Étiquette : Lucid realities

  • Métro (Canada) | Ennemi: la réalité de l’autre

    Métro (Canada) | Ennemi: la réalité de l’autre

    République démocratique du Congo, Salvador, Israël et Palestine. Dans chacun de ces lieux, deux combattants opposés. Dont le quotidien est fait de violence depuis toujours. De génération en génération, toujours la violence. Toujours la lutte contre un opposant, un ennemi. Mais cet ennemi, ces hommes ne l’ont jamais rencontré vraiment. Jusqu’à maintenant?

    Qu’est-ce que la paix pour toi? Quel est ton rêve? Quel est le moment le plus heureux de ton existence? En l’essence, ces questions paraissent somme toute assez simples. Sauf que ceux qui y répondent, la paix, ils ne la connaissent pas. Les rêves, ils n’y pensent pas. Et les moments heureux, ils en ont vécu très peu.

    Ces six hommes sont combattants. L’un d’eux, enfant-soldat.

    Parmi eux, il y a Abu Khaled, membre du Front populaire de libération de la Palestine. Et Gilad, réserviste de l’armée israélienne. Soudain, sur votre tablette ou votre téléphone intelligent, ils se font face. Ils vous font face. Ils se regardent dans les yeux. Ils vous regardent.

    Douce et dénuée de préjugés, la voix du Belgo-Tunisien Karim Ben Khelifa se fait alors entendre. Sa voix qui veut savoir, sa voix qui veut comprendre. Et montrer qu’avant d’être déshumanisés, programmés pour haïr leur ennemi, ces hommes aiment aussi, aspirent à une meilleure vie.

    Photoreporter de guerre, Karim en est un jour venu à la conclusion que son médium avait «ses limites en termes d’impact». Que les gens qu’il photographiait, qui l’accueillaient au pire moment de leur existence, «il ne pouvait rien faire pour eux». Que leurs attentes, il ne pouvait pas les remplir.

    Pourtant, le quadragénaire a travaillé pour New York Times Magazine, pour Vanity Fair, pour Le Monde. Comprendre: «J’ai atteint les meilleurs publics, les gens les plus éduqués, ceux qui ont un pouvoir d’achat, un droit de vote. Qui ont des leviers d’action. Et même avec ces leviers, ils regardent une double page de mes photos, aussi fortes soient-elles, et qu’est-ce qu’ils peuvent faire? Concrètement? Pour changer cette situation?»

    Karim, lui, a décidé de faire appel aux nouvelles technologies. Quand ces dernières ont commencé à bouleverser l’ordre établi, celui qui a récemment «galéré une journée et demie à faire la mise à jour sur son téléphone» ne s’est pas replié sur lui-même. N’a pas pleuré la supposée mort du journalisme. Il a plutôt voulu trouver une nouvelle façon de parler à ces jeunes qui ne consomment plus l’information comme avant. Qui, surtout, ont un tout autre rapport à l’image. Comme nous tous. «Aujourd’hui, tout le monde est photographe. Ce n’est pas du tout un constat de défaite. Mais avec cette explosion vient, forcément, une certaine fatigue. Une certaine habitude.»

    C’est pourquoi avec la réalité virtuelle et augmentée (dont, pourtant, il ne «connaît rien du tout»), Karim a plutôt essayé de repenser son métier.

    C’est d’ailleurs ce qui a convaincu Louis-Richard Tremblay, producteur à l’ONF, de se joindre à Ennemi. «Ce projet porte l’empreinte du fantasme de bien des journalistes, de bien des producteurs de documentaires. Il nous pousse à dire: et si, cette fois, ça faisait une petite différence?» Parmi la prochaine génération de combattants? Dans les zones directement touchées?

