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Embodied Storytelling and Empathic Possession with and Artificial Intelligence By Tanya Pobuda Futures Conference Dec. 7, 2018 Tanya Pobuda

2nd Year, PhD Student Communication & Culture Twitter: @PobudaTanya Email: [email protected] Website: http://tanyapobudaphd.com/

2 3 Hype?

https://www.partyscene.nl/algemeen/168319/dieter-doepfer-maakt--power-glove-voor- 4 kraftwerk Can walking in the shoes or seeing the world through the eyes of another person in VR through virtual embodiment be used to help young adult learners feel empathy?

5 Virtual Reality Defining the modality ● Computer-generated simulation ● 3D images and environments ● Experienced in a “seemingly real or physical way” ● With interface devices such as helmet/gloves

7 ● Walking in someone else’s shoes ● Ability to perceive the meaning and feelings of another and to communicate those feelings to the other person (Brunero et al., 2010, p. 65)

8 “Virtual reality is the “ 'ultimate empathy machine.' These experiences are more than documentaries. They're opportunities to walk a mile in someone else's shoes.”

~Chris Milk 9 Craig, E., A Virtual Reality Experience with Chris Milk at TED 201, Retrieved from https://www.digitalbodies.net/vr-experience/a-virtual-reality-experience-with-chris-m ilk-at--2016/ “VR is unique in “ creating this sense of presence, like you’re right there with another person or in another place.” ~Mark Zuckerberg https://www.independent.co.uk/life-style/gadgets-and-tech/news/mark-zuckerberg-virtual-reality-better-real- world-comments-vr-a7995546.htm 10 Image Credit: Facebook Retrieved from https://futurism.com/facebook-unveils-gesture-generated-virtual-reality-emojisl “What if I could “ present you with a story that you could remember with your whole body and not just with your mind?” ~Nonny de la Peña https://www.ted.com/talks/nonny_de_la_pena_the_future_of_news_virtual_reality#t- 6454 11 Image Credit: http://www.storybench.org/quick-tour-science-virtual-reality/ ● Simulations of 3D images ● With smell, wind, and sound ● An immersive 3D theater

Sensorama (1957) invented by Morton Heilig 12

Abemelek Markos, A. A History of Virtual Reality, Apr 9, 2015, Retrieved from https://medium.com/oculus-rift/history-of-vr-9a84b9dc85dc ● Sega VR home system and arcade version ● 360-degree environmental immersion ● Haptic feedback

Sega VR (1993) 13

Abemelek Markos, A. A History of Virtual Reality, Apr 9, 2015, Retrieved from https://medium.com/oculus-rift/history-of-vr-9a84b9dc85dc

The Proteus Effect

14 Duality of Presence

▪ Scarygirl VR immersive, event based experience by Dark Slope VR ▪ Scarygirl’s quest to improve the environment and save the forest

Image Credit: Dark Slope VR, Retrieved from https://www.darkslopestudios.com/

15 Trigger Warning

Some examples include intense scenes of domestic abuse and the Holocaust

16 1. The Machine to Be Another BeAnotherLab.org 1.

18 Conclusion?

19 2. Out of Exile: Daniel's Story Nonny de la Peña 2.

21 Conclusion?

22 3. The Last Goodbye USC Shoah Foundation

sfi.usc.edu/lastgoodbye // #thelastgoodbyevr 3.

sfi.usc.edu/las tgoodbye // #thelastgoodb yevr 24 Conclusion?

#thelastgoodbyevr

25 Promising studies

Bullying Prosocial Helping Perspective Taking VR participants Rosenberg et al. Study focused on would engage in (2013) contrasted a embodied empathy helping behaviour VR experience as a and the experience of toward a physical superhero vs. one red-green colour assault victim if that experienced as a blindness by Ahn et victim were wearing passive tourist in a al. (2016) an opposing team’s helicopter soccer jersey Hortensius et al. (2018) 26 Artificial intelligence

Proteus Effect + Dialogue Interactivity

27 Meet Ivy - Empathy Bot 28 https://crisfudge.artstation.c om/projects/myNGa THANKS! Any questions? You can find me at: ▪ Twitter: @PobudaTanya ▪ Email: [email protected] ▪ Website: http://tanyapobudaphd.com/ ▪ ▪ 29 References

https://tanyapobudaphd.com/2018/12/0 6/conference-references-futures-dec- 7-2018/

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