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“I created a VR experience where I can see things moving in real time inside my own brain” – Ben Joseph Andrews, Emma Roberts (TURBULENCE: JAMAIS VU)
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“I created a VR experience where I can see things moving in real time inside my own brain” – Ben Joseph Andrews, Emma Roberts (TURBULENCE: JAMAIS VU)
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“ I basically designed a game to inflict trauma on people in a weird way, so that they would understand rejection, shame, and acceptance” – Taylor McCue (HE FUCKED THE GIRL OUT OF ME)
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“Virtual reality allows us to illustrate the temporality around the disappearance of glaciers” – Jaibao Li (ONCE A GLACIER)
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CPH:Lab 2023: COLLATERAL ECHOES VR, THE FOREST THAT BREATHES US, DIPLOMATIC REBEL (part 2)
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“I believe very much in the notion of story-living in interactive design, even for AR” – Barna Szász (IF THESE STREETS COULD TALK)
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“Rain is a very strong narrative element.” – Naima Karim (THE ANTICIPATION OF RAIN)
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“You must be willing to take a leap of faith to commit to a virtual journey.” – Darren Emerson (IN PURSUIT OF REPETITIVE BEATS)
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“We want to prove there is some viability in the XR creative process” – Mads Damsbo, Mikkel Skov (MAKROPOL 1/2)
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A new VR work from Georgia at La Biennale di Venezia: I PITY THE GARDEN (by Mariam Natroshvili and Detu Jincharadze)
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“We aim to create a dialogue between the creators and the audience” – Mark Atkin (CPH:DOX Inter:Active)
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SXSW unveils a complete online XR agenda
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Top 100 Creative XR Events, Festivals & Awards (2021 Edition)