    Ainsi, Ennemi met face à face deux Salvadoriens de gangs opposés. Soit Amilcar Vladimir, du Barrio 18. Et Jorge Alberto, de la Mara Salvatrucha. La MS-13. Celle-là même que Donald Trump a prévu éradiquer. Celle-là même qui sévit encore plus aux États-Unis depuis son élection. Les victimes, dont plusieurs sont en situation d’illégalité, craignent de se tourner vers la police. Vous allez nous dénoncer? Vous serez déportés. Et la violence continue. Et la violence ne cesse jamais.

    Avec leurs tatouages, ils apparaissent à l’écran. Et vous fixent. Et vous racontent.

    Jorge a passé 17 ans en prison pour meurtre. À Karim, il avoue faire des cauchemars où il sent la présence de ceux auxquels il a «fait du mal». Il se souvient aussi du moment le plus heureux de sa vie. L’anniversaire de sa fille. «C’était en 1992.»

    Devant lui, Amilcar reste silencieux quand Karim veut savoir s’il a déjà tué. Par contre, quand il lui demande ce qu’est, pour lui, la paix, le Salvadorien se met à parler et parler. Remarque que «ce mot a plusieurs définitions». Et que la sienne, celle qu’il préfère, c’est «une société où il n’y a plus de stigmates ni de tabous, où on vit en harmonie, où la couleur de la peau importe peu».

    Soudain, derrière les airs de brute, point l’humanité. Celle que Nicolas S. Roy, président et directeur de création chez Dpt., a tant apprécié voir. Celle qui l’a poussé à faire en sorte que son studio de création interactive, sis dans le Mile End, se charge en partie du développement de l’application en réalité augmentée (grand projet, grande équipe). «Quand vous entendez un homme raconter à la première personne qu’à quatre ans il a vu ses parents se faire tuer à la machette, vous comprenez qu’il y a un contexte à la violence, remarque-t-il. Ça change complètement votre perception.»

    Mais si l’application tente de changer notre perception, elle n’apporte pas de solution. Ni de réponse. Elle pose néanmoins plusieurs questions. Aux combattants d’abord. Puis aux utilisateurs. En effet, à la fin de leur expérience, ces derniers sont invités à cliquer, de façon anonyme, pour dire si leur vision de la guerre a changé. Et ce qu’ils en pensent, de cette guerre. «C’est une bouteille que je jette à la mer, note Karim Ben Khelifa. Ça n’a aucune valeur scientifique. Il est évident que les gens peuvent facilement répondre ce que j’ai envie d’entendre. Pour me faire plaisir ou parce que c’est de bon ton. Mais j’espère qu’ils répondront honnêtement.» Allez-y.

  • After the MIT Museum, The Enemy at the Phi Centre in Montreal

    After the MIT Museum, The Enemy at the Phi Centre in Montreal

    The Enemy: an unprecedented multi-user virtual reality experience that examines war in a new way, on view from February 10 through March 10

    Creator and director Karim Ben Khelifa will be at the Phi Centre‘s press visit on February 12 to present his project to the media.

    The Enemy, a virtual reality installation by photojournalist Karim Ben Khelifa will be presented by the NFB and Phi from February 10 to March 10. It is an unprecedented experience, available in English and French, that reveals the human side of war through the stories of six combatants fighting in three of the world’s most complex wars: the gang wars in El Salvador, the civil war in Democratic Republic of Congo and the Israel-Palestine conflict. By meeting these combatants face-to-face through virtual reality, visitors find themselves in the journalist’s seat and become invested in trying to bring the world’s attention to these conflicts and the suffering they produce.

    “We make sense of the world through stories and we remember it through experiences.” – Karim Ben Khelifa.

    Gilad and Abu Khaled, Jean de Dieu and Patient, Amilcar Vladimir and Jorge Alberto: They are at war on a daily basis, but in The Enemy, they appear face to face to answer Karim Ben Khelifa’s questions and share personal and exclusive stories. What exactly do we know about these combatants? What do we really understand about the motives that push human beings to engage in combat—putting themselves at risk of both being killed and becoming killers themselves? And why continue to fight over the course of several generations? What does freedom look like for these warriors? What is their future?

