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Part 1: The Art of Gathering Virtually: Experiential Design Lessons from Virtual Conferences of the 2020 Pandemic

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Part 1: The Art of Gathering Virtually: Experiential Design Lessons from Virtual Conferences of the 2020 Pandemic

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On Friday, November 20, 2020 at 8:30a PST, Voices of VR podcast host Kent Bye presented some lessons learned his exploration of the virtual conferences in VR from the early days of the pandemic. He also provides some feedback on the Architectural Association's Civic Program Preliminary Report: Distant Crowds: Architecture & Infrastructure of Virtual Gatherings 2020.

On Friday, November 20, 2020 at 8:30a PST, Voices of VR podcast host Kent Bye presented some lessons learned his exploration of the virtual conferences in VR from the early days of the pandemic. He also provides some feedback on the Architectural Association's Civic Program Preliminary Report: Distant Crowds: Architecture & Infrastructure of Virtual Gatherings 2020.

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Part 1: The Art of Gathering Virtually: Experiential Design Lessons from Virtual Conferences of the 2020 Pandemic

  1. 1. The Art of Gathering Virtually Experiential Design Lessons from Virtual Conferences of the 2020 Pandemic @KentBye
  2. 2. ● Lessons from VR Confs 2020 ● Brief Response to Civic Program + My Experiential Design Approach ● Tech Architecture & Evolution ● Design Tradeoffs
  3. 3. 1st Wave of Virtual Confs in VR 2020 ● Educators in VR International Summit (80% in AltSpace VR), Feb 17-22, 2020 ● HTC Ecosystem Conference (ENGAGE), March 18 ● IEEE VR 2020 (Mozilla Hubs), March 22-26 ● Laval Virtual (Virbella), April 22-24 ● Mixed Reality Dev Days (AltSpace), May 21-22 ● AWE & ARVR Association Global Summit ● VRTO (Hubs, Discord) June 6 - July 6 ● Burning Man (AltSpaceVR) August 30 - September 8
  4. 4. My Phenomenological Twitter Threads For IEEE VR, Laval Virtual, & Burning Man https://twitter.com/kentbye/status/1241704882223992833 https://twitter.com/kentbye/status/1252891755596230657 https://twitter.com/kentbye/status/1302371727729504257
  5. 5. What is a Conference? Planned talks create a shared context Unplanned collisions build relationships
  6. 6. Using Zoom Works Great for Talks
  7. 7. The Hallway Conversations
  8. 8. Recreating the Hallway
  9. 9. Teleporting Eliminates Collisions
  10. 10. Threshold Spaces in Architecture
  11. 11. The Architecture of Spawn Points
  12. 12. Spawn Points & Permaculture Zones Permaculture Zones (Birnbaum and Fox, 2014) https://www.researchgate.net/figure/Permaculture-Zones-Birnbaum-and-Fox-2014_fig11_331162801
  13. 13. Overview of Laval Virtual World
  14. 14. Put Talks at the Edges
  15. 15. Q&A After a Talk
  16. 16. Poster Sessions
  17. 17. Birds of a Feather Discussions
  18. 18. Birds of a Feather Schedule
  19. 19. Emergent Declaration of a Birds of a Feather
  20. 20. Emergent Context Declared with Signage
  21. 21. Audio Isolation Bubbles
  22. 22. Without Audio Spatialization: Could Only Have One Conversation Per Bubble
  23. 23. No Audio Spatialization Meant Not Enough Audio Isolation
  24. 24. Clustering around Audio Isolation
  25. 25. Audio Isolation Architecture (High Fidelity 2020)
  26. 26. Lurking Zones
  27. 27. Architecture for Context & Lurking
  28. 28. Contextual Bubbles
  29. 29. Open Problem: Turn Taking & Balanced Convos
  30. 30. The Role of Culture at Burning Man https://voicesofvr.com/960-how-burning-mans-10-principles-got-translated-into-vr-altspace-with-athena-demos/
  31. 31. ● Lessons from VR Confs 2020 ● Brief Response to Civic Program + My Experiential Design Approach ● Tech Architecture & Evolution ● Design Tradeoffs
  32. 32. https://www.twitch.tv/videos/801302799 Architectural Association's Civic Program Preliminary Report: Distant Crowds: Architecture & Infrastructure of Virtual Gatherings 2020
  33. 33. https://www.civicprogram.com/home Distant Crowds (Draft): Architecture & Infrastructure of Virtual Gatherings 2020
