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  • SMITHSONIAN | Step Into Monet’s world with a VR exhibition

    SMITHSONIAN | Step Into Monet’s world with a VR exhibition

    Visiting the Musée de l’Orangerie’s “Water Lilies” rooms—an oblong pair of galleries fitted with eight panoramic panels from Claude Monet’s seminal series—is an immersive experience in and of itself. But as Flora Eveno reports for Belgian news outlet RTBF, individuals stopping by the Paris museum can now opt to literally immerse themselves in Monet’s masterpieces through a virtual reality tour of the French Impressionist’s world.

    The VR experience, called “Claude Monet: The Water Lily obsession” transports visitors to the artist’s Giverny home and, most importantly, his garden. Monet spent the last 30-odd years of his life chronicling this landscape in more than 250 installments of the “Water Lilies” series, Mental Floss’ Kristy Puchko notes. The artist personally cultivated the diverse assortment of plant life scattered across the property, even importing his eponymous water lilies from Egypt and South America. (The move, incidentally, attracted the ire of local authorities who were less interested in Monet’s vision and more concerned that the foreign plants would poison the area’s water supply.)

    According to a press release, the roughly 8-minute immersion traces Monet’s “Water Lilies” from inception to exhibition. “You stand in the shallow waters at Giverny, inspired as he was inspired by the dappled light and fickle seasons waxing and waning across the lilies and bulrushes,” the visceral statement notes. “You are then transported to Monet’s studio, where a virtual canvas is stretched taut above and around you and the artist’s bold, searing brushstrokes build up across your vision.”

    “The Water Lily Obsession” debuted at the Musée de l’Orangerie this month, Blouin Artinfo reports, and will remain on view through March 11, 2019, as part of the museum’s ongoing exploration of Monet’s close relationship with French Prime Minister Georges Clemenceau. As Deborah Solomon wrote for the New York Times in 2016, the two were an unlikely pair: Monet was famously apolitical, never voting in an election, while Clemenceau, a consummate politician, had similar artistic fascinations as Monet, with Japanese tea bowls and woodblock prints adorning his apartment.

    Clemenceau encouraged Monet to continue painting during the twilight years of his life, even serving as a go-between for the mercurial artist and the eye doctor tasked with repairing his troublesome cataracts.

    On November 12, 1918, the day after the armistice ending World War I was signed, Monet repaid Clemenceau’s kindness by bequeathing the nation a group of his “Water Lilies” paintings, which he hoped would serve as a “monument to peace.”

    “It’s not much, but it is the only way I have of taking part in the Victory,” Monet wrote in a letter to the prime minister “… I admire you and embrace you with all my heart.”

    It took nearly a decade for that promise to come to fruition, Alan Riding notes in a separate New York Times article, but in 1927, the year after Monet’s death at age 86, his panels were installed in specially constructed rooms at the Musée de l’Orangerie.

    Although the new experience is the Paris museum’s first foray into virtual reality, Monet’s work is no stranger to the medium. In 2017, VR artist Stephanie Riggs led the launch of “Monet in Giverny: The Later Years,” a colorful glimpse of the artist’s life as seen through the lens of his early 1920s painting, “The Artist’s House from the Rose Garden.” Writing for Medium, Riggs explains, “Only once the landscape and the artist’s point of view are established do the streaks of color appear, accompanied by Monet’s own thoughts. Stroke after stroke, the painting comes into being.”

    Claude Monet – The Water Lily obsession” produced by ARTE, Lucid Realities and Camera Lucida in conjunction with HTC Vive Arts, features a similar plunge into the process of creation. As ARTE notes on its website, the experience encapsulates Monet’s late-in-life embrace of abstraction and cacophonic color. It also mimics the worsening eyesight the artist experienced during the creation of his “Water Lilies” series, allowing participants to better understand the toll wrought by such loss.

    Despite such bodily constraints, Monet managed to end his career with a burst of productivity most artists couldn’t hope to emulate over an entire lifetime—an accomplishment easily revealed by a stroll (virtual or physical) through the Musée de l’Orangerie.

     

    Teaser | CLAUDE MONET – The Water Lily obsession (VR) from Lucid Realities on Vimeo.

  • International premier of « Claude Monet, the Waterlilies’ obsession

    International premier of « Claude Monet, the Waterlilies’ obsession

    Our new VR experience « Claude Monet, the Waterlilies » obsession » – directed by Nicolas Thépot – will be presented from November 12th to March 11th at the Musée de l’Orangerie in Paris with the support of HTC Vive Art. This project is part of the VR Collection « Arte Trips » launched by the European broadcaster ARTE.

    Through a contemplative VR experience, that will bring the user from the garden to the Orangerie Museum, passing by the painter’s studio, you will have the opportunity to relive an ongoing beginning of nature, to explore time and space around the Water lilies.