    Being in front of these men, and sometimes in between them, gives the visitor a better glimpse of their feelings. “I think that the most important factor is suddenly being able to read someone’s body language and feel their presence. They are talking directly to you” Karim Ben Khelifa said during an interview with La Presse.

    Twenty users at a time can experience these remarkable virtual reality meetings at the museum installation. Equipped with a VR headset and PC backpack, visitors are able to move freely in a room designed with three virtual spaces, each containing two combatants from opposing camps of a conflict. Photos and Karim Ben Khelifa’s voice guide the visitors before they meet the combatants, who look at and talk to them.

    The Enemy is also available as an augmented reality app, available for iOS and Android devices, that allows users to recreate the face-to-face meetings in their own homes.

    Official website

    An international co-production by Camera lucida productions, France Télévisions Nouvelles Écritures, National Film Board of Canada (NFB), Dpt. Emissive

  • AR app of Karim Ben Khelifa’s The Enemy available as of today

    AR app of Karim Ben Khelifa’s The Enemy available as of today

    App release follows world premiere of The Enemy VR installation in Paris and coincides with installation’s North American premiere at MIT Museum in Boston.

    Starting today, The Enemy, the virtual-reality (VR) experience by internationally renowned photojournalist Karim Ben Khelifa, is available worldwide in French and English as an augmented-reality (AR) app on the App Store and Google Play, where it can be downloaded for free. Developed by the Montreal-based digital creation studio studio Dpt. and the National Film Board of Canada, it has a running time of approximately 50 minutes and uses ARKit for iPhone and iPad (and soon, ARCore features for Android), offering a totally new level of augmented reality that allows interaction with the real world like never before. The Enemy comprises two components: the AR app and the multiuser VR museum installation, which will have its Canadian premiere in winter 2018. This international documentary co-production uses unprecedented, powerful encounters with real combatants from opposing camps to show that both sides are, in fact, more alike than different.

    The experience may be virtual, but the effect of the encounter is very real. The Enemy captures the lives, dreams and hopes of these combatants from opposing camps as accurately as possible—revealing striking similarities between the lives of fighters on opposite sides of each conflict.


    The AR experience allows the public to meet six real combatants from three of the world’s longest-running conflicts.
    Israel-Palestine: Gilad, a reservist in the Israel Defense Forces, and Abu Khaled, a member of the Popular Front for the Liberation of Palestine
    Democratic Republic of the Congo: Jean de Dieu, from the Democratic Forces for the Liberation of Rwanda, and Patient, from the Congolese government armed forces
    El Salvador: Amilcar Vladimir, from the Barrio 18 gang, and Jorge Alberto from Mara Salvatrucha (MS-13)

    This incredible AR experiences makes users feel as if they were in the very same room as the combatants; as soon as they launch the app, participants are thrust into an immersive video that unfolds around them in 360 degrees. They find themselves mere steps away from the combatants as they speak with the director. His voice alone guides the conversation.

    Employing a strategy that’s designed to promote peaceful resolution by connecting with audiences worldwide, The Enemy lays the groundwork for the future of documentary filmmaking and photography. Each combatant offers their personal perspectives on war, in their own words, discussing their motivation for fighting, their struggle, the prospect of freedom, and the future.

  • THE ENEMY: North American premiere at the MIT Museum

    THE ENEMY: North American premiere at the MIT Museum

    « Just had one of the most profound museum experiences of MY LIFE » – Jared Bowen, WGBH

    The Enemy by Karim Ben Khelifa, a groundbreaking interactive Virtual Reality (VR) exhibition and immersive experience, makes its North American premiere at the MIT Museum. Through 360-degree imaging and recordings, participants will encounter combatants on opposite sides of conflicts in Israel/Palestine, the Congo, and El Salvador. In their own words, each will offer personal perspectives on war, including thoughts on motivations, suffering, freedom, and the future.

    The exhibition incorporates concepts from artificial intelligence and cognitive science-based interaction models. Conceived by acclaimed photojournalist Karim Ben Khelifa, this ambitious project was further developed during a visiting artist residency at MIT hosted by MIT’s Center for Art, Science & Technology (CAST) and in collaboration with MIT Professor D. Fox Harrell.