  34. 34. Distant Crowds (Draft): What are virtual gatherings? https://www.civicprogram.com/what-are-virtual-gatherings
  35. 35. https://www.civicprogram.com/what-are-virtual-gatherings
  36. 36. New Technology Communications Medium as Process
  37. 37. New Technology Makers Explore New Affordances Communications Medium as Process
  38. 38. New Technology Makers Explore New Affordances Distribution Channels for the Work Communications Medium as Process
  39. 39. Audience Watches Work New Technology Makers Explore New Affordances Distribution Channels for the Work Communications Medium as Process
  40. 40. 1. Quality 2. Context 3. Character 4. Story Four Dimensions of Experience
  41. 41. Mental & Social Presence Active Presence Emotional Presence Embodied & Environmental Presence
  42. 42. ThinkingIntuition FeelingSensing
  43. 43. Making Choices Taking Action Emotional Immersion Sensory Experience
  44. 44. Yang Yin
  45. 45. Inward Outward
  46. 46. Receiving Giving
  47. 47. Listening Talking
  48. 48. Shady Side Sunny Side Moon Night Winter Cold Receiving Connected to Whole Sun Day Summer Hot Giving Individualized Self Yang Yin
  49. 49. Mental & Social Presence Active Presence Emotional Presence Embodied & Environmental Presence
  50. 50. Hot Cold WetDry
  51. 51. Leibniz, Gottfried Wilhelm, Ars Combinatoria. (1690)
  52. 52. AirFire WaterEarth Hot Cold WetDry
  53. 53. Hot Cold WetDry
  54. 54. Mental & Social Presence Active Presence Emotional Presence Embodied & Environmental Presence
  55. 55. Identity Context Community Context What are virtual gatherings like? Mixes Context and Qualities of Presence https://www.civicprogram.com/what-are-they-like
  56. 56. My take: virtual gatherings are also about feelings, action, embodiment, & social exchange. https://www.civicprogram.com/what-are-virtual-gatherings
  57. 57. Mental & Social Presence Active Presence Emotional Presence Embodied & Environmental Presence
  58. 58. 1. Quality 2. Context 3. Character 4. Story Four Dimensions of Experience
  59. 59. https://www.civicprogram.com/what-are-virtual-gatherings
  60. 60. https://www.civicprogram.com/what-are-virtual-gatherings
  61. 61. https://ryanschultz.com/2020/05/11/version-2-1-of-the-infographic-social-vr-platforms-organized-by-primary-purposes/
  62. 62. https://www.civicprogram.com/what-is-a-good-gathering What is a good virtual gathering? Split into 4 contexts, but there’s many more
  63. 63. https://www.civicprogram.com/what-will-they-be-like These predictions are split into contexts
  64. 64. Fashion Show
  65. 65. Merch Store at Roblox Concert
  66. 66. Early Education
  67. 67. https://www.deseret.com/indepth/2020/4/12/21200157/coronavirus-utah-covid-19-family-zoom-group-video-call-apple-facetime-technology
  68. 68. Virtual Concert in Fortnite https://www.ultimate-guitar.com/news/general_music_news/rapper_travis_scott_had_a_virtual_concert_in_fortnite_over_12_million_people_attended_the_event.html
  69. 69. Telemedicine https://www.ultimate-guitar.com/news/general_music_news/rapper_travis_scott_had_a_virtual_concert_in_fortnite_over_12_million_people_attended_the_event.html
  70. 70. Virtual Dates
  71. 71. Virtual Dia de los Meurtos
  72. 72. Higher Education / Conferences
  73. 73. Workplace Telepresence https://twitter.com/DennyCloudhead/status/1324798554536378368
  74. 74. Hanging Out with Friends
  75. 75. duenos.net Combating Isolation
  76. 76. Photo by
  77. 77. Public Private OtherSelf
  78. 78. My Assessment of College Majors Adopting XR
  79. 79. “Crossing the Chasm” into the Mainstream Moore, Geoffrey. "Crossing the Chasm: Marketing and Selling High-Tech Products to Mainstream Customers" HarperBusiness, 1991 Graphic via https://blog.prototypr.io/design-for-crossing-the-chasm-1c4d4c68a3f1
  80. 80. My Assessment of College Majors Adopting XR
  81. 81. Expression of Identity
  82. 82. Biometric Data
  83. 83. Consciousness Hacking
  84. 84. Biofeedback Sensory Immersion Vessel https://sensync.net/science
  85. 85. Brain-Controlled Interfaces & Neural Inputs
  86. 86. Haptic Suits & Gloves
  87. 87. Sensory Substitution
