Gear VR, HTC Vive, Playstation VR, Google Daydream, and other mobile VR devices)
ENERGEIA FILMS is proud to be a part of the launch campaign for NOIR Systems's latest entry in the field of VR-enhanced rehabilitation -- the NSYS-EX. As seen in the new short film, HARSH REALITY!
What happens when the technology designed to help us is turned against us? Please help fund HARSH REALITY so you can find out!
VR dystopias are usually posed as an assault on our senses, on our privacy, our sense of self. But honoring the utopian viewpoint--VR as a manifestation of everything we want to see and become, an unfettered self--always held more power for me, especially as prelude to dystopia. The 1988(!) Red Dwarf episode Better Than Life, wherein fully-immersive VR is revealed as a way to completely idealize one's everyday personal flaws, remains my favorite! Read the rest
Raph Koster is one of the world's most celebrated game designers, responsible for the design of Ultima Online, CCO of Sony during the Star Wars Galaxies era, and author of the classic Theory of Fun. Ever year, Raph gives a barn-raising/barn-burning speech at the Game Developer's Conference, one of the don't-miss moments of the conference. This year's speech is no exception. Read the rest