    The Enemy is open daily October 5 through December 31 – except November 4, November 23 and 24, and December 24 and 25. We have also added an additional Friday night on December 29.

  • LE DEVOIR | Tête à tête avec «Ennemi», un documentaire en VR

    LE DEVOIR | Tête à tête avec «Ennemi», un documentaire en VR

    « As-tu déjà tué ? » Devant, frontalement, les yeux plantés dans les vôtres, Gilad, soldat israélien, raconte qu’il a tué. Puis derrière, Abu Khaled, combattant palestinien, admet qu’il a aussi enlevé la vie.

    « Nous les tuons et ils nous tuent. » Une phrase qui n’est exclusive à personne. L’ennemi n’est jamais celui en face, il est cet animal invisible qui se terre pour mieux anéantir, cette idéologie sur laquelle tirer, l’adversaire qui a pris votre territoire ou violé les femmes de votre village. Et il faut l’abattre.

    Mais cette fois, les meurtriers se font face, vous êtes au milieu et les écoutez révéler toute leur humanité. Dans le calme et le dépouillement d’Ennemi, une oeuvre documentaire de réalité virtuelle, six hommes se livrent à la confidence plutôt qu’au combat.

    Le projet signé par le correspondant de guerre Karim Ben Khelifa tire sa puissance de cette rencontre. Le spectateur ne regarde pas, il est placé au centre d’une expérience de réalité virtuelle ou augmentée, selon la version téléchargée de l’application. « On fait sens du monde à travers des histoires. Ça commence dès notre plus tendre enfance, toute notre vie on nous raconte des histoires, et c’est ce que font les journalistes. Dans la réalité virtuelle, j’ai créé une expérience. Les gens qui font cette expérience gardent le souvenir d’une rencontre », détaille-t-il, de passage à Montréal.

    D’une rencontre qui chavire. Jorge et Amilcar font partie de deux gangs salvadoriens rivaux et pourraient être réduits à des brutes tatouées et sanguinaires, selon les préjugés. Tout devrait séparer ces ennemis mortels. Dans leurs cauchemars ils sont tous deux pourchassés, ils ont peur de la mort et voudraient voir leurs enfants grandir. « Ils me punissaient quand j’étais petit. […] Jamais personne ne m’a donné un seul conseil comme à un vrai fils », raconte Jorge comme premier souvenir de la violence. Amilcar pointe quant à lui le tatouage dédié à sa femme, son « cadeau de Dieu ».

    Changer les perspectives

    Le projet est né de la « frustration », assure Karim Ben Khelifa. « La frustration de ne pas être à la hauteur du journalisme que je voulais faire, que j’avais idéalisé. » Un journalisme qui lui échappe de plus en plus, à cause des contraintes économiques, de temps, d’espace.

    C’est aussi la quête d’un impact plus grand qui le mène, pour remplir « un contrat moral » avec les gens qu’il photographiait. Il aura couvert des guerres en Palestine, en Irak, en Afghanistan, en Somalie, au Cachemire, en Libye, et ailleurs encore, avant de regarder en face ces attentes. « Pourquoi est-ce que les civils nous accueillent au pire moment de leur vie, quand ils fuient, quand ils doivent nourrir leur famille ? N’est-ce pas parce qu’ils espèrent que leur situation va s’améliorer ? »

    Il espère donc non seulement déconstruire les préjugés des spectateurs « de ce côté-ci du monde », mais rêve aussi qu’Ennemi soit utilisé dans des processus de réconciliation. Une partie de la grande équipe de production d’Ennemi est d’ailleurs débarquée en Israël et compte se rendre sur d’autres terrains de conflit.

