Augmented reality project points to the imperfect future of public art
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Augmented reality project points to the imperfect future of public art
Virtual reality startup Vrse raises $12.56 million, changes name to Within
Vrse, a startup building technology for delivering virtual reality video across platforms, is announcing today that it has raised $12.56 million and that itâs taking on a new name: Within.
Also today the startup said its app is launching on the Oculus Rift and the HTC Vive on Thursday and will be coming to PlayStation VR. Itâs been available on iOS, Android, the web, and Samsung GearVR.
Vrse Within is affiliated with virtual reality content production company Vrse.works, allowing Within to focus on the underlying technology, as I learned during an interview with Vrse founder and chief executive Chris Milk earlier this year. But this technology focus doesnât mean the company doesnât care about the quality and production of content; Milk only wants the app to show off the best virtual reality video and audio, and if that means a limited set of available content, then so be it.
The new name is easier to pronounce than Vrse, it better represents the companyâs focus, and itâs also less directly tied to virtual reality, as Milk explains in a Medium post:
The stories of tomorrow will be fully immersive. The medium, the place where those stories will unfold, exists within our consciousness. Weâll find ourselves having passed through our long-held, precious frames to live within those stories. And weâll carry the memory of those stories not as content that we once consumed, but as times and spaces we existed within.
âŠ
To us, the name represents storytelling as human experience.
Read more here.
Oculus Rift Is Too Cool to Ignore - MIT Technology Review
The idea of an augmented or virtual reality is inherent in any drawingâitâs almost the definition of a drawing,â the artist Christoph Niemann says. âIf you create a world on paper, you create a window. Usually, you just break the surface with your mind, but you always have the feeling of: What if you could step into that world or if something could come out of it?â
A panel entitled âVR: The Last Medium?â kicked off the 2016 Versions Conference back in March with a discussion between Torfi Frans Olafsson (EVE Online), Jessica Brillhart (VR at Google), Neil McFâŠ
âconsider the bodyâ is paging vivian sobchak, who introduced phenomenology to film studies.Â
âThe cut⊠represents a total and instantaneous displacement of one field of vision with another...âÂ
The technology immerses people in different bodies, but it offers the greatest insight on the one they already inhabit
âI knew nothing stranger had ever happened, nothing stranger could ever happenâ
An exciting new generation of makers is merging creative ambition with the disciplined rationale of hard science. They are Ph.D.s, lovers of the outdoors or believers in the ability of big data to predict our palates. Together, they are redefining, and elevating, the union of art and craft. (This content was not produced by the news or editorial staffs of The New York Times.)
so cool!!
With a helmet, anything is possible, and the Tribeca Film Festival offers a taste of the ways virtual reality can enhance the cinematic arts.
A new virtual reality film by VRSE.works puts you side-by-side with sperm whales and dolphins.
WHALES! None of those fake whales. REAL WHALES, YâALL.
Download Vrse and kick it with some WHALES!!!!
âVrse.works, purveyors of fine virtual reality products like Catatonic, Clouds Over Sidra, and The Displaced, worked with Annapurna Pictures and DEEP author James Nestor to capture beauty of underwater research and explain how sperm whales see, feel, and hunt using echolocationâand may constitute intelligent life.â
A new tool aims to make VR the platform for wild artistic visions, including the animators behind Adult Swim.
On a crisp evening typical of San Francisco, I waited by a motley laundromat in the Divisadero Corridor. Hipsters filtered past me and up some stairs to the party where I was to meet artist and filmmaker, Luska. She was running late via Uber, and as I listened to the muffled crooning of an electric guitar, it occurred to me that there was something very anti-Silicon-Valley about this whole getup. I had come here to learn about virtual reality, an unmistakably mainstream topic, and yet everything around me evoked a sense of nostalgia for the historic countercultural charm of San Francisco. Whether it was the music, or the guy standing next to me with the words this machine kills fascists spray-painted on the back of his leather jacket, it was clear that these partygoers considered themselves the last remnants of the beatnik culture that once existed in North Beach and the Mission, before it was all swept away by IT success and gentrification. Virtual reality is the hot topic of Silicon Valley. Google, Facebook, Apple, and a whole slew of smaller startups are all working on some VR development or another. But in the heart of San Francisco, among circles where man-buns and feathered hats are worn with abandon, VR isnât just the latest technology to grace the Valley; among these small iconoclast spheres VR is a new and powerful medium for creative output. By harnessing VR in their creative process, artists are blending the high tech and bohemian worlds of San Franciscoâdeveloping a hybrid subculture, the minute details and philosophy of which I hoped Luska would reveal to me. âJoleneâ by Luska (Left) | Luskaâs graffiti in Paris, France (Right) âVR is a new canvasâ says Luska, fidgeting with excitement and sipping sangria⊠weâve left the upstairs party and settled into a Mexican bar that specializes in cheese-drenched baked potatoes. Originally from Yerevan, Armenia, the 28-year-old artist has lived in a variety of metropolises, pursuing her painting career and studying everything from filmmaking to game design. These days Luska has made San Francisco her home, and her enthusiasm for VR strikes me as particularly unique for an artist who in the past has worked primarily with more traditional materials. By studying her art, however, you can tell that Luska has always sought to challenge the limits of her medium. Her paintings of striking females and dramatic graffiti hint at other worlds that exist just beyond the 2D image, but which cannot be accessed with the naked eye. Luskaâs style does not shy away from psychedelic fantasy or reverie. Perhaps what attracts her to VR and AR (augmented reality) is that these mediums can transform the eerie depths of her imagination from mere hints on paper into actual vivid experience. âVR tells storiesâ, says Luska, âthatâs very important.â The immersive nature of VR requires a certain level of responsibility on behalf of the artist. You have to âthink really hardâ about what youâre creating, she says, because people donât realize âhow powerful VR can be.â When [...]
Love it.
Help Vrse App reach the Promised Land in the Webbys People's Voice. Vote with me
Vrse has been selected as a nominee for The 20th Annual Webby Awards in the Mobile: Experimental & Innovation category.
Additionally, Vrse.works received ~*11 nominations*~ this year (beating HBO, Google, and NYTimes in nominations).
VOTE! VOTE! VOTE!
As VR storytellers, we are charged with molding experience itself into story, and none of our storytelling tools have prâŠ
âHow do we tell a story for the audience when the audience is present within it?â
The immersive nature of VR can be isolatingânot just for the person in the headset, but the people around her. Designers are trying to fix that.
âThereâs a discrepancy between inclusion and immersionâÂ
Rescuing a kitten from really high up might be the perfect VR game
In VR you can be anyone you want to be â including a kitten-rescuing hero
Bandai Namco is putting on a show of virtual reality demos in Tokyo from April 15th, and one of them is all about rescuing cats â using a plank and a toy kitten as props.
*Purrfefct VR game*
YEAH WTFÂ
I GUESS #26 MEANS NOTHING.Â
MY DK2 WILL BE JUST FINE IN THE MEANTIME I GUESS