    The Musée de l’Orangerie

    Offered to the French State by the painter Claude Monet on the day that followed the Armistice of November 11, 1918 as a symbol for peace, the Water Lilies are installed according to plan at the Orangerie Museum in 1927, a few months after his death. This unique set, a true «Sixtine of Impressionism», in the words of André Masson in 1952, testifies to Monet’s later work. It was designed as a real environment and crowns the Water Lilies cycle begun nearly thirty years before. The set is one of the largest monumental achievements of early twentieth century painting.

    The dimensions and the area covered by the paint surrounds and encompasses the viewer on nearly one hundred linear meters which unfold a landscape dotted with water lilies water, willow branches, tree and cloud reflections, giving the «illusion of an endless whole, of a wave with no horizon and no shore» in the words of Monet. This unique masterpiece has no equivalent worldwide. The Nymphéas [Water Lilies] cycle occupied Claude / Monet for three decades, from the late 1890s until his death in 1926, at the age of 86. This series was inspired by the water garden that he created at his Giverny estate in Normandy. It resulted in the final great panels donated by Monet to the French State in 1922, and which have been on display at the Musée de l’Orangerie since 1927.

     

  • CBC | In Montreal, journalism meets art meets real life

    CBC | In Montreal, journalism meets art meets real life

    Logo CBCThe Enemy: War photojournalist Karim Ben Khelifa brings attention to combatants and their suffering in a whole new way.

    By the time I was standing face to face with Jorge, a heavily tattooed MS13 gang member and fighter in the Maras area of El Salvador, I had kind of forgotten that I was wearing goggles and a backpack in the Phi Centre, experiencing the latest VR installation: The Enemy.

    I approached Jorge, a.k.a. Koki, to see the details of the tattoos all over his bald head, face and body. He moved away from me and gave me a glance.

    I stepped back. I felt bad for making the man feel exoticized. I also felt a little scared.

    That’s how real it gets in this 50-minute experience, created by Belgian/Tunisian photojournalist Karim Ben Khelifa.

    You listen to six fighters share their real-life stories about being on either side of three conflicts in different parts of the world: Israel and the Palestinian territories, Eastern Congo, and El Salvador.

    You listen to six fighters share their real-life stories about being on either side of three conflicts in different parts of the world: Israel and the Palestinian territories, Eastern Congo, and El Salvador.

    They’ve been interviewed by Ben Khelifa, whose questions you hear.

    Their answers are honest, tempered, sometimes in keeping with the propaganda of their respective groups. Other answers strike me as a little more real, as they recount their individual wants and fears.

    You move through these empty rooms where the fighters are waiting to meet you face to face, brought to virtual life, thanks to the expertise of the project’s co-producers, the National Film Board of Canada, the Montreal digital creative studio Dpt., France Televisions, Camera lucida and Emissive.

    The physical details have a powerful impact.

    I couldn’t stop looking at the hands of Patient, the soldier from the Congolese army.

    I had a hard time staring into the eyes of his enemy, Jean de Dieu, a fighter with the Democratic Forces for the Liberation of Rwanda.

    The 33-year-old man, wearing a T-shirt, rain boots, a tiny tuque and a knapsack, looked 15 years younger. His large eyes are yellowed — perhaps from witnessing the kind of violence in which he’s been participating since he was a child.

    An orphaned Rwandan in a Congolese refugee camp, he was forced to join a conflict that has been going on for at least 20 years.

    So the stories are powerful as well.

    You walk out, possibly a little dizzy, if you’re not yet familiar with virtual and artificial reality experiences.

    The enemy - Karim Ben Khelifa - Lucid realities
    Karim Ben Khelifa is a photojournalist, and the writer and director of the virtual reality production, The Enemy. (Nantali Indongo/CBC)

    And you walk out with a least one more question than when you went in — about humanity, about your stereotypes of « the other, » or about how we all rationalize the world’s need for violence, and how that rationalization is driven by a constant yearning for peace.

    Khelifa’s goal is to reach another audience with this work — the next generation of fighters.

    « The people who are going to be given the choice to take a weapon because they are at war technically, in Israel, in Congo, in Palestine, in Salvador, » he explained to me after I went through his « journalism meets art meets real life » experience.

    « It’s not always a matter of choice, but at least if you can have what I call a ‘journalistic intervention,’ that makes them live an experience in which they realize there is humanity on the other side: that’s my intervention. »

    Afterwards, he said, they are left with a choice: « To take a weapon — or not. »

  • ELLE | What Virtual Reality Can Teach Us About Empathy

    Will we become more human as the bounds between real and not dissolve?

    About a year ago, I drove up from New York to Cambridge, over potholes and through rainstorms and all the difficulties of the messy present, to experience a possible version of the future. My destination was a conference called Virtually There at MIT, about virtual reality documentaries and the field of immersive journalism, which its proponents believe has the potential to upend not only storytelling but how we connect with each other, and even how we understand ourselves. This is the promise, at least. It’s early days. On the conference’s program there was a quote from Werner Herzog: “In the case [of virtual reality] we do have a technology, but we don’t have any idea how to fill it with content.”