    Le projet porte aussi le germe du changement de perspective pour les combattants eux-mêmes, note le réalisateur. Abu Khaled et Gilad se sont littéralement retrouvés face à face dans la guerre de Gaza à l’été 2014, à peine deux mois après le tournage. Une fois rentré à la maison, Gilad a demandé à Karim Ben Khalifa, qui n’en croyait pas ses oreilles : « Comment va Abu Khaled ? »

    La guerre « déshumanise l’ennemi », souligne Karim Ben Khelifa, mais n’aveugle pas au point d’arrêter de rêver à la paix. Jean de Dieu n’a pas beaucoup de mots pour la décrire. Enfant-soldat, il a été recruté à 11 ans par les Forces démocratiques de libération du Rwanda. Dans ses bottes blanches de caoutchouc, il se souvient plus facilement des neuf personnes qu’il a tuées à 14 ans que d’un moment de joie. Un soldat de l’armée congolaise nommé Patient croit que son ennemi raisonne comme une bête sauvage puisqu’il reste dans la forêt. Il lui apparaît donc normal de chercher à l’éliminer.

    Des combattants dont émaneune tristesse infinie par moments, plutôt qu’une violence ou une brutalité. « Ils sont affectés. Personne ne revient de la guerre sans être brisé », dit le créateur.

    La réalité est donc beaucoup plus que virtuelle, elle vous prend au coeur et même au corps, impliqué lui aussi dans l’expérience. Coproduit notamment par l’ONF et le studio montréalais Dpt., Ennemi est un projet accessible au salon ou au bureau ou ailleurs, à condition de télécharger son application sur téléphone et sur tablette, offerte dès le 5 octobre.

    Sa version la plus achevée, offerte pour l’instant uniquement sur les produits Apple, est en réalité augmentée, plus interactive. Les utilisateurs peuvent alors se déplacer dans l’espace physique pour s’approcher des combattants, les contourner et voir ceux-ci les suivre du regard. Ces témoignages s’installeront également dans une grande salle de Montréal en 2018, à l’aide d’un appareillage plus sophistiqué, rendant l’essai encore plus immersif.

  • 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?”

  • VARIETY | France, Britain Lead Europe’s Foray Into VR Contents

    VARIETY | France, Britain Lead Europe’s Foray Into VR Contents

    Logo Variety

    They’re already home to two of Europe’s most vibrant film industries. Now France and Britain are leading the way in the region in creating VR content.

    Between them, the two countries have eight of the 22 titles competing in the upcoming Venice Film Festival’s new virtual-reality section — the world’s first competitive VR strand at a film festival. Add in an entrant apiece from Italy and Denmark, and the number of European titles in the competition exceeds that of the U.S.
    “The VR industry is booming in Europe, which is great for all of us,” said Sol Rogers, CEO and founder of Rewind, the British creator of “Ghost in the Shell VR,” with U.S. banner Here Be Dragons, and “Home: A VR Spacewalk,” which just picked up an award at Cannes Lions.
    A report in August identified 487 virtual-reality companies operating in Europe, up from the 300 recorded in February.

    But in contrast with the U.S., where virtual-reality creation is mainly being funded by deep-pocketed corporations and private investors, the VR industry in France and Britain is being driven in large part by public broadcasters, TV channels, government institutions, independent producers and tech studios.

    In France, where the entertainment industry is highly subsidized, the National Film Board has funneled more than €3.5 million ($4.1 million) into VR projects via two schemes: one for writing, development and production and another for technology expenses. The board backed 33 VR projects in 2016, compared with just one in 2014.

    Okio, one of France’s top VR companies along with Agat Films (“Notes on Blindness”) and Camera Lucida (“The Enemy”), has raised about a third of its budget from subsidies. Most of the money is allocated to development.

    The company premiered “I, Philip” at the Cannes Film Market and will be attending Venice to pitch its upcoming VR experience “Lights.” It is also developing a segment for an eight-part VR series commissioned by Arte. The segment’s budget is €120,000, two-thirds of which comes from Arte and the rest from government subsidies.

