Join us over at Bluesky: https://xitter.cf/t.co/8xJJMOc8gP CAVRN is a research group for augmented, virtual, and mixed reality researchers.

Joined August 2022
CAVRN (@cavrn.bsky.social) retweeted
Awesome to be at the @CAVRNetwork post-conference as part of #ica24 where we get a nice survey of global VR research before diving into the big gap in studying the Chinese market
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CAVRN (@cavrn.bsky.social) retweeted
Hopefully an interesting read to take with you for the holidays! I summarize a handful of articles about game engines and their importance to the metaverse and other virtual spaces!
Replying to @MaxwellFoxman
@MaxwellFoxman looks at how the ideology of game engines impact how we come to understand and use XR - game engines are integral to metaverse ecosystems and we should pay attention to how they shape production and consumption in digital spaces cavrn.org/dis-unity-why-game…
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CAVRN (@cavrn.bsky.social) retweeted
A new worker-owned game website, you love to see it
Hi! Welcome to Aftermath. We (@LukePlunkett, @Vahn16, @rcmacleod, @xoxogossipgita & @Papapishu) are a new worker-owned, reader-supported website about games, internet culture and beyond. tinyurl.com/3uysmrh6
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CAVRN (@cavrn.bsky.social) retweeted
Hello friends. It's that time of my life when I am starting to prepare the whole tenure package. If you have used ANY of my work in your classes, could you reply or message me so I could get access to your syllabi? Thanks!
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CAVRN (@cavrn.bsky.social) retweeted
What a beautiful way to display the CAVRN work over the last year! Perfect for your VR/AR class!
Excited to announce that CAVRN Syllabus, Vol 1 has been released. We have collated 16 critical perspectives on AR and VR; focusing on policy; media theory; responses to the metaverse; and VR experiences and storytelling. A great intro XR source 😎 ses.library.usyd.edu.au/hand…
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CAVRN (@cavrn.bsky.social) retweeted
'you can create biofeedback with a user's brain by monitoring their eye behavior'... I'm 100% certain this research will only be applied in ethical ways and not push us to consume more or profit from our (unconscious) data. Yup. Not worried at all. 😎
I spent 10% of my life contributing to the development of the #VisionPro while I worked at Apple as a Neurotechnology Prototyping Researcher in the Technology Development Group. It’s the longest I’ve ever worked on a single effort. I’m proud and relieved that it’s finally announced. I’ve been working on AR and VR for ten years, and in many ways, this is a culmination of the whole industry into a single product. I’m thankful I helped make it real, and I’m open to consulting and taking calls if you’re looking to enter the space or refine your strategy. The work I did supported the foundational development of Vision Pro, the mindfulness experiences, ▇▇▇▇▇▇ products, and also more ambitious moonshot research with neurotechnology. Like, predicting you’ll click on something before you do, basically mind reading. I was there for 3.5 years and left at the end of 2021, so I’m excited to experience how the last two years brought everything together. I’m really curious what made the cut and what will be released later on. Specifically, I’m proud of contributing to the initial vision, strategy and direction of the ▇▇▇▇▇▇ program for Vision Pro. The work I did on a small team helped green light that product category, and I think it could have significant global impact one day. The large majority of work I did at Apple is under NDA, and was spread across a wide range of topics and approaches. But a few things have become public through patents which I can cite and paraphrase below. Generally as a whole, a lot of the work I did involved detecting the mental state of users based on data from their body and brain when they were in immersive experiences. So, a user is in a mixed reality or virtual reality experience, and AI models are trying to predict if you are feeling curious, mind wandering, scared, paying attention, remembering a past experience, or some other cognitive state. And these may be inferred through measurements like eye tracking, electrical activity in the brain, heart beats and rhythms, muscle activity, blood density in the brain, blood pressure, skin conductance etc. There were a lot of tricks involved to make specific predictions possible, which the handful of patents I’m named on go into detail about. One of the coolest results involved predicting a user was going to click on something before they actually did. That was a ton of work and something I’m proud of. Your pupil reacts before you click in part because you expect something will happen after you click. So you can create biofeedback with a user's brain by monitoring their eye behavior, and redesigning the UI in real time to create more of this anticipatory pupil response. It’s a crude brain computer interface via the eyes, but very cool. And I’d take that over invasive brain surgery any day. Other tricks to infer cognitive state involved quickly flashing visuals or sounds to a user in ways they may not perceive, and then measuring their reaction to it. Another patent goes into details about using machine learning and signals from the body and brain to predict how focused, or relaxed you are, or how well you are learning. And then updating virtual environments to enhance those states. So, imagine an adaptive immersive environment that helps you learn, or work, or relax by changing what you’re seeing and hearing in the background. All of these details are publicly available in patents, and were carefully written to not leak anything. There was a ton of other stuff I was involved with, and hopefully more of it will see the light of day eventually. A lot of people have waited a long time for this product. But it’s still one step forward on the road to VR. And it’s going to take until the end of this decade for the industry to fully catch up to the grand vision for this tech. Again, I’m open to consulting work and taking calls if your business is looking to enter the space or refine your strategy. Mostly, I’m proud and relieved this has finally been announced. It’s been over five years since I started working on this, and I spent a significant portion of my life on it, as did an army of other designers and engineers. I hope the whole is greater than the sum of the parts and Vision Pro blows your mind.
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CAVRN (@cavrn.bsky.social) retweeted
Help me with a research thing! What games events in Sydney do you remember going to? Making sure I got as many as possible due to ✨anxiety ✨
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CAVRN (@cavrn.bsky.social) retweeted
Also, FYI, a shoutout to the great work of @CAVRNetwork is in this as well. Worth checking out if you haven't already!
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CAVRN (@cavrn.bsky.social) retweeted
Do you study XR? Are you interested in seeing trends in XR research from 2022? Well, the first issue of Social Grammars of Virtuality is out: penn.manifoldapp.org/journal… and tackles all these questions. I contributed the following on trends in theories: penn.manifoldapp.org/read/th…
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CAVRN (@cavrn.bsky.social) retweeted
Was delighted to contribute this little piece on the media ecosystem hyping VR for CAVRN’s launch. Thanks to @marcusdcarter @parrotluke @benegliston and @kateeuph for bringing this network into being cavrn.org/avoiding-the-virtu… The piece also connects to my recent @TowCenter report
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