  88. 88. Sensory Addition
  89. 89. Self-Sovereign Identity
  90. 90. Verified Identities
  91. 91. Fashion Shows
  92. 92. Yang Yin Competition Walled Garden Curated Content Vertical-Integration Proprietary App Store Cooperation Open Ecosystem No Gatekeepers Horizontal Platform Shared Source Code Open Access
  93. 93. Surveillance Capitalism
  94. 94. Virtual Gift Economies
  95. 95. Selling of Crypto Art
  96. 96. Merch Store at Roblox Concert
  97. 97. https://www.economist.com/open-future/2019/01/21/we-need-to-own-our-data-as-a-human-right-and-be-compensated-for-it
  98. 98. Hyperreality Risks Hyper-Reality, Keiichi Matsuda (2016), https://www.youtube.com/watch?v=YJg02ivYzSs
  99. 99. Early Education
  100. 100. Early Education in Minecraft
  101. 101. Memory Palaces
  102. 102. Telepresence
  103. 103. duenos.net Data Visualization
  104. 104. Spatial Language
  105. 105. Metaphoric Communication
  106. 106. Spatialized Emojis
  107. 107. Home & Family
  108. 108. Volumetric Memories
  109. 109. Spatial Mapping via Computer Vision
  110. 110. duenos.net Architecture
  111. 111. Sci-Fi World Building
  112. 112. Entertainment
  113. 113. Immersive Storytelling
  114. 114. The Holodeck
  115. 115. Flow States
  116. 116. Creativity & Art
  117. 117. Virtual Concert in Fortnite https://www.ultimate-guitar.com/news/general_music_news/rapper_travis_scott_had_a_virtual_concert_in_fortnite_over_12_million_people_attended_the_event.html
  118. 118. Adult Entertainment
  119. 119. Medicine
  120. 120. http://differenttruths.com/science-technology/rewiring-the-brain/ Neuroplasticity
  121. 121. Ownership of Health
  122. 122. Telemedicine
  123. 123. Healing Trauma
  124. 124. https://www.slideshare.net/waltergreenleaf/walter-greenleaf-keynote-presentation-stanford-university-virtual-reality-innovations-conference Greenleaf’s Medical Applications of VR
  125. 125. Virtual Harassment
  126. 126. Virtual Being Influencers
  127. 127. Deep Fakes
  128. 128. Empathy + Truth & Reconciliation
  129. 129. Virtual Dates
  130. 130. https://www.roadtovr.com/mother-meets-recreation-of-deceased-child-in-vr/
  131. 131. https://www.economist.com/1843/2020/04/09/zoom-funerals-mourning-in-a-pandemic
  132. 132. Grief Rituals
  133. 133. Virtual Dia de los Meurtos
  134. 134. Image Rights After Death
  135. 135. Virtual Violence
  136. 136. Bans & Suspensions
  137. 137. Breaking Down Academic Silos
  138. 138. Skill Acquisition
  139. 139. Higher Education / Conferences
  140. 140. Comprehend Complexity
  141. 141. Capturing Deep Patterns with AI
  142. 142. Virtual Travel
  143. 143. Wonder & Awe
  144. 144. Workplace Telepresence https://twitter.com/DennyCloudhead/status/1324798554536378368
  145. 145. Virtual Screens for Productivity
  146. 146. Professional Use Cases
  147. 147. Community
  148. 148. Hanging Out with Friends
  149. 149. Algorithmic Bias
  150. 150. Implicit Social Scores
  151. 151. duenos.net Combating Isolation
  152. 152. Prison Rehabilitation
  153. 153. Accessibility
  154. 154. Distraction of XR https://www.latimes.com/local/lanow/la-me-ln-pokemon-go-players-stabbed-fall-off-cliff-20160714-snap-story.html
  155. 155. 1. Quality 2. Context 3. Character 4. Story Four Dimensions of Experience
  156. 156. What’s a good virtual gathering? Perhaps it’s the development or revealing of character https://www.civicprogram.com/what-is-a-good-gathering
  157. 157. “True character is revealed in the choices a human being makes under pressure - the greater the pressure, the deeper the revelation, the truer the choice to the character's essential nature.” ― Robert McKee
  158. 158. Protagonist Placed in a Context with Pressure Make Choices & Take Action Essential Character is Revealed + =
  159. 159. https://thesyncmovie.com/2015/09/synchronicity-and-the-story-of-our-lives/
  160. 160. Moral Virtue as Character
  161. 161. Virtue Continuum
  162. 162. Character Temperament Isidore de Séville, De Natura Rerum (On the Nature of Things)
  163. 163. Big Five Personality Characteristics
