Skip to main content

🟤 PP 🌀 DTech

Virilio’s claim that teletechnologies “kill the present” is more than a provocation. For him the present is not a neutral slice of time but the lived conjunction of here and now. When signals are detached from place and relayed across fiber and satellite, the present is hollowed out and replaced by what he calls telepresence. What appears as connection is in fact a form of absence, since presence is stripped from its site and converted into circulation. This marks the passage from the infrastructure of real space, built with ports, streets, and walls, to the infrastructure of real time, organized through terminals, relays, and sensors.

In this environment the city no longer ends at its walls or highways. Its final boundary is the terminal, the screen, the input device. The citizen’s last street is the skin, the nervous system, the point of entry for signals that fold perception into the circuit of control. The body becomes the last urban surface, saturated with interfaces that mediate and redirect every sensation.

Virilio names the result a stereo-world. Reality is divided into two overlapping layers that never fully align: presence and telepresence, optics and optoelectronics, touch and teletactility. Each sense is doubled by its prosthetic substitute. Each doubling disrupts the orienting function of the horizon, that line which once anchored vision and grounded the body in space. Instead of orientation we receive simulation, a mediated echo of experience that dislocates perception from environment.

Read more

🟣 SC 🟤 PP

You don’t have to look far to find reports of people who have used VR headsets and then felt ‘off’ after removing them. While motion sickness is surely the most well-known post-VR symptom, a subset of people say they have experienced feelings of being ‘stuck in VR’ after taking off their headsets. It’s tempting to brush off such reports as someone having seen The Matrix (1999) one too many times, but it turns out there is a clear scientific basis for the sensation.

Read more

🟡 Sci-fi 🔘 Arch

For as long as we have existed, human beings have looked up at the stars with both wonder and longing, often with more regard than the ground beneath us. It is perhaps one of the greatest ironies of our time that we now look to the sky not only for inspiration, but for escape. As we continue to deplete the Earth’s resources, a pressing question emerges: if we fail the planet, where do we go next?

Read more

🟣 SC

So what the hell is embodiment and why am I boring you talking about it rather than just talking about all the cool shooting, and explosions, and smart design in the game? Well, it’s going to help us understand why certain design decisions in Synapse are so effective. So stick with me here for just a minute.

Embodiment is a term I use to describe the feeling of being physically present within a VR experience. Like you’re actually standing there in the world that’s around you.

And now your reasonable response is, “but don’t we already use the word immersion for that?”

Well colloquially people certainly do, but I want to make an important distinction between ‘immersion’ and ‘embodiment’.

‘Immersion’, for the purposes of our discussion, is when something has your complete attention. We all agree that a movie can be immersive, right? When the story or action is so engrossing it’s almost like nothing outside of the theater even exists at that moment. But has even the most immersive movie you’ve ever seen made you think you were physically inside the movie? Certainly not.

Read more

🟡 Sci-fi

Rejecting the ‘scientific adventure’ storytelling of the celebrated French sci-fi writer Jules Verne – who had died only three years before the publication of Le docteur Lerne, sous-dieu – the merveilleux-scientifique genre was grounded in plausibility and the scientific method. According to Renard, only one physical, chemical or biological law may be altered when telling a story. This strict discipline, he argued, is what lent the genre its power to sharpen the reader’s mind, by offering a wholly original kind of thought experiment. For example, Renard modelled Dr Lerne on the very real surgeon and biologist Alexis Carrel, who had experimented with surgical grafts, transplants and animal tissues… to the point that he even grafted a dog’s severed head on another living animal (the attempt failed). Following in his footsteps, Renard imagines an exchange of brains – and personalities.

Read more

🟣 SC 🔵 FS

Let me double down on that statement a little bit. I have always looked at the technologies evolving out of AR as a solution for VR locomotion and discomfort. When consumers are finally living with ‘all-day XR glasses,’ which can map their living or working spaces in real-time and allow them to dip in and out of VR and MR modally, users will begin to actively reskin their real-world environments (spaces, objects, people, etc.) to look and behave however they want. It won’t be enough to look at anchored apps against the backdrop of a dirty laundry bin or a sink full of dishes; consumers will customize their living rooms to be castles, resorts, Minecraft landscapes, etc. They will dine in the halls of gods and have meetings at the bottom of the ocean. Some may think it dystopian, but I believe the true Metaverse levels the playing field between the haves and have nots, allowing for a landscape of human activities in fantastic environments custom tailored to the user, or a consensual experience tailored to a group. It will eventually be done completely on the fly, and will likely be the true ‘killer app’ of future XR devices.

Read more

🟡 Sci-fi 🔘 Arch

Interestingly, cinema has long served as a testing ground for such ideas. While often dramatized for effect, sci-fi films offer surprisingly sharp insights into what it takes to live on Mars. They explore everything from structural resilience and closed-loop systems to the psychological impacts of isolation and the importance of community. Some even undertake agriculture (potatoes, anyone?). For architects, science fiction becomes a speculative lab where imagination meets problem-solving and storytelling becomes a tool for prototyping the future.

Read more

🟣 SC 🌀 DTech 🔴 HCI

Highlights include the fact that 27 percent of U.S. adults have used VR – up from 25 percent in Wave 8 of the research. 32 percent of those engage monthly, 25 percent do so weekly, and 26 percent daily. However, the engaged behavior of VR users is contrasted by non-users, who signal low interest. Specifically, only 20 percent of non-users report a desire to try VR in the near term.

Read more