0. networked vr
networked vr
welcome back!
networked VR
homework
+ exercise
1. two things
two things
when we talk about social VR?
why?
how?
2. digital societies
digital societies
examples of social digital worlds?
-facebook
-world of warcraft
-sims
-club penguin
-reddit
- has its own culture
-people
- means of communication
- strict rules
- representation of space
- real-time vs. delayed time
- anonymous?
- forum vs. 1-to-many
-
-sims
3. isolation?
isolation?
could VR make us more or less connected?
what about Facebook VR?
- an experience you couldn't have in the real world
-problem with the avatars
- facebook web is it's own space
- vr is trying to be too real?
- physicality has so much more interaction
- avatars can change you?
- the uncanny valley
4. means and ends
means and ends
first of all, why do we want to build social VR?
5. means and ends - II
means and ends - II
there are two reasons why we build things:
- as tools
- as artworks
6. subjective and objective
subjective and objective
lewis mumford builds that dialectic between
- narcissus
- prometheus
7. social VR
social VR
Facebook VR is an example of social VR as a tool
8. a tool reinforces a reality
a tool reinforces a reality
"A tool is [...] a model for its own reproduction, and a script for the re-enactment of the skill it symbolizes."
joseph weizenbaum
9. the issue of content - I
the issue of content - I
"We are coasting on novelty, and the initial wonder of being something people have never seen before.
But we need to start judging ourselves. Not on a curve, but in an absolute sense. Can you do something in VR that has the same value, or more value, than what these other [non-VR] things have done?"
John Carmack, CTO of Oculus Rift, 2016
10. content - II
content - II
is there love in the telematic embrace?
- can we m ake good digital art?
- depends on how it's implemented
- iron man suits
11. content - III
content - III
"meaning is the product of interaction between the observer and the system"
(which can include other observers, other participators)
content is a set of meanings, ever evolving and ever produced by everyone
12. love
love
"Love is contained in this total embrace; all that escapes is reason and certainty"
networks allow for a common consciousness, as information is turned into meaning by collaborative effort.
13. human rituals
human rituals
erving goffman, dramaturgical sociologist
- thought of life as theater
(the elements of public human interactions are dependent upon time, place, and audience)
- thought of the self as defined by symbolic interactions
- a superset of language
- knod, smile, frown
- punch
- highfive
- hug
-attitude
14. symbolic interactions
symbolic interactions
- humans act towards things based on the meaning they give to those things
- the meaning of those things depend on the relationship one has with another
- meanings are interpreted, and can evolve over time
15. examples
16. designing social interactions
designing social interactions
- making the invisible visible
- social engineering
- virtual trolls
- explicit task
- non-explicit task
17. forms of alienation
forms of alienation
- external preoccupation
- self consciousness
- interaction consciousness
- other consciousness
18. the proteus effect
the proteus effect
(not the game)
- the proteus effect is how users change their behaviours based on how their avatar looks like.
-looking bigger makes you feel and act bigger
19. designing for cooperation
designing for cooperation
what does that entail?
- avatars that are similar
- abilities should be complimentary
- should not be able to harm each other
-designing a world that has an expansion of possibilities
20. designing for competition
designing for competition
what does that entail?
- avatars that are dissimilar
-affordances of action are the same and can affect other players
-world should be a zero-sum game
(if there is a winner there must be a loser)
21. how do we build social VR?
22. break
break
10 minutes
then we form groups
23. exercise
exercise
brainstorm an experience which
- - promotes cooperation / competition (describe what the users achieve)
- - works with two, three or four participants (describe the avatars)
- - allows for possible user creativity (describe formal and informal goals)