As Drax notes, total physical immersion is almost besides the point: “The secret sauce of [Second Life] is community. Loads of people feel completely immersed although they have no headset. I am personally psyched about where headset tech goes but Silicon Valley needs to understand that for a lot of people, this does not mean an increased sense of being there. The level of perceived immersion has to do with what people contribute to their communities”.
Another set of reactions to Meta’s easy-to-mock metaverse announcement, and reminders that its sci-fi inspirations were dystopian novels.
Mocking Meta: Facebook’s virtual reality name change prompts backlash – The Guardian Satirical late night news programme the Daily Show tweaked Zuckerberg’s Meta presentation video by superimposing the tech billionaire onto footage of the January 6 Capitol riots and the 2017 Charlottesville white nationalist march. Both events were organised on Facebook. “Imagine you’ve put on your glasses or headset and you’re instantly in your home space and it has an incredibly inspiring view of whatever you find most beautiful,” Zuckerberg says as footage of Capital rioters and a group of tiki torch-bearing white supremacists plays in the background.
Experts warn Facebook’s metaverse poses ‘terrifying dangers’ – New York Post Professor Reid is concerned about the vast amount of data that could be collected from the metaverse and who controls it. He also fears that avatars could be hacked and you could end up interacting with cybercriminals rather than people you know and trust. Reid explained: “The metaverse’s ultimate aim is not just virtual reality or augmented reality, it’s mixed reality (MR). It’s blending the digital and the real world together. Ultimately this blend may be so good, and so pervasive, that the virtual and the real become indistinguishable. And the market for that is gigantic. Whoever controls it, will basically have control over your entire reality.”
From ‘metaverse’ to ‘metacapitalism’.
Metaverse: how Facebook rebrand reflects a dangerous trend in growing power of tech monopolies – The Conversation The backlash has ranged from moral outrage over Facebook itself, to ridiculing Zuckerberg’s new vision for technology. What is overlooked is how this represents the desire to create metacapitalism – which uses technology to shape, exploit and profit from human interaction. It is a completely marketised virtual reality world fuelled by the unsustainable exploitation of natural resources, unjust global working conditions and the constant invasion of users’ data privacy for private financial gain. […]
These moves play into a broader strategy to socially rebrand metacapitalism positively. The introduction of the metaverse is part of a new trend of what business ethics academic Carl Rhodes has referred to it as “woke capitalism”, noting in a recent article that “progressive gestures from big business aren’t just useless – they’re dangerous”. Whether it is the Gates Foundation initially opposing the spread of global vaccines in order to protect patent rights, or Elon Musk promising to create an “multi-planet civilisation” – while avoiding paying much-needed taxes here on Earth – corporations are now increasingly using philanthropy and utopian visions to hide their present day misdeeds.
Do you think he’s worried, though? Doubt it.
Meta and the Facebook Papers: Why Mark Zuckerberg has nothing to fear – Salon.com [L]et’s face it: Investors aren’t foolish if they continue to act as if there’s no chance in hell that the behemoth social network will face serious consequences for anti-social behavior. On the contrary, anyone taking a look at Capitol Hill right now would be surprised if that American leadership could reliably regulate a dodgeball game, much less an international company that is eroding our collective faith in humanity. […]
Zuckerberg has proved, time and again, that he cannot be trusted to do the right thing when it conflicts with his profit motive. Yet politicians at a federal level look like they’re powerless against a company they supposedly have a legal right to regulate. So, as much fun as it is to imagine Facebook will be toppled by this deluge of scandals, right now, the smart bet is that they’ll come out on the other end of this doing just fine. The rest of the world, however, won’t be so lucky.
Still, this is all some way off.
Metaverse: five things to know – and what it could mean for you – The Conversation Different corporations will probably have their own visions or even local versions of the metaverse but, like the internet, they will all be connected, so you can move from one to the other. … I suspect Facebook will need to be in this for the long haul and that their vision of the metaverse is still many years off becoming a (virtual) reality.
Metaverse! Metaverse? Metaverse!! – Benedict Evans So, all of this is rather like standing in front of a whiteboard in the early 1990s and writing words like interactive TV, hypertext, broadband, AOL, multimedia, and maybe video and games, and then drawing a box around them all and labelling the box ‘information superhighway’. That vision of all consumers everywhere being connected to something was entirely correct, but not like that, and many of those components were blind alleys. ‘Metaverse’ today is again a label for a bunch of words on a whiteboard, some of which are more real than others, and which might well all end up combined, but not necessarily like that.