    Antoine Cayrol, producer at Okio, said that steering the subsidies into development is what makes the French virtual-reality experience so original and ultimately popular among festival programmers and platforms. “We’re able to hire skilled creatives and crews [and] spend time on the graphic bible, the script,” said Cayrol. “So when we start pitching Arte, Amazon, Oculus or Hulu, we have a well-developed proposition.

    “I remember someone at Oculus who once told me, ‘We get a lot of people in the U.S. who send us three pages and ask for $3 million, and in France, producers send us treatments of 25 pages and ask for $25,000,’” Cayrol quipped.

    A handful of pure VR players, such as HTC and Oculus, are starting to invest in content creation overseas and can help finance bigger-budget, more ambitious projects. Facebook-owned Oculus is developing projects with Agat Films and Okio. It also pre-bought Okio’s latest experience, “Alteration,” and made up a big chunk of the project’s budget, Cayrol said.

    Broadcasters such as the BBC, Arte, France Televisions and Germany’s ZDF are considered VR pioneers in Europe and have been key in pushing for strong VR-native content. More channels are following suit, including France’s TF1, which recently launched an app dedicated to the technology and commissioned its first VR experiment, “Sergeant James.”

    The channels see their investment as a way to nurture emerging talent, attract younger audiences and boost their brands. It also equips them to compete with Hollywood and Asia. “If we don’t invest in VR today, in a few years the VR landscape will be fully dominated by American or Asian content,” said Gilles Freissinier, Arte’s head of digital.

    In Britain, VR players can apply for funding from government body Innovate U.K. and have access to a strong talent pool of post-production experts, FX specialists and other creatives who have flocked to London and the British entertainment industry.

    “There’s brilliant stuff from institutions, and from the BBC with Taster, but also a huge amount from the private sector as people work out what VR is, what the business model is and how we can make the experience different and superior to TV or standard games,” said John Cassy of VR studio Factory 42, which is developing a hologram project with Sky, London’s Natural History Museum and David Attenborough.

    The challenge is to make the VR industry scalable enough to sustain it, said Tom Burton, head of interactive and VR at BBC Studios. “So far, there is no return on investment,” he noted. “It’s a medium that’s barely a few years old.”

    Alchemy VR is working with London’s publicly funded Science Museum on “Space Descent,” which re-creates British astronaut Tim Peake’s journey back to Earth from the International Space Station.

    “There is no template or set business model for VR,” said Emily Smith, Alchemy’s director of marketing and business development. “It’s a mixed economy. With ‘Space Descent,’ the Science Museum had the Soyuz capsule and commissioned us to make a visceral VR experience. We also have pay-to-download experiences on the PlayStation Store. There are different models for different projects.”

    While prospects for monetization remain limited in Europe, one emerging revenue stream is location-based VR. MK2, one of France’s biggest film companies, recently opened Europe’s largest permanent virtual-reality facility in Paris.

    “Location-based VR is crucial to give virtual-reality content a commercial life, create a business model and a chain of revenues for right holders, as well as initiate consumers to the technology and have them embrace it before it hits the mass market,” said Elisha Karmitz, managing director at MK2.

    The company kicked off international sales of its VR content at the Cannes Film Festival. And one of its films is competing in the VR section at Venice: François Vautier’s aptly named “I Saw the Future.”

  • THE JERUSALEM POST | Israelis come face-to-face with the Enemy

    THE JERUSALEM POST | Israelis come face-to-face with the Enemy

    The project, called The Enemy, is showing as a part of the Tel Aviv International Student Film Festival until Saturday and is the brainchild of veteran war photographer Karim Ben Khelifa.

    In Tel-Aviv on Sunday, Gilad, a broad-shouldered IDF reservist, and Abu Khalid, a skinny masked fighter for the Popular Front for the Liberation of Palestine (PFLP), stood facing each other in a room.

    They are sworn enemies. However, in Tel Aviv they calmly told their stories and answered a series of questions.

    “What is violence? Who is your enemy? Have you killed your enemy? What is peace to you?” the combatants were asked. Both Gilad and Abu Khaled answer, maintaining continual eye contact amid a group of curious onlookers.