    In 2016, $2.3 billion was invested in virtual reality (VR) and augmented reality (AR) companies — three times the amount invested in 2015. SuperData Research, a firm that studies these trends, estimated that by the end of 2016 — by which point two much-anticipated headsets were finally released, the HTC Vive and the Oculus Rift (which Facebook’s Mark Zuckerberg paid $2 billion to acquire in 2014) — 6.3 million VR headsets had been delivered. And that number doesn’t even include the 10 million-plus more simplistic Cardboard viewers Google shipped out during that same period, prompting, to date, over 160 million downloads of Cardboard apps on Google Play. Meanwhile, journalism has cottoned on. Time Inc. launched Life VR, which produces content for the company’s various magazine brands. The New York Times, an early adopter, debuted its VR app in 2015 — it’s since been downloaded more than 1.2 million times. The Tribeca Film Festival first incorporated VR in 2013; by 2017, the festival included 23 VR films. All of which helps explain how it is that Goldman Sachs’s conservative estimate of the industry’s likely annual revenue in 2025 is $80 billion. (For reference, in 2016, global box office revenue from the film industry was just over $38 billion.) Their non-conservative estimate is $182 billion.

    Back in the lobby of MIT’s Media Lab building, dozens of people sat on rotating stools wearing bulky goggles, their heads twisting around at random intervals, like baby birds. Two exhibits by the entrance featured large screens that enabled onlookers to view what nearby VR users were seeing. At one, a woman was using hand-held controls to explore a black light-esque rendition of the brain’s neuron circuitry. Across from her, a man was navigating the barren landscape of Mars. “We presented it last week to Congress!” said Julian Reyes, a VR producer at media company Fusion, now Splinter, which created the piece. “The director of NASA was there, and the deputy director—she played for 20 minutes!” Then he pulled up his cell phone—the display was shattered. “Yeah, I dropped it,” he said. “It only fell like one foot, maybe two.” And just like that, the dream of perfect technological progress was brought back to earth.

    Those compositions could be described as educational adventures, but many others at the conference—the majority, in fact—were engaged in helping users understand other people’s experiences, particularly painful ones. One was about a famine in South Sudan, another was about a survivor of the 2005 London train bombings. The goal of these works—helping people relate to experiences not their own—isn’t all that different from that of many traditional documentaries, or novels for that matter. But advocates believe VR, as it’s known, has a unique power. “It’s a machine,” proclaimed Chris Milk, one of narrative VR’s best known creators, in a talk at the 2015 TED conference. “But through this machine we become more compassionate, we become more empathetic. Ultimately, we become more human.”

    Yet even as the field is awash in a heady blend of ambition, hype and hope, with Goldman Sachs estimating that by 2025 it will be producing $80 billion in revenue, and one person telling me working in the industry was “like holding onto a rocket ship heading into space,” it also includes people like Janet Murray, who studies digital storytelling at Georgia Tech and takes a gleeful pleasure in bringing the industry’s more hyperbolic claims down to size. “Right now, the platforms are still in the experimental stage and God knows if any of them will make money,” she said at the conference. “Which doesn’t mean the medium isn’t real! But you don’t get empathy by putting on a helmet and looking at another person. You get empathy by being in a structured story environment.”

    Perhaps the more meaningful question, though, isn’t whether there is an automatic connection between VR and empathy, but whether the medium, when used in certain “structured story environments,” amplifies and channels empathy in unprecedented ways. One argument that it can came in the form of a sophisticated piece at Virtually There at MIT, The Enemy, created by former war photographer Karim Ben Khelifa, which places you in a room with a real Israeli soldier, referred to as Gilad, and Palestinian soldier, Abu Khaled, as they respond to a series of open-ended questions—What does peace mean to you? What are you fighting for? To experience it I had to don not just goggles and enormous headphones but a backpack carrying a heavy computer. (Most VR is accessible via any VR headset and allows users to perceive 3D imagery but not move through it; The Enemy was volumetric, meaning you could walk around “inside” the environment and requires not just one of the more sophisticated headsets, like the $800 Vive, but also that it be attached to a computer.)

    The gear was awkward and at first it felt more than anything like being in a lucid dream, where you have an unexpected freedom of motion yet nothing has the real weight of matter. But soon this disembodied feeling subsided. I forgot I was in a hotel conference room. I saw only the two men, standing at opposite sides of the room, their chests moving up and down as they breathed. They were dressed differently; Abu Khaled in camo and wearing a hood that obscured most of his face, Gilad in his green army uniform. But each followed me with their eyes as they offered strikingly similar answers to the same questions, jutting their heads back if I got too close. By the end, the piece’s immersive realness had transformed what could have been a pat statement about shared humanity into one that sunk in and stayed.