This article from PC Gamer has been my favourite take-down of all this metaverse hype, I think.
The metaverse is bulls**t – PC Gamer The metaverse is bulls**t because tech moguls missed the part where cyberpunk is dystopian. More than NFTs or cryptocurrency or any of the other brain-melting nonsense tied up in the tech landscape of 2021, this is the part that truly makes me want to stick my entire fist in my mouth and bite down. The push to create the metaverse, at least from companies like Epic and Facebook, seems entirely built on a teenage boy’s reading of Snow Crash: zeroing in on the awesome vision of future technology while totally missing the book’s satirical skewering of capitalism.
Microsoft’s making a start, though.
Microsoft takes on Facebook by launching metaverse on Teams – Financial Times The US software giant said that in the first half of next year, users of its Teams collaboration software would be able to appear as avatars — or animated cartoons — in video meetings. Remote workers will also be able to use their avatars to visit virtual work spaces, which would eventually include replicas of their employers’ offices. … “With 250m people around the world using Teams, the introduction of avatars will be the first real metaverse element to seem real,” said Jared Spataro, the head of Teams.
The metaverse will mostly be for work – Quartz For all of the chatter from Facebook/Meta, Nvidia, and other companies about building the metaverse, though, he thinks the metaverse will be mostly empty. That is to say, there won’t necessarily be a lot of things to do in this immersive version of the internet. While social experiences and games could come to define the space, Bailenson, who founded Stanford University’s Virtual Human Interaction Lab, is betting that education and work will remain the “killer apps” of virtual reality (VR) in the years to come.
How dull. I know where I’d rather be.
Zuckerberg’s metaverse: Lessons from Second Life – BBC News Rei’s concern about a metaverse monopoly is one shared by many, including Anya Kanevsky, vice-president of product management at Linden Lab – the company running Second Life. Anya has watched with interest as several tech giants have started to talk about the new idea of a life online. Second Life has been going since 2003.
“I’m a little bit concerned about the dystopian nature that the conversation seems to be taking on right now,” she says. “The entry of a slightly oversized and outsized player into the space seems to signal to people that they are not the owners of it, that someone else is going to be setting the rules and kind of running the show and they will just be the consumers.”
As has been pointed out many times now, it was Neal Stephenson’s dystopian Snow Crash that first gave us this term, back in 1992.
Snow Crash and four other novels which are required reading for the Facebook generation – Verdict Arguably the most prescient element of the novel is the government’s failure to legislate to curb the technology which controls the world. At one point, the villain of the novel notes: “Y’know, watching government regulators trying to keep up with the world is my favourite sport… It’s like if they figured out a way to regulate horses at the same time the [Ford] Model T and the airplane were being introduced.”
What’s he working on these days?
Sci-fi icon Neal Stephenson finally takes on global warming – WIRED [H] read journalist Oliver Morton’s 2015 book The Planet Remade, about solving the problem of climate change with scientific and technological trickery on a planetary scale. That idea made Stephenson think there might be a novel there. “Nothing else matters in comparison. It’s going to be the issue for 100 years,” Stephenson says. “I’m a guy who found a niche writing fiction about technical and scientific topics. It seemed odd to me that I should get to the end of my career and never take a whack at it.”
Another sci-fi author whose name crops up when discussing the metaverse is Ernest Cline. Here, he shares with us some thoughts on his debut novel, Ready Player One.
When I wrote this back in 2011, several movie stars had already been elected to public office here in the United States, and it was becoming obvious that fame and familiarity had the power to sway a lot of voters. In trying to envision my future dystopian reality of 2045, I imagined that at some point, only movie stars, radical televangelists and reality TV personalities would be able to get elected. I didn’t expect that it would take less than a decade for a reality TV personality to be elected to the highest office in the land.
When all’s said and done, other social networks are always available, as John Atkinson reminds us.
After last month’s speculation about Facebook’s attention deflecting rebrand, Mark is ploughing ahead with his metaverse plans and has plumped for Meta.
The Facebook company is now Meta – Meta The metaverse will feel like a hybrid of today’s online social experiences, sometimes expanded into three dimensions or projected into the physical world. It will let you share immersive experiences with other people even when you can’t be together — and do things together you couldn’t do in the physical world. It’s the next evolution in a long line of social technologies, and it’s ushering in a new chapter for our company.