    This scene may seem a bit unreal, and that is because it is, at least partially. While Gilad and Abu Khaled are real people who give real answers, they are viewed through a hyper-realistic virtual-reality headset that projects 3D animation of the Israeli and Palestinian men that is then interwoven with prerecorded interviews.

    The project, called The Enemy, is showing as a part of the Tel Aviv International Student Film Festival until Saturday and is the brainchild of veteran war photographer Karim Ben Khelifa. Along with the Israeli-Palestinian component, Khelifa interviewed two rival gang members in El Salvador, and combatants from the Democratic Republic of Congo. The purpose, according to Khelifa, is for the audience to think differently about polarized conflicts by encountering humanity on both sides.

    “In conflict and areas like this, especially here, there is less interaction between the two people. And the less you have interaction the more the narrative of dehumanization is taking place because there is nothing to counter it,” said Khelifa.

    Forming the installation took some time, however, finding the combatants was the easiest part as “there is no shortage.”

    But the photographer did have some trouble with the IDF, which refused to offer an active duty soldier to participate in the project alongside the PFLP, a designated terrorist organization by Israel, the United States, the European Union.

    “The army said ‘how dare you bring in front of each other a terrorist and a regular army of a country recognized by the United Nations?’” remarked Khelifa. “But the point is not about putting equal armies in front of each other,” he added, “it’s putting enemies in front of each other and listening to those people – the people they don’t meet.”

    The project began from a sense of frustration. After years of working in conflict zones like Iraq, Afghanistan, the Congo and elsewhere, Khelifa felt his photos had little impact on the people being photographed.

    “Should a journalist have an impact? I think so,” he remarked. “Sending the work back to Israel today or Palestine today is super important so you can start looking at things slightly different. You can start taking into account another way and it can stick with you, hopefully in a more powerful and permanent way than my work before.”

    Viewers of the installation are taken through three separate virtual rooms where they encounter the combatants.There is Jean de Dieu, a member of the Democratic Forces for the Liberation of Congo, who said he has not felt joy since he was a child.A shirtless and tattooed Amilclar Vladamir, of the Barrio 18 Gang in El Salvador, hopes he can give his kids a life different than his.Gilad and Abu Khaled both share similar aspirations, they hope for peace and an end to conflict and their personal stories allows the viewer to empathize with both parties.

    The project intentionally skirts the details of the Israeli-Palestinian conflict, which often force people to take sides, instead of seeking to highlight humanity.

    Following the project, Gilad and Abu Khaled even had the chance to meet the other’s hologram. Their initial reactions were highly skeptical and it’s unclear what would happen if they actually met in person, but the fighters still support the project.

    “They’ve had to counter years of war and training,” said Khelifa, “To go out to fight you need to be motivated.”

  • CNEWS | The Enemy : quand la VR raconte la guerre à l’IMA

    CNEWS | The Enemy : quand la VR raconte la guerre à l’IMA

    C’est l’une des expositions chocs à voir actuellement à Paris jusqu’au dimanche 4 juin. The Enemy invite à s’immerger, grâce à la réalité virtuelle, dans diverses zones de guerre.

    L’Institut du monde arabe a choisi de traiter, par le biais d’un prisme inédit, du conflit Israélo-Palestinien, de celui qui se déroule en République démocratique du Congo, ainsi que celui qui déchire les gangs au Salvador. Des territoires où le photoreporter Karim Ben Khelifa et une équipe de la société Emissive, spécialiste du contenu VR, se sont rendus pour recueillir et capturer à 360° trois témoignages de combattants.

    Sur 300 m2, jusqu’à vingt visiteurs, équipés d’un PC VR1 de MSI (accroché au dos) et d’un casque Oculus Rift, peuvent se déplacer sur les terres de ces autochtones, aller à leur rencontre et écouter leur histoire. L’expérience, qui pourrait préfigurer le futur du reportage, s’avère immersive et surtout passionnante, apportant de nouvelles perspectives sur les récits.