    The Enemy was completed in the spring of 2014, at which point Gilad and Abu Khaled, who never met in real life, had the chance to view it themselves. That July, the ceasefire between Palestine and Israel disintegrated, and war raged for seven weeks, leaving thousands dead. Once the fighting subsided, Khelifa got news about Abu Khaled, who had survived but was injured, and subsequently reached Gilad by phone. “We talked for a bit, and then he asked, ‘How is Abu Khaled? Is he okay?’” said Khelifa. “That is the impact you want to have.”

    The story about the current explosion of interest in VR usually begins with Palmer Luckey, a homeschooled tech savant with a penchant for going barefoot who launched a Kickstarter for Oculus, in 2012, when he was 19, asking for $250,000, within a month raised $2.4 million, and then sold the company to Facebook in July of 2014 for $2 billion. But while this story isn’t wrong, it’s incomplete, since it leaves out a woman, Nonny de la Pena, who in 2011 produced what is widely regarded as the first piece of “immersive journalism” (she coined the term), Hunger in Los Angeles. In it, animated characters stand in line outside a soup kitchen that has run out of food as real audio plays—you watch as a man collapses in a diabetic seizure.

    It would be hard to overstate that piece’s influence. Awareness of VR originally began to trickle into the general consciousness in the early ‘90s, prompted by the first VR arcade games, headsets like Nintendo’s Virtual Boy, and the entertainingly terrible movie Lawnmower Man (in which VR enables a dolt to become an evil genius who uses telekinesis to explode floppy discs and commit murder via lawnmower). But after Virtual Boy flopped, along with Sega’s VR headset, VR retreated back to scientist’s labs. By the early 2010s, VR was still generally assumed to just be a tool for gaming or military training. With Hunger, however, De la Pena showed it could be a powerful tool to bring attention to realities that are more comfortable to ignore—to boost empathy, in other words.

    For Hunger’s premiere, at Sundance in January of 2012, Luckey, then a part-time employee at the University of Southern California, where De la Pena was a research fellow, built an early, duct taped version of what would become Oculus (festival goers used it to watch the piece), and crashed in her hotel room. Hunger soon became the first work of VR experienced by everyone from Milk, whose best known VR piece addresses the Syrian refugee crisis, to Ingrid Kopp, who as the director of Tribeca Film Institute’s Digital Initiatives incorporated VR into the film festival in 2013.

    “She’s the godmother, of course, it’s not even a question,” said Raney Aronson, the executive producer of Frontline, PBS’s investigative journalism series, who recently worked with De la Pena on a VR piece about solitary confinement. “This whole VR revolution, basically, came about because of her,” said Linc Gaskin, the founder of VR production company 8i.

    The schedules of most everyone I met in VR had a frenzied quality and De la Pena, who speaks in a rapid fire staccato and has a brain that processes information at breakneck speed, is no exception. A few days before the conference I had arrived at the squat Culver City building that houses her company, Emblematic, only to discover that her previous appointment had run over, leaving her late to a call with a venture capital company (she missed it) then racing to Beverly Hills for a meeting with media company Fusion to discuss a virtual reality channel. “Another fucking crazy day in VR-landia,” De la Pena said by way of introduction.

    Milk and Luckey remain better known than De la Pena, maybe because they have had more overt commercial success (De la Pena, who maxed out her credit cards to produce Hunger, still lives in a modest Mar Vista bungalow with, ironically, an enormous relic of an antenna on top) or because of her gender. “Is it good to be called tenacious?” she wondered aloud when I asked how she’s treated as a woman in the field. But since Hunger, De la Pena has worked at a feverish pace, and produced numerous other seminal pieces. (No one really knows what to even call narrative VR productions yet: “Pieces? Experiences? The vernacular is still being invented,” De la Pena said. “Just don’t call them videos.”)

    People often single out De la Pena’s storytelling abilities when praising her work, but another thing that sets her work apart is that it’s often volumetric, like The Enemy. To experience them, I went to AOL’s office in New York, where Emblematic has a VR viewing station. I started with a piece called Project Syria, in which a young girl sings sweetly until a bomb explodes, then watched Kiya, which utilizes real 911 tapes to recreate the death of a woman shot by her boyfriend in 2013—when the ex-boyfriend lunged in my direction with a gun, I jumped back. But it was Across the Line, which places you amidst people angrily protesting outside a family planning clinic (it was made in collaboration with Planned Parenthood), that the bounds between real and virtual dissolved most thoroughly. “You’re a whore! You’re a whore!” one screamed (the audio is real). “Shame on you, you wicked pathetic woman!” shouted another. It felt personal and stunning, like being slapped.

    “This medium removes so many of the barriers that keep people from connecting,” said Daniel Pacheco, a professor at Syracuse University’s S. I. New house School of Public Communication. “I think that’s what De la Pena realized, and before anyone else. I see her as a modern day prophet.” Yet her work also helped me understand what I’d heard about the medium’s darker possibilities—that it could also be used to torture, or even to numb someone to another’s feelings. “The first thing I thought when experiencing Hunger was, ‘Wow, I am feeling empathy,’” Pacheco said. “But the second was, this is an atom bomb of emotion, how could Vladimir Putin use this? How could corporate America use this? If you’re holding a giant machete instead of a kitchen knife, you should know that. Because you could do a lot of damage.”