Zuckerberg announces fantasy world where Facebook is not a horrible company – Vice [T]he juxtaposition between Zuckerberg’s pitch of living, working, playing, and generally existing in a utopian, fake, Facebook-developed virtual world loaded with fun and friendly people, concerts where you can always be in the front row, seamless mixed-reality basketball games where you feel like you are actually playing basketball, and kicksass, uhh, NFTs you can use to modify your metaverse avatar are a far cry from the disinformation, conspiracy theories, genocide-related, self-esteem destroying, spam, and general garbage content that exists on the platforms Facebook has already built. […]
About halfway through the delusional fever dream that was Facebook’s biggest product announcement of all time, Mark Zuckerberg said that “the last few years have been humbling for me and our company in a lot of ways,” as Facebook has nominally had to grapple with the harm it’s done to this world. It’s hard to find anything “humble” about a proposal to fundamentally remake human existence using technology that currently does not and may not ever exist and that few are currently clamoring for. But Facebook’s problems are too numerous to list, and so he is pitching products that don’t exist for a reality that does not exist in a desperate attempt to change the narrative as it exists in reality, where we all actually live.
Metaverse, Mars, meditation retreats: billionaires want to escape the world they ruined – The Guardian Facebook has played a major role in fomenting ethnic cleansing in Myanmar, drumming up lynch mobs in India and Sri Lanka, amplifying white nationalism in the US and providing the anti-vaccine movement with a massive megaphone during a global pandemic. Rather than address this ruination, Zuckerberg wants us to all turn our attention to a land of make-believe where he’s friends with rappers and you can watch Instagram stories on a pirate ship.
Escaping into the Metaverse – The New York Times Personally, I like the real world, one that’s not riven by the hate that’s being stoked, in part, by tech companies like Facebook. But, hey, look over here at this airy, techtopia concept. There’s “Project Cambria,” the code name for a new high-end headset thingie that is still in development. And, oh, wow, it’s a Mark avatar in a skeleton costume being controlled by Mark himself!
This is not a new tactic. When it was in regulatory trouble in the 1990s, Microsoft hosted Forum 2000, where the company screened future-forward conceptual videos. It didn’t fix the company’s image problem or change the conversation. As one Microsoft executive who was there just texted me about Facebook, “I swear all they have to do is look at all the stupid things we did and then NOT DO THOSE THINGS but apparently they’ve decided to do them faster.”
The internet’s had fun with all this, as you’d imagine.
‘Very… meta’: Twitter cracks up over Facebook rebrand – Inquirer Meat jokes were all the rage, with US hamburger chain Wendy’s tweeting shortly after the news: “Changing name to Meat.” […] For lots of people, meta will forever describe something that refers back to or is about itself, like a film about people making a film about filmmaking. “Everyone posting about Facebook on Twitter is very… meta,” wrote @JohnRush32.
Why The Matrix 4 is now marketing the movie as a true story – Screen Rant A new poster for The Matrix Resurrections claims that the film is “based on real events,” spoofing Facebook’s recent company name change. […] It can be difficult to tell the difference between the simulation and the real world in The Matrix, and while the new poster is only a joke, the parallel to actual tech companies and their frightening level of control over the public consciousness does drive home the message of the franchise. MetaCortex isn’t Facebook, but the similarities are hard to ignore, especially in an age where polarization and radicalization through social media are so prevalent.
But some people have issues with the logo itself.
Origin and the pros and cons of Facebook’s new infinity Meta logo – Designboom Once the new design surfaced, the digital community stepped in with some thoughts. Some criticized the new infinity-like symbol as being quite outdated and overused in company logos over the years. Bill Gardner, founder of the online database LogoLounge, explains how the continuous loop symbol was a trend that took off back in 2008, with too many companies adopted it in their logo designs ever since. Conducting a search on LogoLounge, Gardner found over 1,200 variations of the infinity symbol in brand logos. More surprisingly, a very similar name and design to that of Facebook’s was created back in 2015 by Maria Grønlund for a sleep tracker startup.
But what of the actual metaverse? Does this announcement get us any closer to it? Here’s John Cormack, the 3D and VR expert behind Oculus VR, a key component in any of Facebook’s Meta’s plans.
John Carmack issues some words of warning for Meta and its metaverse plans – Ars Technica The idea of the metaverse, Carmack says, can be “a honeypot trap for ‘architecture astronauts.'” Those are the programmers and designers who “want to only look at things from the very highest levels,” he said, while skipping the “nuts and bolts details” of how these things actually work. These so-called architecture astronauts, Carmack said, “want to talk in high abstract terms about how we’ll have generic objects that can contain other objects that can have references to these and entitlements to that, and we can pass control from one to the other.” That kind of high-level hand-waving makes Carmack “just want to tear [his] hair out… because that’s just so not the things that are actually important when you’re building something.”
