Immersive VR Education – Culture File

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A few months ago, Irish company Immersive VR education ran a successful kickstarter to create a virtual reality simulation of the Apollo 11 journey to the moon. Put like that it sound kind unbelievable – we actually built a craft that travelled to the moon! Sure, we haven’t gone back in forty three years, but it’s damned impressive all the same.

If you’re lucky enough to own one of the oculus rift developer kits (consumer versions still haven’t hit the market), you can download a demo of the experience at Immersive VR’s site.

I sat down with Immersive’s founder David Whelan to try out this epic voyage, all from the comfort of a swivel chair in his Waterford based home office.

Download: ‘Immersive VR Education’

New Live Show – Threat Detection

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Radiomade is a facinating web based Dublin radio station. They ‘hit the headlines’ as they say in the yellow press, late last year with a successful effort to beat the world record number of consecutive interviews. Last July a similar stunt saw station proprietors Jack & Dan host 24 DJs in 24 hours. Point is they’re doing something new, capturing the imagination of a generation disillusioned with Ireland’s utterly terrible and inexplicably popular commercial and semi-state radio offerings.

Just before Christmas I got in touch with Radiomade and suggested a couple of shows to the guys. One is an ambitious monthly culture / comedy offering that it looks like we’ll be debuting in the near future. The other, a weekly discussion about videogames, technology and interactive entertainment kicked off last night. Threat Detection features myself and Exchange Dublin veteran James Van De Waal. Each show starts with a monologue to kick the discussion off, followed by an in-depth dissection of a trend, issue or incident in gaming. To start the series, we felt is was important to address the issue of games as a medium – specifically a growing and ferociously compelling form of immersion.

Here’s the first episode’s opening monologue…

‘There was a general air of disrepair. Shops were boarded up. The pavement was broken and potholed. A few automobiles traveled on the broken streets. They, at least, appeared to be of a slightly advanced design, but they were dented, dirty and noisy… Clothes had not changed nor had the common speech…. It appeared that in four hundred years nothing at all had been accomplished. Many familiar buildings had collapsed. Others still stood. He looked in vain for a newspaper or magazine’.

An excerpt from John D MacDonald’s short fiction ‘Spectator Sport’, published in 1950. In the story a time traveller visits an America three hundred and fifty years hence, discovering a society that has chosen to focus its energy entirely on the creation of ever more compelling interactive dreams. Dreams a man may labour his whole life to permanently inhabit.

Videogames terrify me, not because I dislike them, but because I find their dizzyingly abundant fantastical worlds so all consuming. The great psychoanalyst Donald Winnicott came up with a word for finding one’s life satisfaction in an uncreative imaginary avoidance: He called it ‘fantasying’, the act of escapist self-delusion. At their worst videogames offer the most compelling opportunity for fantasying possible. Let me read you something else…

‘I think the twenty first century will see a social cataclysm larger than that caused by cars, radios and TV combined… The exodus of people from the real world, from our normal daily life, will create a change in social climate that makes global warming look like a tempest in a teacup’.

Thus begins the introduction to Jane McGonigal’s 2011 book ‘Reality is Broken’, with a quote from Edward Castronova’s ‘Exodus to the virtual world: How Online Fun is Changing Reality’. McGonigal attempts to refute this dire warning, suggesting that since games really do provide a more compelling experience than reality, harnessing their power can incentivize social goods and reinvigorate democracy.

Videogames let us embody avatars, alternative versions of self in worlds unbound by our physical limitations. We can experiment with gender, escape into empowerment fantasies or wreak death and destruction on distant or fictional opponents. Games give vent to our secret impossible dreams and desires; they can enlighten us, enervate us, sate us or drain us. Games combine narrative storytelling, music, theatre and with the added lure of interactivity. They are perhaps the ultimate human form of entertainment, and it’s time we took them a little more seriously.

Is Castronova with his dire warnings of a polis abandoned by its citizens a Cassandra, doomed to be ignored as we sleepwalk into a brave new world of dulling distractions? Is McGonigal right in seeing games as a new freedom to extinguish the unpleasant and mundane, a tool to solve our most intractable problems? This is Threat Detection, a new show about videogames.

You can catch Threat Detection live each Tuesday at 6PM GMT on Radiomade, or catch up with past shows here.

Image: Logo based on four hyperboloid bundles in a tetrahedral like intersection by Fdecomite. Used under – Creative Commons Attribution Licence.