    VR’s connection to compassion can seem self-evident. Two of the main ways empathy is produced are proximity and shared experience, said sociologist Roman Krznaric, PhD, author of Empathy: Why It Matters and How To Get It, and VR offers shortcuts to both—it allows people to not just put themselves in another person’s shoes but be there, literally (or whatever that means when “there” is in virtual space) and look around. Cy Wise, community and events wrangler (her actual title) at the VR gaming company Owlchemy, said that because of this, she’d heard that in VR shooter games, players often recoiled from shooting other humans. “It feels too real,” she said. “You’ll probably see games that involve killing lots of robots and zombies instead.” Even in the porn industry, VR changes interactions. Ella Darling, who’s been dubbed “the first VR cam girl,” said that whereas in 2D-camming, “they just bark orders—show feet, show tits, show ass,” in VR-camming, “I get more pleases and thank yous. They treat me like they’re there with me.”

    Still, the connection between VR and empathy is not well understood, and neither is it inevitable. Jeremy Bailenson, PhD, a cognitive psychologist at Stanford, has conducted studies that involve people entering a VR simulation and perceiving themselves (through a virtual mirror) as a different race. In one, this diminished bias (measured via an implicit association test that asks you to rapidly pair positive and negative words with faces of different races) but in another, it triggered it. The study that reduced bias involved a more realistic VR simulation, but as far as what types of VR fosters empathy, “The research is in its infancy,” he said. And while the medium certainly derives some of its empathetic powers from its believability, faithfully recreating experiences is far from enough. After all, “The richest sensory medium is life,” said Clint Beharry, director of design and technology at the story-telling non-profit Harmony Institute. “Which is totally forgettable in so many ways.”

    Even in real life, what prompts empathy isn’t always intuitive. It’s easy to assume having the same experience as someone else means you’ll understand them better, or share their feelings. But that’s not necessarily the case. Take, for instance, a recent Northwestern University study in which subjects jumped into Lake Michigan during winter. Either before or after the plunge, the participants completed a questionnaire that assessed their attitudes about a man who’d decided not to jump for fear of the cold; those who hadn’t yet jumped proved to be more compassionate about his choice than those who had. What the researchers concluded was that encountering a person struggling with a challenge a person has since overcome can actually prompt contempt.

    “We’re hardwired to [empathize], physically, and culturally,” said Beharry. “We empathize with vacuum cleaners with eyeballs in Pixar films!” But we’re also adept at disregarding whatever makes us uncomfortable. “We put up filters all the time,” said Krznaric. “It’s harder to dismiss if it’s right in front of you. But you can walk past someone suffering on the street and blank them out. We have this amazing ability to do it.”

    Some weeks into reporting this story, I was passing a construction site when suddenly, for a few discombobulating seconds, I found myself wondering if the panorama around me—the parade of bikers, buses and cabs, the skyscrapers towering over two tractors digging up enormous slabs of concrete—was real or virtual. It struck me that it was kind of weird that we go to such trouble to create virtual worlds when the real one can itself be just as arresting. Especially since the main difference, as far as I could tell, was just that VR, because it’s new and unfamiliar, still feels crisp and full of potential, whereas the physical world has, for the most part, lost its novelty. Won’t this occur, eventually, with VR? “What happens when people in the morning can pop in contact lenses and see whatever they want?” said Ken Perlin, PhD, a computer scientist at NYU. (Yes, contacts and glasses that enable a person to fully experience VR or AR are coming, he said, maybe within five years.) “I’m interested, not about what happens when it’s cutting edge, but when it’s boring.”

    Slater, who has spent more than 20 years visiting virtual space, said the medium’s power hasn’t lessened for him. “In VR, if something flies toward you, you’re going to duck before you remember it’s virtual,” he said. Even if some part of you recognizes what’s happening isn’t real, “It doesn’t matter, because the safest thing for your brain is to assume it is.” Looking at what’s happened to film is instructive, though. While movies still prompt emotions, their power has certainly lessened over time—audiences would no longer flee a theater in terror if an on-screen train appeared to be hurtling toward them, as supposedly happened in Ciotat, France, in 1895. It was actually Roger Ebert who coined the phrase “empathy machine,” referring to film.