“But here we are,” Carmack continued. “Mark Zuckerberg has decided that now is the time to build the metaverse, so enormous wheels are turning and resources are flowing and the effort is definitely going to be made.”
So much of what he goes on to say goes straight over my head, but it’s still a fascinating summary of the current state of play from someone who obviously knows what he’s talking about.
The metaverse is already here. It’s Minecraft – Clive Thompson The truth is, a thriving metaverse already exists. It’s incredibly high-functioning, with millions of people immersed in it for hours a day. In this metaverse, people have built uncountable custom worlds, and generated god knows how many profitable businesses and six-figure careers. Yet this terrain looks absolutely nothing the like one Zuckerberg showed off. It’s Minecraft, of course.
Hmm, perhaps not. As has been explained before, that’s just an example of a very successful virtual world, not a metaverse. Speaking of which:
Since Second Life is trending in connection to THE Facebook, reminder: we are an inclusive type of Metaverse, where residents can monetize their creativity without intrusion into their privacy 🤟🤟🤟🥳 (pictured? Bathroom at Linden Lab ♥️) pic.twitter.com/t46af6D6kk
Remember when virtual reality was supposed to be the next all-encompassing, technological paradigm? Or the Internet of Things? Well, hold on to your VR googles becausethemetaverseiscoming! Mark says so.
Facebook wants us to live in the metaverse – The New Yorker In a Facebook earnings call last week, Mark Zuckerberg outlined the future of his company. The vision he put forth wasn’t based on advertising, which provides the bulk of Facebook’s current profits, or on an increase in the over-all size of the social network, which already has nearly three billion monthly active users. Instead, Zuckerberg said that his goal is for Facebook to help build the “metaverse,” a Silicon Valley buzzword that has become an obsession for anyone trying to predict, and thus profit from, the next decade of technology.
Mark Zuckerberg wants to turn Facebook into a ‘metaverse company’ – what does that mean? – The Conversation In his quest to turn Facebook into a metaverse company, Zuckerberg is seeking to build a system where people move between virtual reality (VR), AR and even 2D devices, using realistic avatars of themselves where appropriate. Here they will work, socialise, share things and have other experiences, while still probably using the internet for some tasks such as searches which are similar to how we use it now. Owning not only the Facebook platform but also WhatsApp, Instagram and VR headset maker Oculus gives Zuckerberg a big head start in making this a reality.
Mark in the metaverse: Facebook’s CEO on why the social network is becoming ‘a metaverse company’ – The Verge The metaverse is a vision that spans many companies — the whole industry. You can think about it as the successor to the mobile internet. And it’s certainly not something that any one company is going to build, but I think a big part of our next chapter is going to hopefully be contributing to building that, in partnership with a lot of other companies and creators and developers. But you can think about the metaverse as an embodied internet, where instead of just viewing content — you are in it. And you feel present with other people as if you were in other places, having different experiences that you couldn’t necessarily do on a 2D app or webpage, like dancing, for example, or different types of fitness.
For context, it would be helpful to read Neal Stephenson’s 1992 Snow Crash or Ernest Cline’s Ready Player One from 2011, recently made into a movie of the same name. Exciting, dynamic sci-fi thrillers, but not futures that I’d like as my present.
The metaverse has always been a dystopian idea – VICE If it is coming, and if it is a big deal, then surprisingly few have paused to carefully consider the actual source of the metaverse, an undertaking which seems like a good idea, especially because that source is a deeply dystopian novel about a collapsed America that is overrun by violence and poverty. The metaverse was born in Neal Stephenson’s 1992 Snow Crash, where it serves as entertainment and an economic underbelly to a poor, desperate nation that is literally governed by corporate franchises. […]
Both books’ metaverses get at a common truism: there is something inherently dystopian in a future where humans abandon the real world in favor of an escapist and consumerist-oriented fully immersive digital one. To want to spend any serious amount of time in a metaverse, it must be made more appealing than reality, a feat which can be accomplished in one of two ways—either the world outside is already shitty enough to drive you into a glitch-prone, murder-filled alternative, or the fantasy of becoming someone else is compelling enough to consume you totally.
Is this all hype at the moment? Is there any real substance to these aspirations?
But as usual with such amorphous concepts and platform aspirations, there’s very little there. None of these luminaries, from Zuck to Nadella to Boz, seem capable of painting a coherent vision for what their particular metaverse will look or feel like, beyond gesturing at “presence” and a collection of apps, keywords, and old science fiction tropes. It is an odd vision built from a compendium of juvenile fantasies, perceived market opportunities, and overt dystopias.
