The VR Diversity Initiative Returns – But What Is It?

In 2017, VRFocus was involved in creating a new type of event to encourage under-represented groups to get involved in immersive technologies such as virtual reality (VR) and augmented reality (AR). The first event was a success, and soon we’ll be undertaking the Kick-off Event for the first edition in the 2018 series.

The initial VR Diversity Initiative took place at Digital Catapult in London. Where a single day was broken down into a morning comprising several talks from experts in the field of VR and immersive technology, followed by a hands-on workshop in the afternoon.

The first VR Diversity Initiative event was led by Catherine Allen, a VR producer and curator who has since gone on to set up her own VR content exhibition and curation company called Limina, which will be holding a public-facing VR festival in the UK later this year.

The purpose of the VR Diversity Initiative is to offer support, workshops and opportunities for groups who are under-represented in media and technology, including LGBT, women, Black, Asian, the disabled and other under under-represented groups with the XR and tech industry. The initiative hopes to tackle inequality in future immersive tech by providing a free workshop for these groups. One of the biggest barriers for the public is the expensive hardware that’s needed in order to create immersive experiences. Selected participants will be able to create a rough VR prototype for the Oculus Rift and HTC Vive, guided by experienced VR developers. This will enable participants to learn the basics of building a project in either Unreal Engine or Unity, giving them the confidence to pursue a career in XR fields.

This year’s VR Diversity Initiative event will be led by VRFocus’ own Nina Salomons and is due to take place on 28th February, 2018 at Here East in London, support by Hobs Studio. This will be first of six VR Diversity Initiatives that will take place this year. The event will only be allowing a limited number of attendees, who will need to apply by filling in the application form. Each attendee will be given an opportunity to work with an experienced VR mentor in order to develop and produce a prototype within a single day.

Further information on the VR Diversity Initiative and the upcoming event can be found in the below video presentation where Nina Salomons explains in full detail what she hopes to achieve.

Further information on other upcoming projects and event for the VR Diversity Initiative will be found here on VRFocus.

British VR Festival Seeking Submissions

Long time readers of VRFocus might be familiar with the name Catherine Allen. Having previously work for the BBC producing 360-degree content, and also organising the virtual reality (VR) diversity event earlier this year, Allen is now moving into creating a new exhibition and curation company called Limina. To celebrate the launch of this new venture, Allen is inviting VR content creators to submit to a VR festival .

The Limina VR Weekender will be a weekend long, public-facing VR festival that will offer audiences the chance to experience creative and high quality works created for VR, aiming to showcase the potential of VR as an art form that can be compared with cinema or theatre.

The event will be held on 1st-3rd December, 2017 at the Watershed Pervasive Media Studio in Bristol, UK. There will be a verity of exclusive screenings of VR content as well as panel discussions, talks and presentations.

Allen says “Limina think that VR is at its best when experienced by broad, diverse audiences. This is why we wanted to develop a VR festival for members of the public who wouldn’t necessarily consider themselves as early-adopters.”

Catherine Allen

Emma Hughes, Limina’s coordinator, says “We’re looking for cutting-edge, pioneering work that resonates with the public. This is a fantastic opportunity for creators’ VR projects to gain feedback from and impact wider audiences.”

Verity McIntosh, Watershed says: “Virtual reality is offering audiences and storytellers a whole new way of communicating ideas, experiences and emotions. We know that our audiences are keen to encounter and explore new, experimental work, and we are delighted to be working with Pervasive Media Studio residents, Limina as they curate a festival that seeks to both embrace and to challenge this evolving new medium.

Creators who wish to apply will need to enter a submission that is less than 20 minutes long and must be compatible with Oculus Rift, or in the case of 360-degree video, should be compatible with common 360 video players. Submissions close on 8th November, 2017. Further information can be found on the Limina website. Creators can submit their content by filling in the submissions form.

VRFocus will continue to bring you the latest on upcoming VR and AR events.

Venice Film Festival’s VR Programme Demonstrates That The Medium Is Coming Of Age

The prestigious Venice Film Festival drew to a close on Sunday. Using Venice’s virtual reality (VR) highlights as case studies, Catherine Allen explores how the incorporation of VR into the world’s most established film festivals tells us something about VR’s longer term potential.

This year the fledgling VR industry has had some tough questions asked of it. Commentators have asked, ‘just when is it going to become normal in people’s living rooms?’. When will investors be able to reap the rewards of the seeds they’ve sown – will it take years for VR to live up to its potential?

The established creative industries, however, are taking a completely different approach to that potential. Many of the world’s most significant film festivals have decided to invest heavily in VR. Sundance, Cannes, Berlin, Venice – to name but a few – are all taking it seriously and incorporating it into their glitzy programmes. Their activities, however, are not focussed not on finding VR’s killer app or a game that will achieve hockey stick growth. The buzz they are generating and sustaining is solely focussed on developing VR as an art form.