    What will VR ultimately be used for? Certain applications seem inevitable. When I met with Gaskin, whose company 8i is the first to enable volumetric VR that incorporates real humans, he showed me a video of a woman interacting with a hologram of her one-year-old as a newborn. “Imagine meeting yourself,” he said. Of course we’ll create holograms of ourselves. It’s the ultimate selfie. “Imagine encountering your grandmother as a young girl!” he said. But when it comes to empathy, even if VR does have a unique capacity to enable it, that doesn’t necessarily mean it will be used this way. At one point the VR company RYOT produced a piece for Google Glass that enabled viewers to see life from the perspective of a woman in Saudi Arabia, a Sherpa on Everest, and a kid living on the street in Kenya. (RYOT, which was acquired by the Huffington Post last year, has a Buzzfeed-esque model: “We did the first VR film in a war zone,” said co-founder Bryn Mooser. “We also find cat videos do really well.”) After seeing the footage, though, Google decided that instead they just wanted something for their golf app. “Remember how people used to talk about Chat Roulette?” said Krznaric, referring to the webcam program that many originally assumed would increase cross cultural understanding. “It’s just full of porn.”

    Maybe the focus on empathy tells us more about ourselves than about VR’s capabilities. Recent studies that have found that US college students’ empathy levels have dropped 48% in the last decade, with the deepest decline in the last 10 years. “What I’m always interested in is what the stories we tell about the future tell us about the present,” said Genevieve Bell, PhD, an anthropologist at Intel who studies the interactions of humans and machines. “If the thing we most hope the future will deliver is empathy, what does that tell us about our current concerns?”

  • The guardian | How history gained new dimensions

    The guardian | How history gained new dimensions

    Pinchas Gutter survived a Nazi death camp – and now his story will live on through a hologram that can answer your questions.

    Pinchas Gutter goes out of his way to find me biscuits. In a sun-baked living room in his north London home, he opens a packet of Rich Tea, sits down and tells me about the Holocaust.

    Gutter was seven years old when the second world war broke out. He lived in the Warsaw ghetto for three and a half years, took part in its uprising, survived six Nazi concentration camps – including the Majdanek extermination camp – and lived through a death march across Germany to Theresienstadt in occupied Czechoslovakia.

    “Remembrance is the secret of redemption, while forgetting leads to exile,” he says, quoting the Baal Shem Tov, the founder of Hasidic Judaism.

    “For me this whole thing is about not forgetting. Because if you forget, you repeat it over and over again. To me, the great importance of testimony is not to forget what people are capable of.” Sitting opposite him here in Hampstead, meeting his eyes and hearing his voice, the idea of forgetting this extraordinary story seems impossible.

    One week later I am staring into Gutter’s eyes again. But these eyes are on a screen in the Alternate Realities strand of Sheffield’s international documentary festival. The version of Gutter projected on the monitor is a prototype for a responsive hologram that will be wheeled into classrooms, lecture halls and museums. The idea is that the audience asks questions and pre-recorded memories from Gutter will respond – much as if you’re talking to the real person. This virtual Gutter meets my gaze and tilts his head when I speak into the microphone.

    The project, called New Dimensions in Testimony, was thought up by concept developer Heather Maio, and was made in a collaboration between the University of Southern California’s Institute for Creative Technologies (ICT) and the Shoah Foundation – an organisation dedicated to making and archiving interviews with survivors and witnesses of genocide.

    The prototype involved filming extensive interviews with Gutter using an array of cameras and a specialised light stage. The team at ICT then used natural language processing software to help create an interactive version of the video footage, with vocal cues triggering responses from the pool of recorded speech.

    Complex algorithms dictate which responses are played back – faintly reminiscent of virtual assistants such as Apple’s Siri and Microsoft’s Cortana, except that while those pieces of software are primed to answer your questions about emails or the weather, New Dimensions in Testimony is based on communicating one man’s experience of genocide.

    We don’t consider it an AI. I think of it more like a smart search engine which gives you a conversation-like experience

    By Stephen Smith, executive director of Shoah Foundation

    “We wanted the visitor to experience the discussion and what that means to them,” Maio tells me. “Not the technology that goes around it and makes it work. In fact, we didn’t want them to think there was technology around them at all.”

    Maio says 12 Holocaust survivors have so far been interviewed in this manner, adding that there are plans to advance the intelligence of the computer learning – giving the program the ability to track what the recording has said and tailor the order of its responses to fit. Directing the content in this way enhances the sense of talking to a real person, but it also raises questions about authenticity.

    When algorithms are choosing the answers and the order in which they are spoken, are the responses those of Gutter or of an AI?

    “In a way it’s both,” says David Traum, director for natural language research at the ICT. “We have to distinguish two concepts of response. Everything that is said comes directly from Pinchas. However, the decision of which recording to present as a response to a specific question is made by the technology, based on its training data of how Pinchas and other people have answered questions. In the best cases, the answers are exactly how Pinchas himself would have responded. In some cases, it may seem that he is addressing a somewhat different question, but the response itself is still his.”

    Instead of AI, Stephen Smith, executive director of the Shoah Foundation, says we should consider New Dimensions in Testimony as a voice-activated search engine. He emphasises that no new content has been added beyond that in the 25 hours of video footage with Gutter.

    “As time goes by and many more users use the content, machine learning will enhance its intelligence – it will understand a wider range of questions as each interaction helps train the system,” he says. “We still don’t consider it an AI, though, because AI assumes the machine is thinking independently. I think of it more like a smart search engine which gives you a conversation-like experience.”