Well, the author of that article might think so, but that’s not a view shared by venture capitalist Matthew Ball. He first wrote about the beginnings of the metaverse in 2018 …
The Metaverse: What it is, where to find it, who will build it, and Fortnite – MatthewBall.vc This is why considering Fortnite as video game or interactive experience is to think too small and too immediately. Fortnite began as a game, but it quickly evolved into a social square. Its players aren’t logging in to “play”, per se, but to be with their virtual and real-world friends. Teenagers in the 1970s to 2010s would come home and spend three hours talking on the phone. Now they talk to their friends on Fortnite, but not about Fortnite. Instead, they talk about school, movies, sports, news, boys, girls and more. After all, Fortnite doesn’t have a story or IP – the plot is what happens on it and who is there.
A framework for the metaverse – MatthewBall.vc Since [the 2020 update], a lot has happened. COVID-19 forced hundreds of millions into Zoomschool and remote work. Roblox became one of the most popular entertainment experiences in history. Google Trends’ index on the phrase “The Metaverse” set a new “100” in March 2021. Against this baseline, use of the term never exceeded seven from January 2005 through to December 2020. With that in mind, I thought it was time to do an update – one that reflects how my thinking has changed over the past 18 months and addresses the questions I’ve received during this time, such as “Is the Metaverse here?”, “When will it arrive?”, and “What does it need to grow?”.
Each of these buckets is critical to the development of the Metaverse. In many cases, we have a good sense of how each one needs to develop, or at least where there’s a critical threshold (say, VR resolution and frame rates, or network latency). But recent history warns us not to be dogmatic about any specific path to, or idealized vision of, a fully functioning Metaverse. The internet was once envisioned as the ‘Information Superhighway’ and ‘World Wide Web’. Neither of these descriptions were particularly helpful in planning for 2010 or 2020, least of all in understanding how the world and almost every industry would be transformed by the internet.
Very extensive, and I can’t say I follow even half of it, but it all sounds very exciting. It’s nice to see Second Life getting a mention as a “proto-metaverse”, but I wish it was more involved.
Second Life 2021 review, documentary from inside the social metaverse – YouTube Second Life is an open world 3D social virtual world, the precursor of the virtual reality or VR platforms we see today. But is it really on its way out of the Metaverse game as some believe? Or does it hold the keys to realizing the Metaverse as it is envisioned by many futurists and sci-fi authors? This short film seeks to answer those questions.
Hopefully this next social internet will result in a more positive future than the one envisaged in Keiichi Matsuda’s video, Hyper-reality, that I shared some time back.
Anyway, to round all this off, here are a couple of links from Dezeen on what real estate in this new digital universe might look like.
Artist Krista Kim sells “first NFT digital house in the world” for over $500,000 – Dezeen Kim designed the home in 2020 to be a space that embodied her philosophy of meditative design and worked with an architect to render the house using Unreal Engine, software that is commonly used to create video games. She describes the house, which overlooks a moody mountain range and features an open-plan design and floor to ceiling glass walls, as a “light sculpture”.
Do you remember Second Life? Not only is it still around, but it’s having something of a comeback, thanks to you-know-what.
Huck’s absolute beginner’s guide to Second Life for the coronavirus curious – What the Huck? Registrations are up. People are rediscovering Second Life. Which makes sense, because one of the first things you realise after a couple of days of self-isolation/working from home is just how much we all need contact with other human beings. It’s so important that we stay at home right now, but that doesn’t mean to say we have to stop socialising, and SL offers that possibility.
A message from our CEO: Coronavirus and Second Life operations – Second Life Community We are seeing an increase in new registrations and returning residents during this outbreak. Please be kind and welcoming to those who may just need a friendly conversation to escape from this crazy world for a moment or more. If you have a friend or colleague who is looking for a safe place to socialize online during these tough times, we encourage you to help them discover how Second Life can enable them to feel less isolated by connecting them to your favorite communities or experiences.
I had an account with Second Life for a while back in the late-naughties, and remember very little. The only link I have on here about it is this one from 2010, about a university’s virtual version of itself falling foul of Second Life’s codes of conduct. The Chronicle’s news story I was linking to isn’t there anymore, but I found this one from the same time.
