Voices of VR  By  cover art

Voices of VR

By: Kent Bye
  • Summary

  • Designing for Virtual Reality. Oral history podcast featuring the pioneering artists, storytellers, and technologists driving the resurgence of virtual & augmented reality. Learn about the patterns of immersive storytelling, experiential design, ethical frameworks, & the ultimate potential of XR.
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Episodes
  • #1387: Landscape of XR Ethics: A Retrospective Presentation by Kent Bye
    Apr 28 2024
    This is a 19-minute talk that I gave at Laval Virtual 2023 that is summarizing the work that I've done on XR Ethics over the past ten years. There's around 60 slides in this talk, and so you may prefer watching the video version over on YouTube for the full multi-modal experience, or this audio-only podcast version includes the Q&A session at the end. And you can also check out the show notes for this episode that has each of the slides embedded within the full transcript along with all of the linked footnotes in case you'd like to dig into the full context of any one of these topics. https://www.youtube.com/watch?v=-bab0CM7zK4 There's a lot of ground that I attempt to cover within my 15-20 minute allotted time slot at Laval Virtual 2023, but this should provide a high-level roadmap to how I see the landscape of XR ethics. The landscape of XR ethical considerations is also an ever-expanding area, and so this is far from a complete treatment, but hopefully covers some of the major issues that I've been covering on the Voices of VR podcast over the past decade. This talk at Laval Virtual was on Apr 13, 2023, which was a month after my Featured Session at SXSW on March 12, 2023 about The Ultimate Potential of VR: Promises & Perils. That talk explored both the exalted potentials of XR as well as the more troublesome perils, and this talk was focusing on just the perils. They both use a contextual framework that I elaborate more on within an upcoming paper titled "Privacy Pitfalls of Contextually-Aware AI: Sensemaking Frameworks for Context and XR Data Qualities" that was written for the Existing Law and Extended Reality Symposium at Standford Cyberpolicy Center in January 2023, and will hopefully be published later this year. So with that, let's go ahead and dive right in! [1] My name is Kent Bye, and I do the Voices of VR podcast. And today, I'm going to be doing a tour in the landscape of the XR moral dilemmas and ethical considerations. And I'm attempting to cover all of the XR ethical moral dilemmas within the next 15 to 20 minutes [obviously not all of them, but a high-level sampling]. And so it's pretty ambitious. I do have the slides available with lots of footnotes.` I've been doing the Voices of VR podcast since 2014. And so I've recorded over 2,000 interviews and published over 1,200 of them, so just over 2 thirds of them that I've recorded. [2] And in the process of talking to a lot of folks within the XR community, there's naturally been a lot of different ethical and moral dilemmas. And so this is like a broad overview of the landscape of XR ethical and moral dilemmas. And so I'll be diving into each of these, but this is just to give you a bit of a sense of the landscape. [3] And it actually takes me back to Laval Virtual back in 2019, where I was brought out to brainstorm with a group of folks… [4] some of the different ethical and moral dilemmas. And so we have lots of these post-it notes. And so we're struggling with how do we start to organize the whole landscape of all these different ethical and moral dilemmas. [5], [6] And so In SVVR in 2016, I had given a presentation trying to map out the ultimate potentials of virtual reality of all the different domains and industry verticals and potentials. And so I asked people at the end of every podcast, "What's the ultimate potential of VR?" And they'd say, "Well, it's education. It's entertainment. It's being able to connect with friends and family. It's empathy. It's doing stuff for your career." And so this was like a start of a cartography of the different domains of human experience… [7] which ended up being very helpful for starting to map out these ethical and moral dilemmas into all these different domains or contexts. [8] And so at the end of 2019, I did a whole talk on the XR Ethics Manifesto. In 2019, I was doing a lot of talks about privacy…
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    27 mins
  • #1386: Chatting about Apple Vision Pro with fxpodcast’s Mike Seymour
    Apr 24 2024
    The contributing editor and co-founder of fxguide Mike Seymour invited me onto his fxpodcast to share some of my thoughts on the Apple Vision Pro, the ecosystem differences between the Quest and Vision Pro, the potential for different killer apps, and where we see it going in the future. This is a rebroadcast of fxpodast episode #368, but with some additional context about Seymour's work with digital humans as well as the training application that he's developing on the Apple Vision Pro. I still see the Vision Pro primarily as a developer kit, but there are certainly many productivity & screen replacement as well as media consumption use cases. I'm hoping to do some more coverage of the Vision Pro here soon, including airing an interview with Resolution Games' Tommy Palm about their development of the Game Room application produced by Apple. Apple announced yesterday that they'll be announcing some new products on May 7th likely including the Apple Pencil 3 given Tim Cook's X/Twitter post saying "Pencil us in for May 7! ✏️ #AppleEvent, and also "revamped versions of the iPad Pro and Air, according to people familiar with the matter" per Bloomberg's Mark Gurman. I expect more Apple Vision Pro updates and news to be given at WWDC on June 10-14, and a first-look at how the broader XR industry is adopting the Apple Vision Pro at Augmented World Expo (AWE) on June 18-20, which I unfortunately will not be able to attend due to a family medical situation. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
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    1 hr and 7 mins
  • #1385: OpenXR 1.1 Release Promotes Extensions into Core & Marks Yearly Release Cycle for Prominent XR Industry Open Standard
    Apr 15 2024
    The OpenXR 1.1 minor release comes out today, which moves some of the more commonly used extensions into core and it also marks a new Khronos Group commitment to a yearly release cycle. It's been nearly five years since the initial release of OpenXR 1.0 on July 29, 2019, and Khronos Group President Neil Trevett tells me that it's been one of the most successful open standards they've ever published, and I had a chance to catch up with Trevett and OpenXR working group chair Alfredo Muniz to talk about the range of conformant XR devices, engines, programs, what's happening with Apple and OpenXR, next steps for where they plan to take the standard in the future, and how you can get more involved either through their OpenXR Discord channel, OpenXR Forums, or OpenXR GitHub Issue Tracker. Also, here's a link to the announcement slides for OpenXR 1.1, which have some really helpful overview information about how broadly OpenXR has been adopted, as well as a sneak peak at some of what is coming soon including "extending hand tracking, enhanced handling of spatial entities, expanded haptics support, controller render models (glTF), increased accessibility, and Metal (Mac OS) support." I posted a thread on X / Twitter that highlights some of these slides from the OpenXR 1.1 announcement page. Here's five previous interviews covering the evolution of OpenXR since 2015: My 2015 interview with Neil Trevett with some preliminary thoughts about an open standard for VR My 2016 interview with Neil Trevett announcing the formation of what would become OpenXR My 2017 GDC conversation with Joe Ludwig marking the announcement of OpenXR. My 2018 GDC conversation with OpenXR working group chair Nick Whiting with a first look at OpenXR. My 2019 SIGGRAPH conversation with Neil Trevett marking the official OpenXR 1.0 release Also see some related topics within my interviews tagged with open standards.
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    52 mins

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