    That conversation-like experience is the crux of New Dimensions in Testimony. The project is winning many plaudits including the interactive award and the audience award at the Sheffield documentary festival this week. Smith says audience members have applauded the virtual Gutter, thanked him, argued with him.

    “One woman apologised to him for the negligence of the world, telling him she would have willingly traded places with him had she been alive then.”

    My personal experience with the project hinged on eye contact. Having Gutter staring at me as he answered my question on the Warsaw uprising, or about whether he still believed in God, was affecting on an instinctive level. Though I was aware that this was an assortment of clips directed by speech recognition software, it was hard not to feel the impression of an interaction in real time. One comparable forthcoming project in this sense is Anne, a VR film of Anne Frank, which will place viewers in a version of the annex where she spent two years hiding from the Nazis.

    While New Dimensions in Testimony aims to represent a person’s individual testimony, Anne aims to represent a particular environment.

    Both want to keep the memory of the Holocaust alive through interaction, imparting a sense of tangibility on to events rapidly passing from eyewitness testimony. While there are pressing ethical questions – not least the danger of representing real situations as a form of immersive entertainment – previous projects have shown serious scope for documentary use of VR.

    Nonny de la Peña’s Project Syria recreates a rocket attack in the Aleppo district of Syria to shocking effect; the National Theatre-produced Home: Aamir is a 360° video account of life in the Calais Jungle camp; Jane Gauntlett’s Dancing with Myself subtly and effectively communicates the experience of living with epilepsy; and the Guardian’s own 6×9 combines VR with more traditional testimony about the effects of solitary confinement.

    These projects succeed largely due to their focus on upsetting the viewer’s sense of comfort. Instead of easing you into a cosy virtual playground, these experiences jolt another world into your own. Elsewhere in the Sheffield festival is an example taken to its extreme. The Enemy, an augmented reality piece directed by war photographer Karim Ben Khelifa, involves holding an iPad and seeing Palestinian and Israeli fighters projected on to the surrounding floor. The avatars follow your gaze as you walk around, and speak to you as you approach. The audio responses are all taken from actual interviews, and the 3D figures are modelled on the interviewees.

    Once again, the power of the experience comes from the sense of physicality. Like interacting with New Dimensions in Testimony, eye contact and body language communicate something unlike film documentary. And yet, as with the virtual Gutter, there’s also the question about representation. When you make a version of a person that can watch, listen and respond, do you ultimately do more than show a recording of them in a particular moment of history? Do you have a responsibility to show them as a whole person?

    “VR invites us to break taboos around how close we get to people, how directly we observe them,” says Mark Atkin, curator of the Alternate Realities programme at the festival. “It has no code of conduct – that might have to come. And it has no rating system – that will come. For now, the honour system seems to be working well but once the technology to create this sits on all of our phones and anyone can manipulate a 3D scan of a human and put it in any environment, a new form of abuse could well emerge. We need to imagine these futures now, in order to be able to deal with them if and when they do happen. »

    Whether it is Pinchas Gutter listening or a computer, the most important thing for the man who survived the Holocaust is that the outcome stands as evidence that these events happened. Photograph: USC Shoah Foundation

    The team behind New Dimensions in Testimony has been rigorous in its conduct about recording and representing its subject. The responses given are all clear in context, and having spoken to both the real Gutter and the recording, I didn’t feel that he was misrepresented. But when Gutter and his generation are gone, that point of comparison will be harder to define. The Shoah Foundation Institute is aware of its responsibility to portray Gutter truthfully, but when I speak to Maio she accepts that other organisations might not be as meticulous. In Hampstead I ask Pinchas Gutter how it felt to see the virtual version of himself.

    “I saw myself sitting there, moving my hands and legs, being a presence and speaking to people,” he tells me. “Not just speaking but answering. In other words, I’m listening. I’m not just speaking, I’m listening.”

    Whether it is Gutter listening or a computer, the most important thing for the man who survived the Holocaust is that the outcome stands as evidence that these events happened, and they happened to a real human. Gutter tells me he didn’t talk about the Holocaust at all in the years following the war, but when he did finally speak, he found it cathartic. When he is no longer alive to speak to audiences, he wants that two-way process to carry on.

    “It helped me alleviate some of the pain and the difficulty of relating to people,” he says. “I tell them when they speak to me: now you have a piece of me and I have a piece of you. We’re joined together now, in both the good and the bad that can happen.”

    Can I give a piece of myself to a hologram? Can it give a piece back?

    Perhaps not. Perhaps there’s no way to replicate the power of talking to another body – a body that stands as physical testimony to the events it lived through. Projects such as New Dimensions in Testimony are trying though, and Gutter tells me it’s the closest thing we have.

    “To me, this is such a vitally important project. It’s beyond value. There’s almost something holy about it.”