California College loses Second Life for a second time – US News It was a pretty big deal, then, when Woodbury University, a small school in Burbank, Calif., got booted off Second Life for the second time in four years on Tuesday, the Chronicle of Higher Education reports. Woodbury was kicked out the first time in 2007. Linden Labs, which owns and oversees Second Life, didn’t give a specific reason for the ban, but the Chronicle story suggests that it had to do with accusations of vandalism and Woodbury’s ongoing dispute with another group on Second Life.
Here’s another write-up of that from 2010, going in to more detail.
Woodbury University banned from Second Life (again) – Krypton Radio The real life Woodbury University has been barred from having any official representation in Second Life since July of 2007, when the original Woodbury University region was first trashed by IntLibber Brautigan employee Maldavius Figtree and then completely destroyed less than a week later by Linden Lab itself. Linden Lab deleted the region and most of its users due to its use as a headquarters for planning and executing grid raids by the now inactive griefing group known as the Patriotic Nigras.
The ten year anniversary of all that was noted last year on the Second Life forums, so it must have been quite significant at the time.
I was surprised that this story was the only one on Second Life that I had shared here on this blog. As I explain on my About page, all these links are first gathered up on my Pinboard site, so I went back there to see if I had anything else from around that time. They were all from 2016, the first time I peeked back inside this curiously old-fashioned futuristic land.
Why is ‘Second Life’ still a thing? – Vice “As the VR market continues to grow, new experiences are introduced, and new hardware is released, we’re seeing many experiences and behaviors that reflect what Second Life users have been doing for years,” Altberg said. Indeed, the most surprising thing about Second Life is not that it’s still a thing, but that 13 years after its inception, it is still way ahead of its time.
The digital ruins of a forgotten future – The Atlantic Second Life was supposed to be the future of the internet, but then Facebook came along. Yet many people still spend hours each day inhabiting this virtual realm. Their stories—and the world they’ve built—illuminate the promise and limitations of online life.
Whatever happened to Second Life? – Alphr Three years on, and Second Life seems no closer to finding a respectable reason for being than it did in 2006. It might try and shuffle sex into a corner, and pretend that it’s a melting pot of creativity, business and academia, but it ultimately serves no purpose. It’s like the nouvelle cuisine of the 1980s: pretty, fascinating but ultimately unfulfilling. “What’s the point of Second Life?” I asked one of the “greeters” on the Second Life Help Island, desperate to find something that could make this vast, billion-dollar empire seem worthwhile.
Well I quite like the place, third time round, though I’m still none the wiser about it all. Thankfully, help is still around.
At a time when indoor art galleries and museums are closed because of you know what, it’s good to see some alternative initiatives. Here, an augmented reality app allowed you to explore 36 digital sculptures from artists around the world, arranged as a riverside walking tour.
How an augmented reality app transformed London into an immersive art gallery – Aeon Videos If you ever hopped on the Pokémon GO craze, you’ll have an inkling of how digital technology is increasingly capable of adding rich new slices to everyday life. The public exhibition ‘Unreal City’, which ran from 8 December 2020 to 5 January 2021 on the River Thames in London – and is, until 9 February 2021, available for at-home viewing – similarly superimposed digital layers on to reality, but with an aim to transform the city into an immersive augmented reality (AR) art gallery.
Have a go at curating your own exhibition at home.
Unreal City at Home – Acute Art Acute Art and Dazed Media are excited to announce that Unreal City, London’s biggest public festival of AR art will now be available to view and interact with from inside your home for one-month only. Responding to new lockdown measures and the popularity of the exhibition in London and across the United Kingdom, Acute Art and Dazed Media will make these site-specific artworks available for audiences all around the world to discover from the safety of their homes via the free Acute Art app.
US Army trials augmented reality goggles for dogs – BBC News In current combat deployments, soldiers usually direct their animals with hand signals or laser pointers – both of which require the handler to be close by. But that need not be the case if the prototype AR goggles are widely adopted, the army said.
The US Army is testing augmented reality goggles for dogs – The Verge The AR goggles themselves are adapted from an established piece of kit for military canines: protective goggles known as Rex Specs. Each pair of goggles has to be customized for its wearer, with 3D scans used to ascertain where exactly to place the HUD for optimal viewing angles. The familiarity of the Rex Specs, though, makes the goggles easy to adapt to, says Peper.
What would Mussorgsky have made of these virtual promenades around pictures at exhibitions, I wonder.
Google virtual tour – The National Gallery
In 2016, Google created this 360° tour of Rooms 4, 5, 9, 10, 11, 12, 15 and Central Hall. Immerse yourself in Renaissance masterpieces from Northern Italy, the Netherlands and Germany, including works by Titian, Veronese, and Holbein.