Venice Film Festival is the oldest film festival in the world, and a key date on the film establishment calendar. It is notorious for both its art and its glamour; red carpets, paparazzi, prosecco and speedboats are standard elements of the festival experience. Venice’s VR island housed over thirty different VR experiences that were mostly premieres.

A short boat journey bookended VR island trips – and Venice’s unpredictable, stormy weather made for a pretty exhilarating and romantic experience. Once on the island we were met with an industrial warehouse space, that had been artfully refashioned into a group VR cinema and a set of installations.

Here are my highlights:

Greenland Melting

Directed by Catherine Upin, Julia Cort, Nonny de la Peña and Raney Aronson-Rath

After the United States’ withdrawal from the Paris climate agreement, Greenland Melting uses high resolution photogrammetry technology to provide an up-close view of icy Arctic locations that are disappearing faster than predicted. Audiences can stand in the water in front of a glacier, dive beneath the ocean’s surface and fly above the land at low altitude. My favourite element was observing these locations with NASA scientists by my side, explaining to me how climate change is affecting these spaces and how these changes will impact the rest of the world. There was a real juxtaposition here between experiencing the sheer beauty of these sublime spaces whilst simultaneously feeling a burgeoning sense of peril at our uncertain future.

Greenland MeltingDraw Me Close: A Memoir

Directed by Jordan Tannahill

This real-time animated piece is a vivid memoir about the relationship between a mother and her son in the wake of her terminal-cancer diagnosis. A partnership between the UK’s National Theatre and the National Film Board of Canada, it involves real, live acting in an installation space, where you embody Jordan, the son (and the playwright himself).

The seamless mixture of live acting and line drawn animation makes it a first of its kind. Creating it this way means you really get the best out of both worlds from both VR and performance: the immediacy that comes from the liveness of theatre with the myriad of stylistic creative opportunity that VR brings.

Draw Me Close: A MemoirThe Last Goodbye

Directed by Gabo Arora and Ari Palitz

The Last Goodbye was created with USC’s Shoah Foundation, whose mission is to preserve the testimonies of living Holocaust survivors. The piece introduces audiences to Holocaust survivor Pinchas Gutter and takes you with him to the concentration camp he was held in, on a visit he has vowed to be his last. When speaking of his experiences and reflections, Pinchas addresses the viewer directly.

Throughout the piece I felt a bond developing with Pinchas; a sort of pseudo relationship. This is something high fidelity VR is very good at: people and intimacy. Feeling present in the concentration camp and spending time with Pinchas left me feeling a real sense of urgency: it is up to us, today’s society to preserve the memories of Holocaust survivors – we need to be using tomorrow’s technology, now, to futureproof the past.

The Last GoodbyeAlice – The Virtual Reality Play

Directed by Mathias Chelebourg and Marie Jourdren

As a little girl, I couldn’t help but place myself as Alice when reading Lewis Carroll’s Alice in Wonderland. Fast forward a few decades and here I am – I am Alice, and I am late for my coronation as Queen! Quick!

This VR play, like Draw Me Close, fuses motion-captured actors and real-time rendered advanced CG to place each audience member into their own interactive wonderland. I got to meet characters including Humpty Dumpty and the white rabbit whilst being invited to talk with them and take on their challenges. The story world expands with each new audience member; meaning that this piece will evolve over time.

Alice demonstrates not only that theatre and VR can be seamless bedfellows, but that there is heaps of potential for the live entertainment industry to adopt this technique.

Alice: The Virtual Reality PlayThe island itself, Lazzaretto Vecchio, has its own remarkable history. It was in fact a quarantine and mass grave in the 15th and 16th centuries for plague victims and people with leprosy. Knowing that we were literally standing on centuries of human history gave a certain texture to my time spent in each VR piece. VR’s public reputation verges on trivial, futuristic and slightly silly. The VR work I saw, and the island’s history was the antithesis of that. This grounded and meaningful approach is a sign of how VR should be handled; as something that has the potential to create deep, powerful audience experiences.

With VR coming of age creatively, the next challenge will soon creep up on us: how can we get this work to mass audiences?

 

Applications are Open for VR Diversity Initiative Event

The first event of the VR Diversity Initiative has now opened applications to those who wish to attend the one day bootcamp at Digital Catapult in London on the 13th July, 2017.

The event is being sponsored by VRFocus and headed up by Catherine Allen, a VR producer and curator who has worked on producing the BBC’s first 360-degree talk show. The event will involve masterclasses from industry professionals along with a production workshop in which attendees will have the opportunity to create their own prototype project.

Catherine Allen

The VR Diversity Initiative is intended to be an opportunity for those who wish to become involved with the virtual reality (VR) industry, or those who want to incorporate VR into their existing work.