    • New Dimensions of Testimony won both the Alternate Realities interactive award and audience award at the 2016 Sheffield Doc Fest

    • This article was amended on 21 June 2016 to clarify the quotes of David Traum and Heather Maio.

  • How Virtual Reality Could Be the Future of Photojournalism

    How Virtual Reality Could Be the Future of Photojournalism

    Logo Time

    At first, if it weren’t for the contraption that makes you look half-alien, half-astronaut, The Enemy, a virtual reality experience on show at the Tribeca Film Festival, would be akin to most exhibitions.

    “Fundamentally, as journalists, we’ve always been trying to arouse empathy so that viewers will care for a situation happening miles from their home or to others,”

    By Karim Ben Khelifa, mastermind behind THE ENEMY

    As you don the awkward oculus rift goggles and the backpack with the umbilical cord that ties you to the operating system, photos taken in the Palestinian Territories appear on opposing sides. As you would when touring a gallery, you approach either wall, focusing your attention on the scene depicted on the first image before moving on to the next. After a few moments, portraits of two adversaries, Abu Khaled, a garrison leader for the Democratic Front for the Liberation of Palestine, and Gilad, an IDF soldier, replace the depictions of everyday struggles. The two men don’t stay inanimate for long. At once, they take shape right in front of you, as sophisticated holograms answering questions about violence and peace.

    The virtual conversation mirrors the interactions of an actual one. Come in too close to the simulated fighter, and they’ll draw back. Shift left or right and their gaze will follow you. Take a few step back and the volume of their voice weakens. After a few minutes, once the conversation is over, they fade away, leaving you alone in an empty room. At this point, removing the high-tech gear feels like waking up from an exceptionally vivid dream: you keep a distinct memory of the experience, yet are acutely aware that it was not real.

    “I wanted to know what would happen if we took the likeness of the combatants I’ve photographed off the wall and breathed life into them,” says Karim Ben Khelifa, the mastermind behind The Enemy, which received funding and support from the Tribeca Film Institute’s New Media Fund. “How would people react? How would the public engage with them? And what impact would it have on their understanding or on how much they care?”

    For the better part of the last decade, the Tunisian photographer has dedicated himself to taking portraits of foes, especially those captive to entrenched conflicts, born with the hatred of the other, such as the Israeli-Palestinian hostilities or the India-Kashmir rift. Ben Khelifa sees it as a way to make the viewer – and, hopefully, bitter rivals – see the human being behind the fighter.

    “Fundamentally, as journalists, we’ve always been trying to arouse empathy so that viewers will care for a situation happening miles from their home or to others,” he says. “When I began as a photographer, I wanted to work for the most renowned magazines in order to reach the largest audience and touch the most souls. With time, I grew increasingly frustrated with the lack of results.”

    It turned out that three images in a newspaper spread were not enough to bring on change. Nor were a dozen shared online. Nor even fifty or sixty bound in a book or displayed as a show. “The challenge is to devise mechanisms that will grab and hold people’s attention long enough for you to tell a complex story,” he says, two years after he had his first virtual reality experience when he joined the MIT’s Open Documentary Lab.

    Virtual reality, with its potential to offer a fully engrossing experience, might just be the way, he believes, though it’s not without obstacles. Producing such an elaborate project is exorbitantly costly and requires a wide set of skills. Over 45 people have worked on The Enemy – some of whom were dedicated to rendering exclusively and with utmost accuracy skin, hair or the slightest movement.

    “It is essential to make the presence of the combatant feel as genuine as possible,” says Ben Khelifa. “By reacting to the viewer’s behavior, the hologram is acknowledging his presence, which in turn, creates a cognitive reaction of reciprocity. The hologram appears more real.” So much so, that though participants could walk through the simulated fighter, none of them has done so. During a demonstration in Paris, one woman fled when the combatants appeared, unsure of whether they were going to come after her, and another turned away from Abu Khaled. She wanted to hear what he had to say, but staring the masked man in the eyes made her uneasy.

    Since starting the project two years ago and basing himself on the reactions of his users, Ben Khelifa has been tweaking and fine tuning the experience, keeping it as simple and intuitive as possible. “The difficulty is that I can’t fully control how everything unfolds,” he says. “Some of it is in the hand of the user who needs to feel some agency. There’s a fine balance that needs to be achieved between directing the viewer and giving him freedom. I could add an endless amount of sensorial experiences, but that could quickly become overwhelming.”

    The prototype for The Enemy is currently on view at the Tribeca Film Festival as part of the Storyscapes programming alongside other interactive experiences. Ben Khelifa hopes that within the next 20 months he will be able to add seven more duos of fighters that will interact with the viewers in different manners. He will also spend that time devising ways to make it more accessible, creating a traveling installation that could welcome more than one person at a time as well as an app version to be experienced at home.

    And, he has plans to record with more accuracy the reactions of participants, monitoring their heart rate, keeping track of how close or distant to each combatant they get and noting how attentive they are. “Analyzing people’s responses will give us insights that can help us become more effective storytellers,” he says.