How to explore the British Museum from home – The British Museum Blog
Did you know that the Museum is the world’s largest indoor space on Google Street View? You can go on a virtual visit to more than 60 galleries – perfect for creating your own bespoke tour around your favourites. See highlights like the Rosetta Stone in the Egyptian Sculpture Gallery or discover gems like the beautiful textiles in the Sainsbury African Galleries.
It’s not the same, though, is it?
The rise of the virtual gallery tour: what works and what doesn’t (yet) – Frame
Received wisdom, and newspaper columnists, would have you believe that we’re currently experiencing a revolution in the way we consume art and artefacts online. The British Museum, frequently the institution at the top of the global visitor-number leaderboard, has seen a corresponding surge in its digital audience since it closed its doors. Meanwhile Art Basel has rushed through the development of its digital viewing rooms (which had over €248 million of art on display for its Hong Kong inauguration) and Hauser and Wirth is hosting its first digital-only exhibition, a collection of drawings by Louise Bourgeois.
But for gallery-goers who are yet to log on, visiting these aforementioned virtual venues is likely to result in disappointment.
I found myself nodding along vigorously to this part further down.
Perhaps the answer lies in the more creative use of an established medium. It’s interesting to note that, as lockdown was looming, and perhaps in a nod to the insufficiency of the above interfaces, The Van Gogh Museum launched an alternative form of the gallery tour. A series of seven carefully choreographed 4K films, available on their YouTube channel, walk the user through the museum’s various rooms to an accompanying sound track. It’s clearly a more prescribed way of experiencing both the art and the space, but one that also feels more natural. The camera movement doesn’t equate to a true point-of-view walkthrough; the stabilized image glides through the rooms in a rather disembodied way. But the manner in which it glances across paintings, occasionally stopping and approaching a particularly affecting portrait before pulling back, does a far better job of transmitting the pleasure of being in the presence of the artefacts than staccato jumping and zooming.
That’s certainly been my experience. I’ve been randomly clicking around the National Gallery for a while now, feeling like that Anish Kapoor fan unable to find his way out.
So I think I’ll head over to the Van Gogh Museum’s YouTube channel, after I’ve been guided round the Tate’s Warhol exhibition.
Andy Warhol exhibition guide – Tate
This major retrospective is the first Warhol exhibition at Tate Modern for almost 20 years. As well as his iconic pop images of Marilyn Monroe, Coca-Cola and Campbell’s soup cans, it includes works never seen before in the UK. […] Join curators Gregor Muir and Fiontán Moran as they discuss Warhol through the lens of the immigrant story, his LGBTQI identity and concerns with death and religion.
There are other ways of approaching this.
You can download thousands of coloring book pages from museum collections – My Modern Met
This year alone touts 117 PDFs from various cultural institutions that can be downloaded and printed right at home, and colored in. You can jump into the past through local advertisements from the West Virginia and Regional History Center Coloring Book or take a ride on a vintage motorcycle with the Harley-Davidson Archive’s digital collection. Visit these exhibits through pages detailing the beloved fairy tale Cinderella, to fascinating diagrams of medical equipment from a bygone era. Simply, there are coloring pages made for every kind of interest a person may have, and the ones available through the #ColorOurCollections website will help you refine your coloring skills at the same time.
Manchester Museum in Quarantine
We believe connection and inspiration is needed during challenging times like this one. We have uploaded our digital content onto this mobile site so you can explore and enjoy Manchester Museum in your own home. We hope it helps entertain, educate and sparks joy and wonder until we re-open.
An augmented reality tool to sell art during the pandemic – Design Milk
ALL World is a self-publishing platform that allows artists to digitally exhibit and sell their work via augmented reality. Artists and designers can upload images of their work, create AR exhibitions, and then share it with users, allowing them to visualize the work within their own space. By being able to see the work at scale in context, the guesswork of whether or not it will work dissolves which could potentially create more sales. While it’s a great tool for established artists and designers, imagine what it could do for those just starting out and struggling to get eyes on their work.
Perhaps some normality (kind of) is slowly returning.
‘We are all Edward Hopper paintings now’: is he the artist of the coronavirus age? – The Guardian
Who can fail to have been moved by all the images of people on their doorsteps clapping for the NHS last night? They filled TV screens and news websites, presenting a warming picture of solidarity in enforced solitude – all alone yet all together. But there are some far less reassuring images circulating on social media. Some people are saying we now all exist inside an Edward Hopper painting. It doesn’t seem to matter which one.
