A Dissociative-Dystopia if We Aren’t Careful

It’s impossible to fathom extended reality in a century, let alone 10 years. The possibilities are endless. Future generations might become accustomed to daily XR usage; perhaps they’ll be living in a primarily augmented world. There are certainly good things to come out of this: the freedom and creativity derived from an augmented/virtual reality is extensive and truly liberating. However, we may find ourselves in a dark place if we don’t focus on XR’s issues at hand.

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XR Kate Class Spring 2024

The Great Digital Leap

The creation of virtual reality (VR) is a compelling story that embodies dedication, innovation, and imagination. It began in the 1950s when Morton Heilig first envisioned a multi-sensory theater, followed by Ivan Sutherland's invention of the very first head-mounted display in 1968. These early developments laid down essential foundations for VR which combined various fields including science, technology, and art. Through the 1980s and 1990s, VR gained attention from the digital revolution and advancements in computer graphics.

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XR Kate Class Spring 2024

Want VR? Think Again.

Just a few months ago, I had the opportunity to gain first hand experience with VR. The experience was pretty cool – until it wasn’t. After going through the basic orientation on the headset, I began to use Google Earth to locate my home town. Within seconds (in reality it was 5-10 minutes of being in VR) I was hit with a wave of nausea that just would not leave. The more I wandered in VR, the worse I felt, until I couldn’t take it anymore and had to remove the headset.

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XR Kate Class Spring 2024

That One Time I Questioned Reality

The first time I put on a VR headset a few years ago was the first time I truly understood that seeing is believing. An entire new world opened up in my living room, and I perceived the virtual objects and boundaries as real, physical things. But even though my brain wanted to accept the virtual world in front of me, I couldn’t touch what I saw. This disconnect had led me to ponder these questions: was the virtual world in front of me real? What makes something real?

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XR Kate Class Spring 2024

Voices of XR: Sanjeel Parekh

Sanjeel Parekh is a research scientist at Meta Reality Labs Research. His research primarily focuses on building machine learning tools for problems involving audio-visual data such as source separation, event detection, and speech enhancement. 

He earned his PhD in computer science at Technicolor and Telecom University of Paris-Saclay in 2019. His thesis was on learning representations for robust audio-visual scene analysis. Other areas he finds interesting and engaging are multimedia and ML research, music, philosophy, math, and machines. 

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Voices of XR

Voices of XR: Synatra Smith

Dr. Synatra Smith is a cultural anthropologist exploring extended reality (XR) and other digital tools to enhance special collections and archival records featuring African American art, history, and culture with the specific intention of documenting workflows that can be shared with students, cultural heritage workers, and scholars interested in building digital projects without relying on a large budget or team. She sits at the intersection of researcher; gallery, library, archives, and museum (GLAM) professional; and digital humanities practitioner.

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Voices of XR

Voices of XR: Lisa Maria Wurzinger

Lisa Maria Wurzinger began as a performance artist in a theatre in 2004, then worked as an art reporter and presenter in the TV industry. In 2009, she became a production manager for GO! Pictures and later co-founded "GO! Pictures KG" and its XR studio label "GO!insideVR" together with director Gero A.E. Egger in 2017. They specialize in narrative VR/360° experiences and immersive storytelling.

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Voices of XR
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