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VR Playhouse is at Sundance – Days 6 & 7: New Frontiers

Krvavec_Panorama

Our last two days at Sundance were probably my favorite, and not just because we were all kinda exhausted and spent more time than usual lounging around in sweatpants in front of our condo’s fireplace, which is, let’s face it, why anyone is drawn to a wintery vacation environ like the one Park City offers in the first place. Also though, I went through my two favorite VR/AR experiences of the festival on Wednesday. The first was from ILMxLAB and used 3D projections and motion tracking to create an immersive Star Wars Holo Cinema scene for its audience to enter into. The second was called Real Virtuality. You play this with a friend, each of you wearing a whole litany of sensors to track your actual movement as you work together to complete tasks and advance through a virtual world composed of familiar, genre settings like a deserted spaceship or an underground tunnel crawling with spiders.

They were both immensely fun and awe-inspiring for their own reasons but one trait they shared and one that was reflective of a lot of the VR/AR we saw at Sundance was that neither was trying to recreate reality for us. They weren’t interested in fooling us into thinking they’re anything other than what they were. The Holo Cinema projected its images on to physical walls, which means we never forgot where we were physically, though we did feel that physical space transformed. Real Virtuality had the same pleasant, mediated sense of dissonance, existing inside an animated world but with an emphasis on actual, physical action that consistently reminded you of your actual physical presence, where you stood, and how your physical body related to your virtual one. It was a good reminder that as virtual reality evolves, the realities it presents are going to look and feel less and less like our own.

And then on Thursday, we went skiing. #nogogglesneeded

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