There is a limit of 35 places available for the July bootcamp event, so people who wish to attend will need to fill in an application form. Considering the aim of the event is geared towards improving diversity within the VR sector, it is considered to be vital that the opportunity is made available to those who would benefit most. With the aim of finding a balanced selection of participants from under-represented groups and backgrounds.

The event organisers will be looking for applicants who can demonstrate creative, technical or commercial potential along with an aspiration to work in the VR industry, but who have some level of experience within their current field.

The deadline for applications is 5:30pm 20th June, 2017.

The application form can be found HERE.

If you require further details, please contact:

Catherine Allen: cdjallen@gmail.com

Kevin Joyce, CEO VRFocus: kjoyce@vrfocus.com

Date & Venue Announced for the VR Diversity Initiative

The announcement of the VR Diversity Initiative, a not-for-profit organisation dedicated to the enabling of underrepresented groups in the virtual reality (VR) industry, supported by VRFocus, has been met with an overwhelming reaction. Today, the organisation is announcing the date and venue of the first event.

The first event hosted by the VR Diversity Initiative will offer a variety of sessions designed to upskill professionals from other mediums, bringing talented individuals from industries such as television, videogames and industrial design into the world of VR. The event will be free to attend and the full programme will be announced in due course.

 

 

As support for the VR Diversity Initiative grows, UK development studio and publisher Bossa Studios, creator of the hugely popular Surgeon Simulator: Experience Reality, has pledged to provide a variety of assets for this first event.

Tracey McGarrigan, CMO at Bossa Studios, said: “Bossa takes great pride in being inclusive, welcoming, proactive, and transparent with our communities which we work closely with by not just inviting them to share their opinions and stories, but also by making it possible for them to directly contribute to the content of our games!

It’s with this spirit and commitment that we are proud to support the VR Diversity Initiative and are looking forward to working with everyone to create a special event that will leave a long lasting positive impact on the industry.”

The first event hosted by the VR Diversity Initiative will take place on 13th July 2017, located at Digital Catapult, 101 Euston Road, London, NW1 2RA. An application process for individuals interested in attending the free event will launch soon.

For more information, please contact:

Catherine Allen: cdjallen@gmail.com
Kevin Joyce, CEO VRFocus: kjoyce@vrfocus.com

VRFocus Announces Support for the VR Diversity Initiative

VRFocus Ltd. is proud to announce its sponsorship of the VR Diversity Initiative, a UK event dedicated to improving diversity within the technology sector.The VR Diversity Initiative offers support and workshops for underrepresented groups in media and technology, including women, LGBT, Black, Asian and Minority Ethnic professionals who are considering a career in the VR space.

In its first event, set to take place early summer 2017, the VR Diversity Initiative will host a roundtable discussion on overcoming the issues faced by underrepresented groups in VR, captured in full 360 degrees by VRFocus on VRfocus.com, and three, one‐hour masterclasses from inspiring industry professionals. A development workshop will then follow, where attendees can create a rough prototype project or script.

The VR Diversity Initiative will be fronted by Catherine Allen, a VR producer and curator whose credits include producing one of the first VR documentaries at the BBC and exec producing the BBC’s first 360 talk show. Allen is currently curating VR for Watershed, one of the UK’s leading independent cinemas, with a focus on attracting broader audiences to VR content. Catherine’s written columns covering VR for Wired and The Bookseller, acts as a BAFTA VR associate and regularly keynotes, judges and mentors at industry events, contributing towards her goal of supporting the healthy growth of an emergent, immersive media industry.

 

Catherine Allen

Catherine Allen, Executive Producer, The VR Diversity Initiative said, “VR is fast evolving from a cool new medium into a fully‐fledged industry. As this happens, this industry is truly what we make of it. We have a golden opportunity, before norms bed in to make VR healthy and inclusive from the beginning.” She continued, “This approach is not only ethically sound, but makes commercial sense too: a diverse workforce is what we need to attract mainstream audiences and sustain the industry for the long term. The need to turn words into actions has become increasingly pressing, and therefore I am delighted to lead the efforts of the VR Diversity Initiative.”

Kevin Joyce, CEO of VRFocus, said: “Promoting diversity in the technology industry is rapidly growing in importance, and I’m proud that VRFocus can offer support to directly raise awareness of this issue. Catherine Allen is hugely respected as a spokesperson for diversity in VR and with the support of VRFocus, will drive opportunities for a more diverse industry in the UK.”

Additional supporters of the VR Diversity Initiative include Bossa Studios, Epic Games, Hammerhead VR, Nick Morey of Dynamo PR, Fierce Kaiju, Triangular Pixels, Opposable VR, Psytec Games and Little Big PR.

More details on the event will follow in due course. To get involved in the VR Diversity Initiative, please contact:

Catherine Allen: cdjallen@gmail.com

Kevin Joyce, CEO VRFocus: kjoyce@vrfocus.com