  164. 164. Sacharin, V., Schlegel K., & Scherer K. R. (2012). Geneva Emotion Wheel Rating Study. Swiss Center for Affective Sciences Feelings Needs
  165. 165. Protagonist Placed in a Context with Pressure Make Choices & Take Action Essential Character is Revealed + =
  166. 166. 1. Quality 2. Context 3. Character 4. Story Four Dimensions of Experience
  167. 167. What’s a good virtual gathering? As seen from the lens of storytelling https://www.civicprogram.com/what-is-a-good-gathering
  168. 168. https://en.wikipedia.org/wiki/Hero%27s_journey Joseph Campbell Hero’s Journey
  169. 169. https://www.studiobinder.com/blog/downloads/story-circle-template/ Dan Harmon’s Story Circle
  170. 170. Authored Narrative Generative Narrative http://ffden-2.phys.uaf.edu/webproj/212_spring_2014/Abdel_Abouhaib/101559128653564b3256663/uploads/2/8/6/1/28617611/1047737_orig.jpg Story Authorship
  171. 171. Lebowitz, Josiah and Klug, Chris. "Interactive Storytelling for Video Games." Focal Press. 2011 Authored Narrative Generative Narrative Lebowitz & Klug’s Interactive Storytelling Spectrum
  172. 172. Authored Narrative Generative Narrativehttp://www.kateforsyth.com.au/images/Blog%20January%202013/ThreeActStructureFlat.jpg Fully Traditional Stories
  173. 173. Authored Narrative Generative NarrativeRiedl, Mark. "Incorporating Authorial Intent into Generative Narrative Systems," Association for the Advancement of Artificial Intelligence, 2009. Interactive Traditional Story
  174. 174. Authored Narrative Generative NarrativeChooseco LLC, Journey Under the Sea Branching Path Stories
  175. 175. Authored Narrative Generative NarrativeMateas, Michael. "Interactive Drama, Art, and Artificial Intelligence." PhD Thesis. Technical Report CMU-CS-02-206. School of Computer Science, Carnegie Mellon University, Pittsburgh, PA, December 2002. Interactive Drama Manager
  176. 176. Authored Narrative Generative Narrativehttps://i0.wp.com/www.raphkoster.com/wp-content/uploads/2013/04/CASlide7.jpg Open-Ended Stories
  177. 177. Authored Narrative Generative NarrativeEmily Short, Spirit AI, Game Developers Conference “Narrative Innovation Showcase” 2017. Fully Player-Driven Stories
  178. 178. Lebowitz, Josiah and Klug, Chris. "Interactive Storytelling for Video Games." Focal Press. 2011 Authored Narrative Generative Narrative Lebowitz & Klug’s Interactive Storytelling Spectrum
  179. 179. Authored Narrative Generative Narrative Whose Character is Revealed? Character of an Event, Person, Culture, or Place Your Character
  180. 180. Are You a Ghost or an Embodied Character? Does You Have Impact on the Story? https://voicesofvr.com/292-the-four-different-types-of-stories-in-vr/
  181. 181. What’s a good virtual gathering? As seen through Aristotelian Final Causation https://www.civicprogram.com/what-is-a-good-gathering
  182. 182. Blueprint, Math Structure, Design, Shape https://historeo.com/web/?p=3918 Formal Cause Aristotle’s Four Causes
  183. 183. Blueprint, Math Structure, Design, Shape https://historeo.com/web/?p=3918 Material Cause Formal Cause Aristotle’s Four Causes Source Material out of which it’s made
  184. 184. Blueprint, Math Structure, Design, Shape Agents & Manifestation of Knowledge https://historeo.com/web/?p=3918 Material Cause Efficient Cause Formal Cause Aristotle’s Four Causes Source Material out of which it’s made
  185. 185. Purpose, Teleological Impulse, Intention Blueprint, Math Structure, Design, Shape Agents & Manifestation of Knowledge https://historeo.com/web/?p=3918 Material Cause Efficient Cause Formal CauseFinal Cause Aristotle’s Four Causes Source Material out of which it’s made
  186. 186. ` Purpose, Motivation, Teleological Impulse, Intention Final Cause and Purpose is a Key Catalyst for Learning Interact & Play Explore & Create Chase Curiosity Find Motivation & Purpose Embodied Movement Error Correction Dopamine Novelty & Surprise Answer Questions Fail Fast & Adapt
  187. 187. ` Active Learning Approaches Project-Based Learning Inquiry-Based Learning Action-Based Learning Connectivist Learning Flipped Classroom Regio Emilia Schools Montessori Schools Waldorf Schools

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