    Des témoins reproduits en 3D interactive

    Surtout, le support choisi va bien plus loin que de simples vidéos à 360°. «Contrairement à ces dernières, qui imposent aux utilisateurs de n’être que de simples spectateurs, nous avons choisi de tout repoduire en 3D interactive et de modéliser le physique des interlocuteurs, ainsi qu’un environnement pour se mouvoir. Un atout qui permet de se déplacer librement et de mieux appréhender la vie de ces témoins», souligne Fabien Barati, directeur général d’Emissive.

    Un travail a notamment été mené sur le regard de ces interlocuteurs, puisque leurs yeux suivent le visiteur du regard, créant ainsi un lien plus fort lorsque leur récit débute. Chacun d’eux a été scanné dans son pays. «Lors de la réalisation de ce reportage, nous avons dû faire face à différentes contraintes, notamment au niveau du matériel utilisé sur les zones de conflit, puisque nous ne pouvions pas emmener tout notre équipement», ajoute Fabien Barati.

    Trois années de travail ont été nécessaires pour mener à bien ce projet qui révise les acquis du journalisme de terrain. The Enemy, installé au cœur de l’IMA, engage aussi de nouvelles technologies uniques au monde. « C’est la première fois que vingt personnes peuvent visiter en même temps une exposition en réalité virtuelle, précise Fabien Barati. Un système OptiTrack permet de suivre les mouvements des visiteurs, qui peuvent aussi se voir entre eux grâce à des avatars virtuels, pour ne pas se gêner durant leur expérience.» En outre, une appli mobile liées à l’exposition permet d’accéder à du contenu en réalité augmentée, par le biais d’un simple smartphone.

    L’avenir, la société Emissive le prépare déjà. «Nous nous intéressons particulièrement à la possiblité de visiter des lieux disparus ou des monuments inaccessibles pour le grand public, à l’instar des pyramides», conclut Fabien Barati.

    The Enemy, jusqu’au dimanche 4 juin, à l’Institut du monde arabe (Paris 5e).

  • HUFFPOST | A museum (IMA – Paris) in virtual reality

    HUFFPOST | A museum (IMA – Paris) in virtual reality

    Going to see an exhibition, you usually expect to find a room filled with art pieces; pictures, sculptures or performances, something that would be shown before your eyes. Not in this case, the Enemy offers a new kind of experience in a virtual reality, the museum rooms are projected and you walk through them to (re)discover three conflicts, the one between Congo and Rwanda, the Israel-Palestine conflict and the gang wars in Salvador. Virtual reality allows to reconstitute real actors involved in these conflicts, people interviewed by Karim Bel Khelifa, the creator of The Enemy. The exhibition is presented in Paris at the Institut du Monde arabe until June 4th 2017.

    First step of the journey, tickets checked, so far everything sounds normal. Before the experience a person in charge hands you an Ipad with some questions on it, preparing for the “personalized narrative”, they ask you about your age and degree of sensitivity to the three conflicts. Your answers determine what room of the exhibition you will see first. The holograms talk to you, personally, they look you in the eyes and tell you their stories.

    Karim Ben Khelifa is a war reporter, he shows, in the Enemy, an interesting approach to the process of othering. From what we hear during the exhibition, your enemy is who they are because you have learned it, you grew up hearing the voices of society teaching you about the atrocities performed by the other side, dehumanizing them. Now, when you hear both sides of a story, the narratives seem close, and the so-called enemy becomes a person driven by very similar interests as you are. Knowing the other, their narratives, becomes key in the process leading to peace and mutual understanding.

    This experience then sheds a new light on how raw information can be delivered. Something happening on the other side of the world could be brought to you not via a video or an article but via holograms. Thanks to virtual reality having the people entangled in a conflict telling you their stories first-hand is possible. It is not reported by a journalist on a piece of paper, or recorded on a camera and projected on a screen, there is – virtually – no mediation between you and the interviewees.