What should matter to VR: Immersive Media and the Public Sphere
Room: Salle Accenture
Today we know the impact of networked, digital media in cultural production has been vast bringing both opportunities and challenges/threats to creators.
We have accessible and cheaper tools of production, but also new incumbents acting as gatekeeping monopolies; we have direct engagement with our audiences, but also major issues regarding privacy and big data; and we have faster and faster broadband but unevenly distributed around the world.
This next evolution of technology, called the “final platform” by Oculus Rift’s chief scientist, brings full-blown immersion into this networked digital world we live in. But this next evolution of technology — VR — will also more than likely amplify the pressures that define the Internet as we know it today.
How then, do we ensure that we design this “final platform” in a way that addresses these pressures and indeed creates a more inclusive, mindful and intentional media space?