Yesterday I shared an example of how technology can be used to help us, but I had to check the date when I saw this article — we’ve not jumped to the 1st of April, have we?
Cows wearing VR headsets might produce better milk – Engadget
It’s not just humans who can benefit from VR. Moscow-area farmers strapped modified VR headsets to cows to see if it improved their mood — and, of course, their milk production. The project subjected cattle to a simulated summer field with colors tuned for the animals’ eyes, giving them a decidedly more pleasing landscape than a plain, confining farm.
What a time to be alive.
The research begs a few questions. Why not just put the cows in fields more often? How do you deal with battery life? And is there a risk of disturbing cows when you take their headsets off and show them dreary reality?
And how would they eat? And what will they see when they look at each other? What a stupid idea.
More from that Dalí museum in Florida. This time, an interactive 360° video that you can click-and-drag your way around, as you fly through one of his paintings.
Silence your lobster phone and melt into a Dalí-inspired dreamscape
Salvador Dalí’s painting Archeological Reminiscence of Millet’s Angelus (1935) is a surreal reimagining of Jean-François Millet’s painting The Angelus (1859). Dalí’s work recasts the peasant couple of the original as towering stone figures, with the woman looming over the man in a show of female sexual dominance. Created as part of a virtual reality exhibition at the Dalí Museum in St Petersburg in Florida, this video allows viewers to step inside the work’s dreamy, uncanny landscape, as they fly through a tour of a world inspired by the painting – one that’s rife with additional Dalí Easter eggs. Beyond a simply entrancing immersive experience, Dreams of Dalí hints at even more sophisticated VR art experimentation to come in the near future.
Here’s some more artistic VR, this time of a more literary nature.
Laurie Anderson introduces her virtual reality installation that lets you fly magically through stories
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.”
Laurie Anderson interview: a virtual reality of stories
In this exclusive video, Laurie Anderson presents her prizewinning virtual reality work from 2017: “I wanted to see what it would be like to travel through stories, to make the viewer feel free,” the legendary multimedia artist says.
How about this for an unsettling glimpse into the future?
Hyper-reality Hyper-Reality presents a provocative and kaleidoscopic new vision of the future, where physical and virtual realities have merged, and the city is saturated in media.
It serves as the introduction to this fantastic overview of augmented reality in urban environments.
City Skins: Scenes from an augmented urban reality In one scene, the film’s protagonist-user (“Juliana”), becomes confused, even anxious, by a technical glitch which forces a reboot of her device while shopping for food, showing the viewer a brief glimpse of a un-augmented and totally featureless supermarket, clearly designed for the express purpose of accommodating a digital overlay. Matsuda’s film ultimately suggests that augmented reality may become so commonplace as to be essential to making sense of the world.
However futuristic it may seem, location-based augmented reality (virtual reality’s more successful but less hyped cousin) has been around for a while.
Growing interest in location-based AR projects, beginning in the late 1990s, can be in part attributed to the confluence of art and networking technologies which emerged out of the gradual popularization of the Internet and the influence of “net art.” Net art, according to critic Josephine Bosma, has often concerned itself with “the public domain as a virtual, mediated space consisting of both material and immaterial matter,” indicating a conceptual and ethical foundation for augmented reality’s radical leap from the space of the screen to a “hybrid space” mixing real and virtual elements.
Near the tail end of the 20th century, pseudonymous author and technologist Ben Russell released The Headmap Manifesto — a utopian vision of augmented reality referencing Australian aboriginal songlines and occult tomes, while pulling heavily from cybernetic theory and the Temporary Autonomous Zones of Hakim Bey. At turns both wildly hypothetical and eerily prescient, Headmap explores in-depth the implications of “location-aware” augmented reality as a kind of “parasitic architecture” affording ordinary people the chance to annotate and re-interpret their environment.
That might sound too abstract and theoretical, but here’s an example of a very real-world, poignant use of AR.
Following the release of the first iPhone and advancements in mobile phone cameras and processing power, AR began to move toward the more visually-dominant experiences we are familiar with today — in the process also opening up possibilities for more explicitly political projects. The group 4 Gentlemen, for instance, embraced AR as a tool for criticizing oppressive government policies in China. A collective of exiled Chinese artists and one American artist, 4 Gentlemen (taking their name from a group of intellectual dissidents central to the Tiananmen Student Protest in 1989) developed a series of works that digitally recreated in situ both the famous “Tank Man” image and the “Goddess of Democracy” statue — two symbols of the Tiananmen protest which have defined the struggle for democracy and human rights in China since.